5th DnD game inspired by many references

Started by Zaer Darkwail, September 09, 2022, 03:33:09 PM

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Zaer Darkwail


“Let us step into the night and pursue that flighty temptress, adventure.”
-J.K. Rowling

Are you interested in 5th DnD which takes inspiration from the following anime series/things; Monster Girl Doctor, Interspecies reviewers, Goblin Slayer, Shield Hero, Harem in the Labyrinth of Another World, Redo Healer, web-novel There is no Epic Loot here, Only Puns, Corruption of Champions game and isekai genre in general, then keep on reading. As I will detail the world, and setting, first before telling chargen stuff.

Origin of Anama (the world/setting)
Anama, is the ancient celestial word to describe this world that was once created by the cooperation of two entities which shall be referred to as the primal deities, or overgods whichever scholars prefer. As there can be other primal deities in the multiverse but primal means this case the origin or original deities which have been founded given the reality and worlds they have created.

But this is a tale of this world and its creators and the origin of how the world and its varied races and monsters came to be. There was primal deity Akatosh, a being of law, order, and justice. Then there was Zatash, a being of disorder, chaos, and perversion. Neither alone could create a world, lacking the power and resources to do so. So they made a pact where they agreed to create a world together and share it evenly with their creative work and thus weaving and shaping the world began. Zatash provided raw elemental chaos as building blocks while Akatosh organized them together so they do not come loose and make creation collapse on itself on its own power.

Then they started creating living things. Akatosh created animals, Zatash created monsters, Akatosh created mortal races, and Zatash created the sentient monster species. At this point, Zatash thought the greatest harmony and peace is found in making their creations able to mingle together, so she gave monster and sentient monster races a high compatibility rate with Akatosh animals and races and created many races of sentient monsters either male or female in idealized forms, needing members from Akatosh races to complete them.

But this 'perversion' of purity and warping of 'perfection' Akatosh had created offended him! He saw Zatash's influence means to interfere and ruining his work! So he lured her into the trap and then sealed her into the world itself, inside of it, so she can never escape, commune but observe the creation (which he could not deny from her as she was part of the world as much as Akatosh was). Zatash was furious, swearing to reclaim what Akatosh effectively stole from her while Akatosh proceed to create the lesser gods and deities which helped handle the mortal races for him and he formed his own pantheon of family formed from his own created deities. Which would eventually lead to an era called Godswars.


Godwars
After imprisoning Zatash, Akatosh created the lesser deities to handle day to day affairs of mortal races. Assigning each race a god, humans he himself personally took under his charge. The events and histories of this era are considered a golden era of peace and prosperity, dwarves build immense forts and tunnel networks with steam trains while elves build immense citadels and humans lived in rapidly developing cities with a variety of cultures and halfling caravans moving around between settlements and gnomes living amongst the fey. Dragonborn's found ancient floating empires in reverence to dragons which were the greatest of creatures created by Akatosh which they revered in a deific fashion.

Monster races were a persistent threat to all races, Akatosh, however, chose not to wipe out monsters or monstrous races away despite those entities raiding his people. As the monster races and monsters gave everyone a 'common enemy' to focus on and focus less puckering with each other and focus on protecting themselves from monsters. So he ensured no species of monsters ever went extinct albeit a few times it nearly did, but with direct intervention he literally sacrificed a community or two for monsters able to repopulate, grow and prosper just to let them be exterminated a decade later. So monsters and monster species served as a foil for larger conflict between the Akatosh races. Zatash saw this and her anger at how her creations were used enraged her further. Albeit she could not influence the world directly, all monster and monster races developed innate hatred for the Akatosh people which also transferred into perverted angry lust where they never considered mercy nor consent when they raided and raped and pillaged. Also, her desires gave birth to demons, spirits formed from the pure destructive rage that Zatash was unable to unleash directly but her rage formed a cesspool that formed into the abyssal realm around her prison.

However, there is always an ending for eras and it all started with an innocent desire from one lesser goddess; Myrtha, goddess of the home, family, and love. She was chosen wife of Akatosh, as a couple they presented primary deities of humanity in their pantheon (there were a couple of lesser gods handling different humanity aspects) and she had sired him many daughters...but the most Akatosh desired was a son, an heir. But despite several lovely daughters, she failed to give him a son. In despair after the birthing latest daughter (which she unusually cold manner abandoned) she walked into the darkness beneath the earth to cry and hide her mourning and sorrow from Akatosh...but Zatash who was buried beneath the earth then whispered to her. Talked to her, with comforting words and told her how she understood as a woman and mother her sorrow. Despite warnings of Akatosh never to listen to Zatash, Myrtha in her weak moment listened to her words of encouragement and told if she wanted to ensure a male offspring, she needed to take some of the deepest soil touched by her influence and mix it into porridge and eat it before conceiving a child. Myrtha followed the instructions and thus she birthed a son, who was named Malagor.

Malagor was spoiled since birth by his mother and father Akatosh. He was all that either parent had desired from his son, but Akatosh then discovered the influence of Zatash in him (in form of lustful interest in his godling sisters and fertility), and then strictly questioning Myrtha about it she confessed Zatash's involvement. Akatosh was enraged by the event, immediately without warning banishing Malagor from heaven and stripping him of his divinity! Crashing down into a world without divine powers and only his burned clothes and barely surviving the crash in northern climates where one most brutal human tribes did live. As a mortal he struggled live amongst the tribes, he was weak without his divine powers and he was bullied and humiliated and he had nowhere else to go. As all other human civilization clerics had been given a vision of his fall and ordered to kill him on sight, Akatosh purposefully corners him to live the worst possible life in the world as a human. The northern barbarians had not embraced pantheon ways and instead followed mighty forces of nature and spirits than gods.

A decade as a mortal he had put the lowest rank in the hierarchy amongst the tribe who had taken him in, the lowest of thralls who were only good at doing women's chores because he was so weak. In during that darkest moment, he whispered eternal hatred and fury for his father and Zatash heard his prayer which he whispered to earth and whispered back to him...offering her help to achieve his goal. As Akatosh had removed all divinity from him, he still had Zatash's influence on him and she offered to give him more power if he in return helped undo the prison Akatosh created where Zatash resides. Once he has slain Akatosh and inherited his power as a godslayer. Malagor agreed. Thanks to his secondary indirect mother's influence his body started to grow stronger, rapidly transforming from pitiful thrall into mighty warrior. He defeated the original chieftain of the tribe and the first time led the tribes to do the unthinkable; lead humans against humans! He is the force that broke the harmony between Akatosh children!

Naturally, this drew Akatosh attention, after the first large-scale war and massacre he was horrified, and disgusted with what Malagor had created in his world and harmed his most precious creation! Despite firm ruling he made with lesser gods not interfere with mortal affairs directly, he send one of the lesser gods, the god of battle Valdar. Malagor and Valdar faced in an open field after the first battle, Valdar came with the intent to slay Malagor and put an end to the horrible thing he had created; War. However, both Malagor and Zatash knew if he strikes against humans, it will result in a direct divine intervention at some point so they had prepared. Zatash had influenced one of her most feared monstrous children, demons, to forge a blade capable of harming and slaying a god and deliver the blade to Malagor. So when Malagor faced Valdar he caught him off-guard both by his natural prowess and brutality of combat skills but also having an actual weapon capable of harming him and this surprising advantage caught Valdar off-guard which led him to become slain by Malagor...and as godling stripped of divinity his spark was awakened anew as godslayer who devoured lesser god's energy into himself and become a lesser god in turn!

Thus started godswar where Malagor led the charge against gods, where he then either corrupted, slew, or captured lesser gods of humanity for his personal amusement and pleasure and slaughtered gods to build his own divine spark, and then it all ended in a massive clash between him and Akatosh. An epic battle where Akatosh expected to win easily but was thrown back against Malagor's fury and rage which embraced fully Zatash corruption and gave him the edge needed to defeat Akatosh and devour then his essence! However, thanks to embracing Zatash corruption Malagor could not drain all divine energy, as his body rejected the energy and he got only just a little slimmer of the spark of Akatosh original energy. Zatash then demanded paying up the debt and Malagor then reluctantly agreed and did as promised; attempted free Zatash. But because he had inherited only a little of Akatosh energy, he could not undo Zatash's imprisonment! But it opened her prison much further which allowed further her corruption and influence to leak out but she is nowhere free! Zatash demanded he tries more or works harder, but Malagor only laughed and let Zatash fume in her prison as he is not interested to go extreme lengths to try to free her completely. Well aware of what she would do once fully free.

Malagor then sits on the ruined pantheon castle as his base of operations in the divine realm and thus he became the most dominant god in the pantheon in humans. Many lesser gods had fled, mostly other race gods. Most of rest lesser gods of humanity were either slain, corrupted, and pledged to him or made willingly or unwillingly into his concubines. Including Myrtha, his own mother, whom he took as a lover and changed her from the goddess of home, family, and love into a goddess of slavery, obedience, and submission. He rewarded his mortal followers, the northern tribesmen with his blessing but with a twist; give them a spark of power but in return, their inner monstrosity was exposed to the world. And thus creating tieflings into the world. These Northmen, former barbarians who had evolved into skilled warriors under the guidance of Malagor who had become their patron god of conflict and conquest and war, embraced their gift entirely and started expanding from conquering human states to other races and started what's called the Era of Darkness.


Era of Darkness
Era of Darkness is a period that was largely dominated by Malagor's sponsored empire, Malgadians, reign. Other races had aided humans against Malagor during Godswar, but there also has been silent resentment towards humans by other races so they did not give them 100% best, they viewed humans as spoiled and favored by Akatosh too much and gladly watched as once dominant human nations crumbled, with hopes that in fall out after Malagor falls in hands of Akatosh the other races can claim the desolated lands to expand. But they were wrong, so much wrong. They imagined Malagor would either lose or sit idle once defeating Akatosh, but he did not.

He created Malgadians in transforming them into tieflings in a sweeping swoop as a divine gift. Then they turned, by guidance and encouragement of their god, against other races. Also, they did the unthinkable as well back in time; they teamed up with monsters and monstrous races! Which was unthinkable to any race with any deities as monsters and monstrous races lacked any divine patrons and thus were considered ungodly and unholy and thus justified to be slaughtered!

But Malagor was clever; he appeased angered monsters and monstrous races who were upset that Zatash was not released by offering them give them divine patrons. The corrupted godlings who volunteered to become patrons for monsters and monstrous races enticed all they join under Malgadian banner! Some monstrous races or monster members were promoted to lesser godhoods by Malagor's bidding in giving them spare divine energy he had from slaying several lesser gods whose powers he had not consumed. Now monsters and monstrous races had actual divine patrons and now could access divine magic!

Malgadians advance was an unstoppable force, they conquered, corrupted, pillaged, destroyed, and took over the entirety of the world under the shadow of their empire. Their empire was a place of violence, corruption, and darkness with the deepest of depravities performed by Malgadian tieflings and monsters and monstrous races alike. Almost all ancient civilizations and capitals were razed to the ground, only surviving through extreme measures, and in cases where lesser gods felt the desire to interfere directly, Malagor was waiting with his godslaying blade ready to slay or severely injure them with permanent lasting wounds. Malgadians enslaved all Akatosh children, exploiting them any way they could and inflicting their cruelty, and ruling them tyrannically. Thanks Zatash weakened prison, demons could enter the world and be summoned much easier and used by Malgadians as well. There simply excited no way for any race nor nation, even combined, against this horror. However in the far future existed light and the arrival of the Blessed Heroes.


The Blessed Heroes
The tale for this era starts with the abandoned godling child, the single child which Mythra in despair abandoned and was picked up by fairies to be raised. Galena. She was not the goddess of any race, but nature and animals. Feys revered her not as a deity but as simple as a friend. Galena grew up among fairies and only much later noticed and realized her divine origin and at that point, she did not care at all. She did not care about human's conflict with Malagor or Malagor slaying her siblings and half-brothers and sisters whom she did not know. She did not care Malagor slaying her father whom she never knew.

But what she did care though was the reckless destruction of nature and animals, and the suffering of the world, under Malgadians. For centuries tried to stop the suffering by herself, but in end, her efforts were in vain. She noticed humans starting to pray for her, even if she refused to give them any direct divine aid they still prayed to her as a form of hope and continue praying for her to stop Malgadians. This prayer and faith eventually made her into a goddess of hope, whether she desired the title or not. However she was nowhere close to Malagor in power, but she understood more about the world itself as her perception was different from the rest of the lesser gods as she had sensed and seen where Akatosh divine spark has gone; back to the world itself but also around it. Also, she thought outside box as well; if nothing in this world can stop Malgadians, there must exist another world where find solutions right? But she cannot do endeavor alone.

So she infiltrated the ruined pantheon castle and freed four of her siblings from Malagor's slavery, Velira, sister of Valdar who was godling leading valkyries (divine enforcers and guardians of justice and valor) who were once gods elite troops until defeated and defiled by Malagor. Shemira, Suna, and Dione, goddesses of secrets, sun, and faith were freed as well. But even as five they are no match for Malagor and Malgadians, this much Galena told them as she freed them but she told them her bold plan, and considering all hope was otherwise lost they followed her bold plan. They gathered at to place where all creation began; Forge of Creation. In there they saw not just the world, but the entire cosmos and alternative realities as well untouched by Akatosh! Standing on the plateau where Akatosh in the dawn of the world forged elements and laws and physics and magic binding the world together they sensed pulsing potential in place...just need to funnel energy into it. However, Akatosh forbid all lesser godlings, even his own son, Malagor, unable use the forge as it would seriously fuck up the world if they did access its immense power.

But again Galena was clever, she did not use the forge to do anything inside Anama...but outside of it. They all five were children of Akatosh and thus they could tap into his divine essence there, but as they were not built to handle its immense powers they accepted the ultimate cost of using the forge and Akatosh lingering energies around the world; which is their destruction. So for sake of the world, they channeled Akatosh and their own divine will outwards, forming bridges to other worlds to pull chosen heroes into their world and bear a full blessing and burden of five goddess powers into them and give them much power as possible and potential to grow strong as Malagor had become with aid of Zatash! Not become lesser gods, because then it would draw Malagor's attention, but as mortals with intense potential.

Then thus, five heroes emerged in Anama. They all hailed from other worlds, lesser magical worlds where connection has been formed to pull potent souls and potential to be heroes. The five heroes were named Clive Damaske, Froya Sieglind, Mara Whisperleaf, Yona Darkling, and Wilburg. All five arrived in the world, aided only by nature spirits and fairies at the start (as Galena had prepared for her own demise far ahead) and gave the five heroes fairy forged relics to help them in great conflicts and battles ahead and helped connect with surviving nations and people who weren't stomped to ground by Malgadians.

Clive, a human man, was blessed by goddesses to have unmatched martial prowess with a sword, becoming overtime legendary warrior but his greatest treasure was his shield Garlund, which according to legends was capable warding even against death itself and helped him endure and protect others even when he was grievously injured.

Froya, a human female, was blessed with the divine powers of the goddesses as a priestess of war, gifting her with uncanny insight into nature and the soul of people and finding the deepest of secrets inside their hearts. Her divine gift was her battle hammer Drakargzh, a battle hammer which carried elemental fury of the dragons who had been slain by Malganians for their claws, hide and blood.

Mara, a female high elf, was given a bow Vishnya, a bow which never needed ammunition and was unhindered by any magic which would prevent arrow harming or from landing. Her blessing was forming a bond with a few remaining primal beasts of the world and gaining a powerful beast companion Kelkie, a woods spirit took the form of a wolf. Also, her skill with archery was thoroughly unmatched in stories and had excellent skills as a woodswoman, and as a ranger.

Yona, a female human, was gifted with arcane secrets and a keen mind for lore, both academic and forgotten and her gift was Tome of Shadows which provided all possible rituals from any source for her to able to use. Knowing also invocations and other strange occultic powers.

Wilburg, unknown, was in most cases described as male but often as female as well. Variety of races and genders, so it's assumed his divine gift was the ability to change his/her appearance at-will but this is largely discredited by a variety of sources as most strongly is suggested his goddess blessing was not artifact (nor ability change) but rather immense luck. Some suggest his shapeshifting related to either regular use of illusion magic or that he was a changeling; shockingly a monstrous race in the group which depending on whom you ask is either blasphemous or confirmation he is indeed unfit of the bunch of the heroes (more of that later). From four others he had no clear mastery or 'divine gift', but he was the most versatile of all heroes. At the start, he got into serious troubles (and led heroes to troubles) but later on he grew much more competent and all-around skilled with anything that nobody else did cover already and he displayed bardic skills and talents but also roguish skills as well. Later on, becoming even more critically important few events.

But going through the entire saga of the five heroes takes three hundred days to tell in full length but in short summary, they achieved much great deal, did many heroics, united the other races and liberated slaves, and formed it into a mighty army which they eventually skirmish against Malgadians main forces and eventually formed footholds of resistance which stood and pushed inwards until it all led climax where Malagor himself faced the five heroes in Malgadians capital in personal combat...and was defeated. He was not slain, instead imprisoned in his ruined pantheon castle (into divine domain) and thus reinforcing the old rule established by Akatosh that gods cannot directly interfere with mortal affairs directly. A rule which is no merely verbally agreed upon but reinforced by temporally stolen divine mantle from Malagor to form it into divine law that gods cannot break (not even Malagor). However, later some gods figured out a way around it; simply disrobing their divine status and powers (either temporally or permanently) they can break the rule if they want. Without divine powers, god is not a god after all. Thus after the climactic battle against the very evil started Era of Darkness started The Era of Mortals.


The Era of Mortals
This era is a present and ongoing era, as the name indicates this era is ruled by mortals and mortal deeds as no longer gods directly interfered with affairs of the mortal kind, and besides the blessed heroes, there have been nobody similar empowered as them. But as the name indicates, all five heroes eventually died of old age or other mysterious circumstances but their legends continued to influence the world at large.

After the climactic battle, many slaves wanted homes and thus heroes helped establish communities and even established a kingdom of their own where Clive and Froya were crowned as king and queen. But soon after establishing the kingdom, Wilburg left the group. Most think Wilburg was always a wanderer and chaotic and thus wanted nothing in kingdom management but a highly popular theory is that there had been some kind parties internal conflict that forced Wilburg to leave the group. Later on Wilburg left the kingdom to another side of the continent and formed with survivors and former slaves Free Nations, basically numerous independent cities and nations which each was ruled by a council and were very much anti-monarchy in attitude. Forming no connection to the kingdom besides a trade agreements and were strictly against any military alliance and formed a strong independent spirit. Wilburg also founded The Guild, which grew over time enormously powerful institute in Free Nations and overtime even eclipse all Free Nations ruling councils with its influence (more about Guild later).

In the kingdom established by heroes, it became named Atlantica, it was founded on righteous ideals, justice, and valor and had faithful reverence for the long-dead five deities which had granted heroes their boons first place and other lesser gods who started making returns once Malagor's tyranny was mostly ended and also ruling of the royal family founded by Clive and Froya. Yona formed a magic academy in building the world's tallest tower which seems spiral all way towards the stars, called Celestial Spire. Yona later created one greatest world's magical wonders in creating what's called Spirit Web which globally covers the entire world. The effect of Spirit Web is simple; it creates what is called a character sheet for every living humanoid of a non-monster or monstrous race. More of its functions are mentioned below. After creating the wonder, Yona disappeared without a trace and left Celestial Spire to her pupils to manage and run and it continues to function as a magic academy to this day.

Mara remained a royal huntsman and formed ranger troops which function even today as security and border patrol for the kingdom and help secure the protection of more remote towns and villages in the kingdom than royal knights. But once Clive and Froya died (and Yona disappeared), Mara who had likely outlived all her friends by the time grandchildren of her friends were born she disappeared as well (most suspect it was out of sorrow and loneliness as she had grown more forlorn and quiet after passing of Clive and Froya), and is assumed she has died somewhere.


History briefly and recent major events
Atlantica remained a righteous and good nation for solid four hundred years, but after that church of five goddesses started to take over and overtime five goddess worship was put more behind background into minor cells and replaced the entire church with 'reverence to five saintly heroes' and overtime it became 'saintly four heroes' and until it became then merely 'reverence to three heroes' only. The royal family and noble bloodlines are based on bastard children of the royal family from the nobility and royal blood of the Atlantica but they have no real ruling power anymore and everything is truly controlled by the Church of Three Heroes.

Now the reason for this change is simple; even if gods cannot interfere in mortal affairs, they provide visions. However five long-dead goddesses give no vision nor guidance, but one cleric discovered they can find visions and guidance in giving prayers to one to heroes and it suddenly exploded declaring five saintly heroes. However later on Atlantica as a nation got into conflict with Free Nations' loose morals, as The Guild overtime grew heavily capitalist and eliminated all 'righteous' laws and replaced more capital supporting decisions. So Wilburg as a 'saint' was removed and left with four heroes only to be revered. Also as Free Nations did business in the slave trade, as slavery is firmly outlawed in Atlantica and this was a further chasm between them that kept growing. The final straw was that The Guild enslaved monsters and monstrous races and purposefully bred with them...Atlantica had become over time very puritan about mixing human or other races' blood with monsters which Atlantica formed a firm and fierce hatred since heroes' main enemies in Era of Darkness were Magladian monster, monster race troops, and tieflings!  Free Nations were too similar to Magladians to Atlantica's liking. Atlantica was all in favor of eliminating and wiping out all monsters entirely!

So thus started the first skirmishes between Atlantica and Free Nations, Atlantica trying to enforce their puritan strict religious regime while Free Nations fought just for independence and freedom. Some philosophers believe the entire conflict perhaps mirrors the conflict that Wilburg originally had with other heroes before he left. Also, tales and rumors or Wilburg being non-human emerged and thus further encouraged the removal of him from being even truly part of the original heroes.

The reason why reverence of Mara was removed was that Atlantica over time grew zealous to seek 'purity' in humanity. In most recent development Mara is removed because she was non-human and that she had abandoned the kingdom centuries ago and Atlantica now treat both half-orcs and half-elves (which formerly were equal citizens) as secondary citizens and outcastes. This has added racial tension in the kingdom with other half-breed races and non-human races as halflings, gnomes, and elves who still live in Atlantica as the church's new dogma is to revere only the three human heroes all above else. Now, in such circumstances, both Free Nations with the Guild and Atlantica with the Church are in direct conflict, and also both seeking to slay or enslave monsters and monstrous races led to a serious crisis for all monsters and monstrous races. They were twiddling out entirely.

The battle of ten storms happened, a battle that was reported as ten different storms and serious enough to cause devastating casualties to both Atlantica and Free Nations forces, from the storms emerged a a blue dragon from the clouds which landed into carnage and shouted; "Stop fighting in my territory or else I unleash my full wrath! Is not ten storms enough you drive off!" Dragons were largely near extinct and thus seeing one shocked everyone involved. Since Era of Darkness dragons had been hiding, kept to themselves but universally left alone. Also in the magic academy which Atlantica respects, tells dragons are literally living beating hearts of all magic in the world, and thus killing dragons will eventually lead to the loss of all magic from the world. Even Guild believes in that and thus dragons aren't killed even if contracted to do so (but they more than gladly go scavenge any dragon corpse found or dragon graveyards for magical components).

The dragon was named Dharazzha, she took humanoid form to negotiate with both armies generals. Both parties wanted the piece of land cause it borders both nations' territories and is a risk left to either side and do not want to leave it unguarded. More so both parties wanted to deal with numerous monster dens in the region one way or another. So Dharazza then gave an enormous amount of gold and treasures to Guild and literally bribed them her own the piece of land and build their city, where trade is welcome and is also monsters and monstrous races, are welcome to come live in the said city and do citizen business with other races. Same rules applying other races coming to do business and live in the city as well and form a neutral buffer zone for both groups.

Naturally, Atlantica was furious and outright refused, but Guild agreed on the terms and thus resulting in a friendlier connection to Guild and forming Guild's presence in the city albeit altered significantly from their 'monster enslaving' practices. Atlantica, however, was at a time too weak to attack the dragon, and later date Church has forbid harming the dragon but the Atlantic continues to do skirmish strikes on the kingdom (which thanks Guild support has functional military keep the order albeit land is primarily owned by single dragon now along with city). The city became called Azure City (in honor of the blue dragon) and grew to become rapidly into a major metropolis in just a decade under the direct guidance of Dharazza like other Free Nation cities Azure is ruled by a council, albeit in theory Dharazza rulings can be overcome with the big vote but so far nobody has dared go even politically against her.


The Azure City
At present The Azure City is the largest metropolis neutral grounded trade center between Atlantica and Free Nations in the zone which has plenty of dungeons and monster and monstrous race territories. It's thanks to the brilliance and charisma of the blue dragon founder city has flourished rapidly as it has (and enormous donations to Guild give many resources and freedom to do as she wishes with extend). However, it's (in)famous for its redlight district; which has the largest number of brothels in any kingdom, and most importantly it has actual monsters and monster races working there as sex workers. Neither Free Nations nor seedier parts of Atlantica can offer the volume and variety of services provided (a quality they can try to compete but some brothels in the district surpass even best what either Free Nations or Atlantica has to offer). Also unique is that there are monsters and monster races working in the city; nowhere else monsters and monstrous races actually mingle civilly with other races and do business! More so this has given access to and the menu of other services and goods which aren't found anywhere else.

But part of Guild support Dharazza had to make amends to allow the slavery system which exists in Guild but in return Guild forbids enslaving monsters and monstrous races by default; the slavery system now works universally equally in the city and starts slowly expand to all parts of Free Nation (albeit there are exceptions here and there). Azure City and Dharazza alone have changed the ancient viewpoints and beliefs of treating monsters and monstrous races, well, monsters. Even tieflings are tolerated in the city so long they don't break any laws. Also thanks immense influence the city provides and the help Dharazza had done to a variety of monster clans in the region has led her to become ultimately ruler of all monster clans indirectly, albeit she dismisses the claim nor wishes to be 'crowned' as such. But considering how dire the situation was for many monster clans they are willing to adopt to become civilized and willing to go to any extent to avoid extermination by Atlantica (or worse slavery by Guild), so they have ceased the ancient grudge and hatred to other races and monsters albeit conflicts and brief minor fights do still occur but Azure Guard, city elite troops, keep peace solidly along with aid of adventurers.

Power Dynamic: Azure City is both a name and nation, an ideal, of peaceful co-existence with between normal races and monsters. This is a powerful new idea that was so daring and insane at the time of proposal that nobody would have dared voice it without being canceled by Free Nations and Atlantica unless it was spoken by a powerful dragon. Considering how powerfully Dharazza has carried out her vision many suspects she may be said person but so far it's strictly denied (and it's denied said people are appearing as monsters but there are past case studies that display it has been possible before). Dharazza has won the hearts of the Guild, the immense trade empire's hearts (and given plenty of her treasury bribe them to her sidelong as she lives), Atlantica naturally opposes this but at the time city concept was laid down the Atlantica army was decimated state and even if Atlantica would push for major offensive they fear what dragon would do to their nation as she has displayed capable wrecking armies just by herself. More so killing her would be a major sin to the world which the Church of Three Heroes forbids from doing so, so Atlantica settles for skirmishes against any trade caravans or separated groups moving in or out from Azure City than act directly against Azure City.

However Azure City is not only depending on Dharazza for security; since the Guild connection was formed a new adventurer chapter (and rules) were introduced; except for monster race adventurers. So now adventurers do not attack civil monsters while attacking ferals (the distinction has been formed strongly in recent years). Besides adventurers who flock to Azure City enmass has provided a pool of people who are fiercely ready to defend the city because to many adventurers the goods, services and overall ideology appeals to adventurers. Naturally, the city needed potent force enough to protect it from the chaos of adventurers living in the city, and that's called Blue Knights. Blue Knights are an elite unit that bends the use of military tactics with magic in high efficiency most importantly; all blue knights have sworn oaths to serve Dharazza and the city and all are said or reincarnated people who have devoted their lives to the security of the city. Dharazza keeps a keen eye on every said and reincarnated person, background checks them, checks their progress, and then one point in their lives she offers them membership in Blue Knights personally if they qualify. So far most who qualified accepted her offer but some cases had refused her but they still are considered valuable assets in Dharazza's eyes.

Also naturally as a single force ensuring the survival of many monster species and races and providing safe haven for their kind after being almost wiped out in crossfire between fierce wars between Atlantica and Free Nations, many monsters, very powerful monsters, pledge to help Azure City in time of need and unlike other races, the monsters do not suffer from limiters from growing to full mature power and in full peak, many monsters surpass most races in raw power. Only Atlantica noble scions have any hopes to directly defeat monsters in one vs one fight. But even they would have difficulty dealing with a largely united front of monsters united by a single purpose (which has never happened before because monster species have been fiercely territorial and often fought each other like other races).

But besides the immense potential of raw military power in form of adventurers combined with Guild mercenaries from Free Nations and monster troops (which scarily resembles the Magladians empire), Dharazza does not push for expansion or invasion. She entirely builds her nation as a buffer, defensive neutral zone, between Free Nations and Atlantica and simply forbids large-scale battles also neither side harms monster populations in her territory which do follow her ideology and are civil.


Free Nations and The Guild
Free Nations are all varied-sized towns, cities or even metropolises ruled by ruling councils made of important people in the region. There can be nobility but none nobles rule by the power of bloodline but by economic influence and cooperation with other council members. The cultures and customs vary in regions, but the universal glue which keeps Free Nations anyway connected is The Guild. The Guild is simply put near global merchant and trader's guild with multiple branches and guild masters who specialize in one or two specific fields. There are local guildmasters and then a semi-global ruling caste of guild masters who answer to The Guild's entire branches in the higher hierarchy. But nobody rules The Guild but it has a council that discusses important business-related matters and tries to solve problems if any while all seek the golden goal they all share; profit and prosperity.

There are influential merchant families, noble alike, who are related by blood to some leaders but the position is earned by merit than by inheritance. The Guild regulates the prices of all services where they operate, and demands universal standards for specific services. There are three guild service ranks; Copper, Silver, and Gold. Rare services are given Platinum rank which is only a handful ever in a given region. Guild regulates quality and pricing based on quality in any branch (and ensure nobody cheats or screws people over with false product or advertising) and if anyone steps out of line the business owner is harshly punished. Naturally, all business practitioners can operate outside Guild restrictions and demands, but if they operate in Guild territory they notice they are more and less politely smoked out not through violence or blackmail but that all other businesses out-compete them or price their services higher to non-guild associated business by 25% cut and rarely any business prospers in Guild controlled territory. So you find non-guild services in remote places usually. The only demand Guild makes to any business wanting to register is that besides quality inspection (which is done for some sum of gold) the business gives a small share of profits to Guild. In return Guild provides help, security, and insurance for businesses in case of trouble unrelated to the business owner's business decisions (like in case of catastrophe the Guild can help rebuild businesses with a generous loan with fair return payment). Not to mention a variety of unlisted benefits of being part of the Guild (networking, getting occasionally free goods that the original owner decides to give for free without taxes, legalistic advice etc).

The most profitable business in Guild branches is Adventuring Guilds and the Slaves sales. Slavery originally had regular races of convicted criminals sold in auctions besides captured monsters and monster races but now even monster/monster races can only be sold if they are done found criminal acts or are 'feral' (meaning tribal monsters and monster races which have refused to become civil and be treated nothing more as raiders). Now in Free Nations and Azure City, there is a ruling that in all criminal cases which would cause property damage, stolen property or crimes punishable by death/execution or crimes of blood (meaning rapes or murder), the wronged party can instead demand to sell criminal as a slave. In slave, sale profits are given to wronged party but if the sold slave has family or children then profit is evenly split between close relatives/family and wronged party. The alternative approach is of course voluntarily going to slavery, which some people choose to do when they need desperately need cash for the family. But avoid being pressured to be sold into slavery by peer pressure, the willing slavery is ensured only work with 100% free-willed individuals who are entirely willing. Willing slaves sell much more than criminal ones and the price goes up based on training, level and looks and health of slaves and overall rarity has given species.

Slave's loyalty is enforced by binding sorcery which connects the slave to the owner in a way where if an owner dies so does the slave. However, slaves without additional measures can run away but then such people will be listed as wanted criminals, and bounties are placed on them and thus killing them is not a crime but instead rewarded. Also, such marked criminals cannot use any Guild-granted services or buy goods (nor join any Guild-led organizations, including Adventurer Guild); meaning they are forced to resort to surviving on remotely placed businesses or scavenging to survive.

Adventurer Guild is a branch of the Guild dedicated to the needs and services provided by or to adventurers. Who serves as 'jack of all trade's' service to problem-solving. Whether it is spellcasting, dealing rat infestation, monster raids, exploring or treasure hunting for hire, or solving crimes with aid of local law forces. The Guild has a registration fee and once done adventurer is given an adventurer tag; which gives benefits based on tier and what kind of adventurer you are in the Guild. To increase in tiers in tags you need to accomplish deeds, and do trials and tests to rise in rank, and all are performed by Adventurer Guild supervision. Adventurer Guild also assigns jobs based on tiers and they background check clients to be sure jobs aren't traps or anything not what the client doesn't tell is not. Of course, adventurers can take off guild jobs but anything illegal runs risks of adventurers losing their license and run risk labeled and executed as criminals or sold into slavery depending on circumstances.

Guild has Seven ranks and they are;
Copper = Beginner, given upon registry (estimate level: 0-1)
Silver = Full Adventurer tier comes automatically once doing a job that involves actual combat/risks of injury (estimate level: 1-3)
Iron = Need to undergo trial/testing, but if passed get an Iron tag which signs you are no longer a rookie adventurer (but not a veteran) (estimate level: 3-6)
Gold = Qualified for taking the test once you take any request which is Gold tier or above and successfully complete it, after test/exam your tag is upgraded and you're now considered a 'veteran' adventurer (estimate level: 6-9)
Platinum = Qualified take exam/trial after taking quest which is listed highly dangerous/deadly or suicidal in odds in success, once upgraded yours among elite adventurers. Only a handful of groups ever reach this tier in careers and often retire in a few years in rank. Or disappear or die. (estimate level: 9-12)
Mithril = Given only by decision of local guild master/government. No exams or trials but often far above the capability of Platinum-ranked adventurers. Legends are sung and told of heroes and adventurers of mithril rank. (estimate level: 12-16)
Adamantine = Same as Mithril, however unlike Mithril there must be proven ability for this ranked individual solo missions of mithril rank easily and this rank has been given once or twice per century, and myths exist of all adamantine ranked heroes. (estimate level: +17)

Power Dynamic: Free Nations compared to Atlantica and Azure City is that they are much better organized in economic and overall tactics wise. They embrace and use their cultural diversity and troops which have gear and items which can surpass what some Atlantica military units wear and use. But diversity comes with disadvantages in large-scale military tactics to be used and leads to problems in pushing against well-fortified Atlantica borders defended by scions of noble families who are very stubborn to yield ground (and said scions each one is individually stronger than any Free Nations troops). Of course, adventurers form many mercenary units and are often spearhead to any major engagement, but as the Free Nations' motto is freedom and independence, they cannot force adventurers (who often surpass Free Nations troops' level caps), they cannot force adventurers to engage in deadly military operations besides simply hiring them and most of them dislike direct warfare contracts and prefer more exciting (and less grim) of exploring dungeons and dealing with feral monsters. On but plus side, often when Atlantica starts to get a foothold or make a major push, many adventurers willingly join for almost free deflect Atlantica troops past in aggressive counteroffensive but it often dwindles once the threat is gone.

Against Azure City Free Nations does not act against but they in truth fear the growing power and influence of Azure City in the political sense as Azure City has in a very short time grown to surpass many traditional major metropolises in Free Nations and is growing increasingly powerful over time. Some cities had considered even invasion pre-emptively but major reasons being that blue dragon is still in city council and secondly The Guild would gut down any Free Nation which would even dare attempt attacking the Azure City and no Free Nation is strong enough in the independent economy or military power to carry the invasion alone. To do such deed needs a major alliance of multiple Free Nations and so far there is no signs of such alliance anywhere.


Atlantica
Atlantica presently is a self-righteous puritan theocracy with a royal family which is influential but second only to the Church of Three Heroes. Atlantica praises heroism, valor, and justice but with a very narrow lens; they worship three heroes as saints which to revere and take after in everyday life. There are temples dedicated to five goddesses who blessed heroes and other lesser deities but Three Heroes Church is a major force in the Atlantica kingdom. Thanks to strangled relations with Guild there are no unions or regular guilds at all and everyone's prices are decided by local nobles, barons, and such or businessmen independly. Also, adventurers aren't viewed as careers to be picked up, everyone studies and learn under the apprenticeship of artisans, and in some cases joining a militia is possible but each militia is local. To become a knight asks for the right lineage and connections. Overall everyone who is born certain caste sticks there and marries members from the same rank or caste.

However, there is an exception to this rigid caste system; those marked with a brand of divinity. When someone reaches a teen/young adult (ages 16-18), they may manifest a mark on the back of their hand that brands them as a reincarnated hero, one of the three originals, or one past hero of the Atlantica. Those are destined for greatness. So those children are immediately reported to Church and Church then reports to the most suitable noble family to adopt the child (if the commoner, often severing ties completely to a former commoner family in the process) if noble then they are quickly assigned to any top-tier academies in the kingdom for study based on their skill and affinity. These chosen heroes form 'adventurers' of the Atlantica albeit not called such, they are simply called heroes which are heavily guided by the church once they graduate from their respective academies. There are four academies where entrance you need to be from the noble lineage (or adopted or be branded by divinity);

Righteous Shield Academy; Academy for any knights and fighters.

Celestial Spire; Academy for magic.

Cathedral of Divine Lights; Academy for divine studies to become cleric or paladin. Or another kind of divine caster (like celestial sorcerers example).

Ranger's Lodge; Studies learning become archers and rangers or other primal and nature studies. Discouraged/Discredited and regularly not recommended unless the candidate really wants to go there or has a really strong talent for archery.

Rumors exist of the fifth academy but the church and the royal family all deny it exists, but then again if anything if there is the fifth academy presenting Wilburg's roguish knack, it would naturally be top secret and most likely strict control of the church.

Albeit the Church of Three Heroes encourages and teaches to follow divine teachings which are inspired by being heroic, righteous, valorous, justice and virtue, the kingdom nobility however is more self-serving than what they show to the public. Slavery is strictly illegal but those born of commoners or those who are non-human branded heroes, face more mistreatment than those born into nobility already. Nobility who so much measure their power and status based on what is given family level cap, often exploit the divine branded heroes as means raise the cap. Church suspects this indecent behavior, but they do not interfere unless they suspect non-consent is involved, or with a puritan faction, it involves a non-human divine branded hero. The only reason why 'sterilization' of non-human heroes is not performed because strong opposition by royal family who have some non-human members born occasionally and royal family has in bast wed with non-human divine branded heroes as means bolster and keep their bloodline strongest.

But besides noble families treatment the church fairly treats all divine branded heroes and treat them as equals to each other despite are they commoner or noble, non-humans get verbally often reminded of the misfortune of being born less pure but they aren't otherwise mistreated.

However there is one ultimate rule that all commoners and nobles alike know; never, ever, kill the divine brand bearer. The person who deliberately and desires someone's death, doing the act directly or indirectly (like hiring an assassin to kill a divine brand user), becomes marked by a brand of sin. The brand of sin when it manifests, it creates a large halo of energy around the sinner and brands them visibly with a dark crimson/purple brand of sin which glows brightly in visible spots (forehead, hands, eyes, face etc). The glow around them lasts 24 hours when it manifests and it does not brand just the killer, but everyone related to them by blood.

The church also gets alerted with an immediate vision of all sin brand bearers and also face of the person whom they killed. The church marshals their paladins and inquisitors and priests to hunt down the sin brand users and the entire country knows those marked are by divine decree killed on sight (and if unable to kill or arrest for execution, they simply report where they are). Anyone who kills any sin brand users who is not part of the church receives a generous bounty reward or even possible promotion to nobility as a knight. This sin brand killing carries enough influence even allow the church and Atlantica itself to cooperate with the Free Nations Guild to ensure the death of the sin brand bearers and pay bounties even to 'heretics'.

After the day, the brand's glow fades but the mark remains and naturally, the character sheet has big glowing letters reading 'sinner' on them indicating their status as something worse than criminal in eyes of Atlantica; as hero slayer. So thus with all machinations and plots and even backroom shady deals, no noble family or commoner alike, dares raise a hand to kill the divine brand hero. Only rumor exists if a divine branded hero kills another divine branded hero, they alone do not get branded but even entertaining such blasphemous thoughts is severely disliked by the clergy.

Considering existence of sin brand there has been speculation that church nor Atlantica as a nation has ever killed divine brand slayer for treason nor any reason, which most other nations scholars calls 'very suspicious. Atlantica clergy propaganda simply states there has not been nor never will be, a traitorous divine brand bearer. The last part those outside and inside know also as 'subtle threat' indicating that if there is any serious flaws in divine brand bearer (heavy Zatash corruption discovered, traitorous acts, blasphemous behavior etc), all those involved will be dealt with. Including witnesses, by the clergy. As the otherwise entirely spotless record in thousand years by divine brand bearers is either pure miracle or product top tier maintained censorship with many dark secrets and concealed events in the past.

Power dynamic: Against the monstrous race troops of Azure City and numerous Free Nations troops with better gear and economic resources Atlantica has two major advantages; first is that their nation is bigger than all Free Nations combined so they have lots of resources albeit less varied than in Free Nations. So they can extensively continue to support their front lines with food, gear, and supplies and they have built solid supply lines. Problem is that they have trouble building new supply lines and have difficulty expanding, more so that Free Nations commoners (regular people) are intensely stubborn flocks to try to convert over to the teachings of the Three Heroes. The second advantage is that albeit they have fewer troops (as all are made from noble families scions), is because noble families' scions have average higher levels than any Free Nations people (minus said/reincarnated people or few families). Thanks, to bloodlines formed by the royal family in the past (having lots of children and the only eldest inheriting throne the spare siblings founded their own noble houses). All noble houses connect to the royal family and thus to two of the blessed heroes directly who were the most powerful people in recorded history. So the noble families' level caps are much higher and thus the few troops they wield, are higher in level and power than Free Nations troops.


Characther Sheets
Yona created Spirit Web which caused all present and future people born with character sheets. At least to non-monster and monstrous races, which is thus further discrimination against them. But in Azure City monstrous races and monsters are given artificial character sheets (in physical crystal plates), but those born to core races (including aasimars and tieflings) have character sheets innately in them. The character sheet displays your gender, race, class, and level, also it displays your overall status whether your criminal or not or a slave owned by someone (this later addition hints Yona cooperated with Guild somehow as part of creating Spirit Web). The character sheets are checked by Guild whenever they register as adventurers or when they hand over the bounties from dealing with criminals and overall work as a check-up method for providing identity as you cannot fake character sheets. It also displays stats and status conditions if any, which helps great deal clerics and healers determine what's wrong with a person if they can see the character sheet. Also, some other places or cities can demand display character sheets based on their local laws or customs.

The character sheet is summoned always by another party, the owner of the character sheet can always see it whenever they want it but cannot manifest it visible to anyone else unless someone else performs the sheet summoning ritual. The sheet appears on either hand, if absent with hands it appears on the forehead of the person. If a person is slain, the character sheet manifests physical form in between one minute to half an hour delay. But if chop a hand (or head) off, you can transport the sheet with you that way, and no need to wait for it to manifest itself physically on the demise of the person. In most cases deceased are recognized by finding their character sheet and collected by local law forces and dismantled. No undead creature has a character sheet, including sentient ones. As well as demons or other monsters or monstrous races unless getting an artificial one in Azure City (which is the only place in the world that get one).


Isekaid, Reincarnated and Adventurers
Isekaid people still continue to appear in Anama, the reason is unknown. Overall it's thought that even if five blessed heroes were needed to deal with the greatest imbalance, more heroes are called as means either to counter some threats or simply as means to rejuvenate the world's magical energy (or stabilize it). Theories exist in one direction or another. However, it's common knowledge that sometimes people without pasts and with weird ideas and words appear and are considered as isekaid. Usually, those people draw lots of attention from local natives for a variety of reasons; most people who get isekaid become adventurers and famous and strong ones. Also some noble houses or old established adventurer families try hook their children to isekaid people (more about it later for reason why). reincarnated people are the same as isekaid but unlike directly transported heroes they are born into the world. In Atlantica these children automatically gain divine brand to their hands but nowhere else (the reason is unknown). But people who do notice unusual behavior in children, strong talent or ahead their age maturity in kids they suspect strongly be reincarnated and are similarly treated as isekaid heroes.

Adventurers are actually a rarer breed than thought. As since the Era of Darkness began, globally, all mortal race's' potential' in power was diminished by the direct action of Malagor (as means to prevent competition vs him). As he drained divinity from several lesser gods, from different races, it resulted that mortals could not rise in power (levels) high as before Era of Darkness. So thus why global people are stuck in certain levels of power and cannot despite all their hard work and effort not bypass the limit. The exact limit varies but if given a formula everyone when they are born roll 1d6 dice, that is the amount of 'levels' they can ever accomplish in their lifetime. Only ones at Era of Darkness bypass that was Malgadian tieflings but in their case they rolled 1d6 dice for their max level reduction.

The only exception was the original five blessed heroes, and all future reincarnated and isekaid heroes. Their potential is uncapped. Albeit they do not get strong as a blessing entering the world as the original five did, they have the exception to the rule in regards to their potential, and everyone knows this. Even if they do not know why it's so. However, that's the reason why Guild and Atlantica capitalize so much on these people as they can. Also, one side effect has been noted; if these adventurers have children with natives, children inherit this same potential. The potential grows less in grandchildren and continues to degrade until it resets to what it was before.

But it results in noble families who have adventurer ancestors eagerly marrying children off to other noble families with similar ancestry with children with potential (to upkeep the quality) or more eagerly adopt and marry any isekaid or reincarnated children because they work as means refresh/raise the potential bar in future children. Also, some studies indicate someone can 'break' their limit in having sexual intercourse regularly with isekaid or reincarnated heroes (or adventurers of higher level/rank than themselves). So it leads to adventurers easily having lots and lots lower tier/level ranked 'fans' who willingly bed them as means seeking as means to increase their power.


Monsters and Monstrous Races
By Zatash design there are monsters and monstrous races which lack females or males, she intended these races originally procreate with Akatosh's creations. Especially on humans which Zatash had some part design them be universally compatible with monsters and monstrous races. However in Zatash imprisonment monsters harbored a long-time grudge for the rest of the races and each other, as monsters cannot procreate with each other and only procreate with Akatosh's races (especially humans) they can. So by setup and considering Akatosh encouraging violent behavior towards monsters and monstrous races there are aeons old lasting traditions and cultures surrounded by capturing and enslaving other races for breeding. Also part of Zatash fury leads to aggressive behavior and also intense strong sexual urges in monsters and monstrous races, thus leading these races to have average higher libidos.

But thanks Azure City now monsters and monstrous races have an actual chance peacefully coexist with other races, and form actual real relationships instead of ones based on slavery and dominance. But some habits are hard to die off and some struggle with these new social norms. But overall at large the monsters and monstrous races have adopted the red light district as the new 'breeding ground' for their species. Going so far as to give a small discount to clients who 'breed' with workers (and sign off any parental rights as well). Below is a list of races and genders tied to each monster races (if not listed, both genders are possible in race);

Bugbear = Male
Goblin = Male
Hobgoblin = Male
Kobold = Female
Lizardfolk = Female
Orc = Male
Goliath = Male
Gnolls = Female, all futanari
Harengon = Female
Tabaxi = Female
Verdan = Female
Aarakocra/Harpies/Owlin/Sirens = Female
Merfolk = Female
Lamias/Naga = Female
Driders = Female
Locathah/Kuotoa = Male
Loxodon = Male
Gith = Githzerai male, Githyanki female
Genasi = Fire/Water female, Air/Earth male


Zatash Corruption
Besides the lust-driven monsters Zatash corrupts those breeding with her offspring or simply born into the world. Zatash corruption influences can be subtle as increased libido, breasts leaking milk without pregnancy, extreme cum loads in men, or the extreme form with natural born/transformed into futanari. Those who are born from monsters (monsters hybrids are possible) or fucking lots of monsters, retain/start acquire traits from both parents/partners and usually are called mongrelfolk and are/can become sterile despite all libido they have. You can create a custom race (which will be called mongrelfolk) combining a variety of racial traits or take a regular race but change appearance from canon drastically. Also can have unusual sexual characters if so desired. However, in the setting, those who are clearly influenced by Zatash corruption are shunned everywhere (normal races and monster races alike) unless they reside in Azure City and especially in redlight district where 'being weird' is a selling point for most workers in the district.

Zatash corruption is universal in entire world, and anyone can get corrupted by her influence by variety of means. Simply having 'sexual thoughts' itself opens the way for to Zatash corrupt you. There are devoted monks and sects who devote entire lives to sever this connection to achieve complete purity from her influence. But even if they keep their minds and bodies vigilant from corruption, even they can get corrupted if they are sexually assaulted by demons or other powerful children of Zatash. As corruption is not born just from inside you, but as the influence of someone gaining pleasure from you. So thus why monks who meditate on gaining purity train in self-defense and martial arts. To avoid becoming corrupted by Zatash's influence.

It is sense of irony that Zatash 'rewards' someone in giving someone pleasure, a twisted gift from her as thanks being good source of pleasure. But self-indulgence, especially going more than needed, also invites corruption.

The exact extends how corruption manifests, physically or mentally, is basically infinite and thus most cases people do not mind 'bit' of corruption as eventually all adults who engage sexual life may get some corruption. But the most extreme forms of signs of corruption (mongrelfolks and futanari example) will be shunned in most societies. Mongrelfolks can be born or made. When someone either willingly or unwillingly has repeated/regular sexual encounters with monsters can start acquiring said monster's traits as form of Zatash extreme corruption (thus why people shun futanari is because fear them corrupting their partners and thus spread corruption). There has been an increasing number of mongrelfolks forming into adventurer parties who regulate in redlight district in Azure City and thus in general policy mongrelfolks are much more tolerated/welcomed in Azure City than anywhere else where people shun/fear corruption mongrelfolks carry.

Reason, why Zatash corruption is feared/hated depending on culture, is because of eons of history with monsters who kidnap and rape men/women, that alone that deity 'created and encouraged' this behavior is the reason why Zatash is disliked universally. But also those corrupted by her influence can be influenced by her to do horrible things (this is mostly a myth but solidly believed even today).


Mindbreak rules (optional homebrew rules)

I think you all are familiar with the concepts of ahegao and mindbreak in hentai. Now the idea is to introduce both states as status conditions and how to achieve those states. So thus introducing the pleasure over stimulation bar. Or POS for short. It functions in the same capacity as exhaustion works in the 5th dnd; it has six stages and each stage has an effect/impact on the char. As note these rules are optional, so while applying to game, mention do you like use these rules or not.

POS matters in any sexual encounter, consensual or non-consensual. You can have an orgasm but it may not lead to a POS build-up, such occurs only if your partner rolls DC 20 charisma save once on every 'round' in a sexual encounter (DC lowers to 18 if have performance or insight proficiency and to 15 if got both). Meaning in single or two posts partner orgasms and rolls d20 + charisma save against DC 20 (or 18, 15). If they fail, you do not get POS build-up but can still orgasm. However, if the sexual encounter continues past the first orgasm then DC lowers to by -2 and in the third round, DC gets reduced by a total -5 (meaning DC 10 for those with performance and insight proficiency). After orgasm DC to build POS resets to normal DC value of 20 (or 18 or 15 for those right proficiencies). Naturally more the lover scores POS on their partners the higher the partner is regarded afterward (by NPC's but can serve as a guideline on how PC should react to partner's prowess).

So basic idea could be taken despite how ugly your partner is or how incompetent after three rounds lead to a most likely build-up of POS (unless the partner rolls pretty badly :P). However, exhaustion plays a role as well; after each round of sexual encounter (which led to orgasm), both partners must roll constitution save against DC 20 (DC lowered to 18 if got athletics proficiency or acrobatics and DC 15 if got both). On failure, you build an exhaustion stack. Most people would not have further sex after the first exhaustion stack (and if fail build POS then get no further chance to try it after the first orgasm round) and even most hardcore deviants stop at 4 stacks (on the 6th stack you can be literally 'fucked to death'). So there is a physical limit to how long you can have sex before your partner passes out/dies.

Now exhaustion is lowered -1 by finishing long rest (plus having food and drink), POS functions the same way but with an added caveat; the person must not be stimulated further after long rest or else POS builds up from where it was left in. Also, any spells/effects which remove or reduce exhaustion can be applied to POS. Now the exact POS chart is below along with the mechanical effects from it.


  • Highly Aroused: Disadvantage against charm/compulsion spells
  • Horny: Disadvantage on ability checks
  • Lustful (ahegao): Speed halved (counts to be charmed towards their partner until POS reaches 0 and remains so highest POS count x weeks without sex with the partner)
  • Nymphomania: Disadvantage on Attack rolls and Saving Throws
  • Sex Crazed: Speed reduced to 0
  • Mind Broken: Complete obedience/addiction to your partner until POS is reduced to 0 and is without sex with a said partner for 6 weeks (obedience similar to if dominate person had been cast on them)
So in short theory, a villainous antagonist can have a harem of mind-broken women that he keeps around but the number all depends on both his stamina, ability to raise POS, and also time spend to pleasure the harem so no one reaches to 0 in POS and is without his contact for few weeks. Also, mind broken state may go away in 6 weeks but then the person is 6 weeks counted as charmed towards the partner (and thus total mental recovery takes 12 weeks or 3 months). The basic POS can go down by long rests (and thus example speed reduction disappears quicker than mental changes).

Zaer Darkwail

#1
Note about the influence of Era of Darkness on some races

During Era of Darkness, many other races were enslaved and haves history tied to events during it. So going through each core race influence and some optional racial traits to each (you can choose to take them or not).

Aasimars
Aasimars did start appearing during the Era of Darkness, mostly speculated by the death of Akatosh and a dozen other deities. Sparks of divinity escaped from slain gods and manifest in mortal vessels. However, even if aasimars did appear/born and be turned into slavery, there were so few of them that any bloodlines did not form because of this, and aasimar birth is always a random chance even today. Albeit aasimars are naturally more resistant to Zatash corruption so finding an aasimar with any corruption is very rare (in the already rare race).


Dragonborn
Dragonborns glorious citadels were brought falling down and their dragon patrons slain and bodies scavenged for arcane ingredients or reforged into cruel weapons. Dragonborn slaves were split evenly between male and females. Males worked in forges while females attended fields and from both sex, slaves were taken albeit more rarely. As echo from this period, there is a strict sense of gender roles among dragonborns still living in today's society where men work/do hard labor and women take care of the home and industrial businesses.

In sexual matters, Zatash curse had the least impact to Dragonborn usually but it led Dragonborn women to develop breasts. Also, some dragonborn are born with tails, which is unsure is it Zatash curse or the influence of the slain Akatosh. But usually tailed dragonborns are not treated any differently and are treated more as curiosity among their race. Any dragonborn futanari are executed honorably if discovered in their own nations or communities (and slain or surgically altered on birth and sterilized as well).


Dwarf
Dwarves avoided the worst conflict by burying even deeper underground and building deadly mazes to protect their cities (they left only once five heroes managed to breach the capital maze and prove they are chosen ones by the gods). But those few dwarves captured over time became duergars under the care of tiefling masters and grew morose. Rarely used for sexual service either gender but they were relentlessly exploited by tiefling empire for metal industry and building. But once given chance by five heroes, became most brutal vanguard in slave rebellions. Also, Zatash influence remained minimal to race and any Zatash corruption (like futanari) is found among duergars mostly and duergars do not give a care about corruption if any they have and usually keep to themselves from other dwarves. Other dwarves shun them and call them 'dark iron dwarves'. Futanari/Zatash influence if found among normal dwarves becomes a social outcaste and usually becomes adventurers.


Elf
The elves are split into four ways; original elves who successfully hid their communities from invaders and went deeper and more dangerous forests to hide (wood elf or grugach). Those who were captured and relentlessly bred (because they were the most popular sex slaves). The regular elves (wood elves) who survived slavery still carry traces of the slavery in them in form of high libido which can be roused. The regular elves call this
throwback
Your increased libido leads that when you experience orgasm, you roll wisdom save DC 10. On failure, your POS score increases +1 level (and in case the partner succeeds in raising POS level anyway, it grows by +2 levels instead). In return for high libido, you have proficiency in constitution saves in sexual situations.
syndrome for their time as sex slaves. Those who display this trait avoid provoking it if they can or they accept it and become sex workers (which leads elves to shun them for their clear display of accepting Zatash corruption in them). Futanari elves are executed in original elf communities while in regular ones they are exiled or shunned. They receive more acceptance in Azure City.

The third group is high elves who made a pact with feys to protect their capitals and cities. A powerful feylord agreed on terms and used fey magic to conceal capitals and larger cities into feywild where Malgadians could never enter, reach or find these elven cities. As the pact dictated; once the threat of Malgadians wasn't anymore, the cities and towns returned to back regular world (meaning high elves did not participate in battles with five heroes besides Mara being the sole representative of their race), high elves made a return in beginning in The Era of Mortals. However, feylord had played a trick on them; as long as the ward lasted the residents were inflicted by a subtle curse. Despite security provided by barriers and feywilds, the high elves' birth rating took plummeting low rates. Even more than usual for elves. Their fertility was not nerfed; simply an absolute lack of sexual desire for each other. As feylord warded them extensively from Zatash influence but he went purposefully overboard to eliminate any sexual desires for each other and elf/fey kind.

However, once they returned...they got a sudden spurt of libido seeing other races and be very well interested in sexual relations with them.
Forming into near lustful craze
Thanks feylord's curse you are immune to any enchantment (charm) cast by elves/feys. However, in return you have strong urges/libido to all non-elf/fey humanoids, needing roll wisdom save DC 10 to avoid seeking the nearest visible suitable non-elf/fey partner for some sexual fun.
almost. Also, some high elves evolved into eladrins, becoming more fey-alike but most suffer the same curse while some don't.

The last group was originally captured elves who while enduring sexual slavery prayed, but once their lesser gods did not interfere they started praying to other entities...Zatash. Zatash answered their prayers, and provided her blessing and dark magic which in the process transformed these elves dark skinned and both blessed and cursed by her. Becoming dark elves, with added power and magic they escaped from captors in going underground where Zatash provided protection and sanctum inside caverns and darkness. Dark elves have then lived in the early beginning of Era of Darkness underground, only starting to emerge to raid other races and monstrous races when The Era of Mortals started. Albeit there were rumors of them helping the five heroes during their quest and helping defeat the Malgadians.

Zatash corruption runs entirely rampant among dark elves, futanari makes the social ruling noble elite (80%), the rests are women (19%), and men make only 1% of the population. The futanari breed with each other or other dark elf women, women born without being futanari are the lesser caste and men are the lowest caste. Treated as nothing more than 'wasted potential' and are not considered worthy at all to mate with unless they surpass insane levels of expectations. Dark elves actively worship Zatash as a deity and their ultimate goal is fully release her from prison, but so far their efforts and research have led to nowhere. But the present trend is tracking and capturing aasimars and experimenting with their blood or capturing any celestials they get their hands onto. Slaves if any captured are mostly used for labor or for carnal pleasure (used as toy than for breeding purposes). Most dark elf adventurers are men or non-futanari women. Any futanari dark elf women have escaped an execution process where they are forced to experience extreme pleasures until they die on the altar for Zatash. Albeit race as a whole is unified in dark depravity and desire to serve Zatash, they are aggressively backstabbing political and social status climbing in their own society. Most dark elves have learned
tap sexual energies
A sexual activity with a partner which lasts 2 hours counts as long rest for spell recovery. In return, though you need daily roll wisdom save DC 10 avoids seeking sexual contact, DC increases by +1 each day passing without having sex. Once fail to save you single-mindedly seek sexual relief and abandon everything else and do sex the entire day.
as a gift from Zatash.


Gnome
Gnomes escaped with high elves into feywild. Unlike the elves they weren't cursed with lack of attraction but rather the opposite effect; they are very much attracted to each other but be completely disinterested in other species besides themselves. Leading to
Healthy but perverted
Thanks to concentrated desires your DC to pleasure yourself and other gnomes is decreased by -2 (achieving a more likely POS increase than normal) while DC pleasing others or gaining pleasure from is +2 DC.
relationships among own kind only. However, some gnomes were captured and tormented, and tortured, to the point they build slave pens and prisons with their ingenuity and took guilty pleasure for their cleverness in creating the slave pens and prisons where nobody escaped. This dark desire manifested in their skin turning gray and hair white, making them become deep gnomes. Once five heroes arrived they did reveal secrets, but same time their shame of what they had done over centuries drove them to retreat to hiding in their own secluded hidden communities. Hiding from others' sight and feeling intense shame for past sins and crimes. More so they suffer also
strong pervasive
You gain advantage to any rolls regarding sexual situations. In return, you have a disadvantage in any saving throws that resist carnal-oriented requests.
desires inflicted by Zatash corruption.


Half-Elf
Half-Elves were byproducts created by elven sex captives and were themselves further pushed into sexual service by tiefling overlords. They carry an echo from that experience either like elves do (check above) or they have naturally
integrated sexual techniques
DC to please others POS increase is reduced by -2, but you always bear some Zatash influence on your body.
passed by generations as a cultural secret.


Half-Orc
Same as Half-Elves, but in most cases, half-orcs were sent into work as slave labor or slave soldiers than sexual servitude. But
they carry Zatash corruption
You gain two Zatash corruption traits but also gain advantage to constitution saving throws resist exhaustion gained from sexual activity.
in most cases.


Halfling
Halflings largely avoided capture thanks to being caravaners and became adept at hiding in hurry. Very few halflings were ever caught and they died then snitched their families. Albeit sometimes Zatash corruption does manifest but halflings do not care about it too much,
but there are some common
most cases halfling's case Zatash corruption allows them to handle bigger partners than normal
corruption influences.


Human
As a blessing or curse, humans have minimal genetic inherited Zatash corruption influences but among humans, it does pop up here and there and it largely depends on the environment and culture of how the Zatash corruption bearers are treated. Universally though Atlantica treats them harshly, treating them between exile and execution depending on what mood inquisitors are.


Tiefling
As those originally cursed by Malagor all tieflings carry Zatash corruption but how extensively is up to them.


Rest of Pantheon (as of now)
Besides those described in canon (Akatosh, Zatash, Malagor, Myrtha, Valdar, Galena, Velira, Shemira, Suna, and Dione), you can as players freely decide any lesser gods descriptions/doghmas as you desire/see fit. Every core race has usually 2-3 gods and monsters/monstrous races have at least 1 each if not more thanks to Malagor's dealings in past.

The difference between dead and active/alive deities is simple; any divination which asks for communion with a god/goddess, does not work with dead deities. The line exists but there is nobody on another side to answer the call basically. But the reason, why dead deities can still grant spells to any cleric who follows dogma/idea of a given deity, is theorized that even if the deity dies, their divine spark (if not devoured/finding a host) is still part of the world at thus resonates to prayers and devotion even without deity's will around. So thus there can be clerics of Akatosh even if Akatosh died a long time ago.

Also unique to Three Heroes Church is that they can get communion with the past heroes, which weren't deities but it's suspected after death they gained deity-like status and thus considered saints. Also, some romantics think it would be nice for all (five) heroes reunited in death once more and live happy lives in the afterlife for the great work they did but it's entirely unknown.

Also, lesser gods power vastly differs, some lesser gods do have not great personal power (only the ability perhaps to provide plentiful harvest in one region) but have great political/presence in the region because of gods followers. While another god may be powerful (able to conjure shipwrecking storms in the ocean) but have not much presence because of a lack of followers. Gods don't need followers to retain their divine sparks but considering how little influence gods can directly to at world, they need followers if they desire to have any meaningful impact or even communion with mortals.

However, gods can discard their divine mantles and enter the world as mortals. Some gods do this regular commune or just simply observe their followers more directly, but cautiously, as gods can be killed when they don't have divine mantles on. Only personally powerful gods dare publicly declare themselves while in mortal form. Some gods discard the mantle entirely and cease being a god, so thus they live and die as mortal races do and the discarded mantle ceases overtime giving spells to followers as it was discarded (not merely the deity dying violently but gently put away). Also in some cultures/nations, it's a tradition that the god/goddess willingly hands over the divine mantle to a new holder after a period of time, not because of need but because of tradition placed by the original god/goddess.

Also, there can be clerics for ideals and philosophy but the same as with dead deities communion or any divination spells dealing communing with god fails.


Dungeons
In this world there are traditional ruins, caves, and other places which most traditional adventurers in another world could call dungeons. Forts of evil monsters or trapped mazes bygone eras and so forth. However, since the fall of Akatosh a new phenomenon has been discovered; dungeons spawn created by entities called dungeon cores. Exact origin is unknown how they came to be, but coincided with death of Akatosh most scholars speculate each core has the spark of Akatosh divinity in it, the raw creative power spark which seeks 'seed' itself into the soil. Meaning finding some location and starting either building upwards or downwards. Some suspect Celestial Spire is actually dungeon disguised as magical academy.

Anyways, most scholars classify dungeon cores as somewhat related to mimics in how they behave; as their nature is to lure people/adventurers in and seek to kill them so they can devour life essence of people as means to grow bigger. But dungeon cores also passively, even without deaths, do tend grow naturally over time by passive magic in the soil radiating into it slowly. The curious nature of these dungeons is that whatever they absorb, whether living or material items, they start to mimic it or able to produce it. Also depending environmental influences and things that wander and die in dungeon influence how the dungeon evolves and changes. Also, every core is unique and can evolve in the weirdest manner or most logical on a whim. But now the main reason what makes these dungeons special all other 'natural' dungeons is that whatever monsters it spawns can respawn, most cases never leave the dungeon (some monsters do leave and can die but those are few special monsters) and also any items you find and take will overtime re-appear into the dungeon.

In short, dungeons work as an infinite source of resources, and treasures and also ways to give experience to adventurers to gain more power! Guild discovered early on the potential of Dungeons and now Guild tries to claim exclusive rights to any dungeons found and register them up and study them. Also, Guild aggressively protects some dungeons which are either vulnerable or are highly valuable and they ask entrance fees from adventurers to enter these 'value' dungeons which they control. Also Guild whenever they discover a young dungeon, they try influence it to grow in certain directions to provide good value as a dungeon. Overall most dungeon cores do not commune but some dungeon cores overtime have grown sentient and able commune.

Also, dungeon cores can form pacts with monsters, the main reason why some monsters can grow stronger and leave the dungeon is because of pacts. But there is a reported case of adventurers forming a pact with a dungeon and growing immensely powerful while in dungeon and immortal (but in return unable to leave or rather leaving makes them gradually lose power and even lose a life). But also Guild sometimes does what's called 'harvesting' dungeon cores. Which is basically removing dungeon cores which is a process which slays the dungeon core but stores all the potential magic in the core. These cores are invaluable and never on sale; as they allow some most insane and powerful magic items or magical inventions which Guild uses to create greater wonders. The floating city in one Free Nation is the result of using dungeon core as means to create permanent flight and levitation to a specific area in city.


Magical Tatoos/Brands
In the world there is a variety of mysterious and magical brands and tattoos. The most commonly known one is the divine brand from Atlantica and the sin brand. But there are lots more mysterious brands and tattoos. Some people manifest mystical tattoos which give them powers beyond normal (dragonmarks and aberrant dragonmarks from eberron otherwise said), the origin of this manifestation is unknown but it knows it has appeared since ages of ancient glory but any records or information has been lost in time. Aberrant marks started to appear only during the age of darkness. Also, aberrant marks appear when two marked people (with different marks) marry and have children who manifest these darker marks. Many call them as Akatosh brands and Zatash brands. Darker ones with random powers are believed to stem from Zatash and are considered as some kind of corruption from Zatash but those brands can appear on people who are not heavily influenced by Zatash and also those who are. Akatosh brands also have appeared on people strongly influenced by Zatash so this theory is not solid proof of corruption (but people are usually wary of those carrying the Zatash brand).

However it's known these Zatash and Akatosh brands only appear in the normal races, not in monstrous races or among monsters. Most scholars simply credit brands as leaking leftover power attached to vessels that both parties had involvement in creating. Albeit in Atlantica such theory is stomped on ground as they reject Zatash ever having influence creating humans (or other normal races but they are already racist towards them already in recent developments). None the less, bearers of the mark who have children may have children who manifest the same mark as the parent(s) do. So there are few families who consciously intermarry with other bearers of the mark and they have found solid place in Free Nations as runners of businesses or politics.

Then there are spellwrought tattoos (Tasha's cauldron of everything) which can grant any bearer a temporal magic tattoo that allows casting a spell once without material components and these are sold mostly to adventurers who may want to have an ace in the sleeve if circumstances demand it. But some adventurers can get permanent tattoos but those are much more expensive and asks binding to them allows use them either a few times a day or able to use their natural magical ability use magical tattoo as an additional spell known (or even a spell which is not normally known by the said caster). The price of these tattoos depends on quality and power.

But a variant of spellwrought tattoos which first was conceived in Azure City's redlight district and spread widely in popularity are womb tattoos. Which are exclusively made for women. Now there are both temporal and permanent tattoos and compared to normal spellwrought tattoos they are cheaper but are much more narrow in execution and function. There can be temporal tattoos that allow accepting one session a partner who is larger than normal size without pain (simply mimic a trait from Zatash corruption albeit this case selected the trait and using tattoo does not corrupt the user). Higher tier tattoos, even more so permanent ones, cost more and vary in function (rumors exist about womb tattoo transforming woman at-will as futanari and some futanari women seek womb tattoos as means to 'sheath' themselves).

The most popular though are glowing permanent womb tattoos which can be acquired as a common magic item. The glow can be activated at-will or triggered by a maximum of three circumstances (including intensity and color of said light). Popular circumstance glows are triggered by arousal (display arousal level by the intensity of the light and color, in orgasm glowing in brilliant bright in the pink example), another is glow confirm if a user is impregnated (highly popular even among single women who want conceive a child with their husbands) as well display number of orgasms experienced or a number of total different partners and so forth. Creativity is only limited.

However, considering the origin where tattoos were originally conceived, so there is a certain stigma associated in having a such tattoo, and thus those who do not mind being linked to prostitution or considered as a slut they usually hide their womb tattoos. But this invention however has largely been accepted and carried across all nations, even on Atlantica.


Character generation rules
Starting Level: 3
Stats: Point Buy 27, can use Tasha's adjustment to racial scores
Race(s): Any from official sources (Grim Hollow sourced ones with a specific case), need to define as native or isekaid/reincarnated. Mostly matters RP perspective than any stats gain.
Class(es): Any possible from official sources (including Tasha's fixes to the ranger) and Grim Hollow ones with specific cases
Gear: Base + 2 common or 1 uncommon magic item by player's choice
Homebrew: Evolving Cantrips and 5e Guide for Sex PDF's (google them) are added allowed sources (usage all player decided individually)

Application: Just name, a brief description of concept/character, and brief 1-2 paragraph bio is enough for application (make pickings of players at 16-17th day, a week from now from this post).

Laughing Hyena

I call dibs! *Plants the flag of interest at Zone A to capture it.*

Revelation

Maaaaaaay be interested? Depends on character creation rules and such.

Brittlby

Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

Zaer Darkwail

Okay, chargen rules edited in now. Was lots typing there :P

Crensler


Kunoichi

I've got some interest in participating. I'm considering a character who's both a wizard and a sex slave, probably either elven or half-elven.

Laughing Hyena

Who would own her amongst the party or is she just generally a slave for the party? Anyway I have no problems making a front line character instead. Maybe a priest or fighter or even a ninja style like rogue?

Zaer Darkwail

Well, besides criminal backgrounded slaves/sex slaves, there are those who sell themselves on purpose gain gold and invest the gold for something (like deliver money to family or church donation or arrange a friend getting raised from dead etc). But once slave it's a sort of permanent arrangement and thus why the price is high for 'high valued' targets. More so slaves who know magic and can be useful for dungeon runs.

Oh my god! Now I remember what I forgot to add; the rest of pantheon and dungeons how they work this world! Sec!

Kunoichi

#10
Quote from: Laughing Hyena on September 09, 2022, 05:56:25 PM
Who would own her amongst the party or is she just generally a slave for the party?

I'd be open to working that out with anyone interested, though being at the disposal of the party as a whole sounds like a good option to me. I'm also thinking I'll be a futanari, and have originally been born in Atlantica and manifested a divine brand. There's definitely plenty of details that I'm still working out and room to work things in as needed.

Zaer Darkwail

#11
Pantheon and Dungeons were added in. Dungeons were inspired by a web novel of how dungeons could be basically some kind 'mimic like' creatures.

c0i9z


Brittlby

Rough idea is changeling echo knight, so I can play slutty shapeshifting “twins”.
Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

c0i9z

I'm kinda thinking half-orc, but I'm not sure what a 'Zatash corruption traits ' is? Also, isekai sounds fun.

Laughing Hyena

Definitely doing an isekai as well but it looks like my role shall be made up for me and I'm more than happy to go with the flow. So we have a wizard, echo knight (fighter class with psionics?) and I can play either priest or ninja style rogue for the party. I'm not solid on it but I have a good idea for either.

Sounds fun to me as well Kunoichi, I have no problem with either setup or choice you have in mind.

How do people feel here about either short stacks or the short but hung? Just asking so people are comfy.

Kunoichi

I'm rather fond of both shortstacks and size differences in general, so that won't be a problem for me.

Revelation

Quote from: Laughing Hyena on September 09, 2022, 07:32:57 PM
Definitely doing an isekai as well but it looks like my role shall be made up for me and I'm more than happy to go with the flow. So we have a wizard, echo knight (fighter class with psionics?) and I can play either priest or ninja style rogue for the party. I'm not solid on it but I have a good idea for either.

Sounds fun to me as well Kunoichi, I have no problem with either setup or choice you have in mind.

How do people feel here about either short stacks or the short but hung? Just asking so people are comfy.

Echo Knights are a fighter subclass that create something of a not-ghost they can fight through.

Since we have a fighter, wizard, and what sounds like an undecided, I might play a paladin of some sort. Either that or a Ranger.

Brittlby

Quote from: Revelation on September 09, 2022, 07:50:45 PM
Echo Knights are a fighter subclass that create something of a not-ghost they can fight through.

Since we have a fighter, wizard, and what sounds like an undecided, I might play a paladin of some sort. Either that or a Ranger.

Like I said! Slutty Twins! lol
Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

c0i9z

I love shortstacks, of course. But I'm playing loads of goblin girls right now, so I'm diversifying a bit.

Crimson


Laughing Hyena

Quote from: Revelation on September 09, 2022, 07:50:45 PM
Echo Knights are a fighter subclass that create something of a not-ghost they can fight through.

Since we have a fighter, wizard, and what sounds like an undecided, I might play a paladin of some sort. Either that or a Ranger.

I am undecided yes. c0 and Bri, thsnk you for the input. Anyone else all good with the size difference with one in the party? DM your thoughts?

Kunoichi

Quote from: Laughing Hyena on September 09, 2022, 08:05:01 PM
I am undecided yes. c0 and Bri, thsnk you for the input. Anyone else all good with the size difference with one in the party? DM your thoughts?

I think Zaer probably wouldn't have included Halflings or Gnomes as an option if he had an issue with it.

Revelation

No particular issues with shorter characters, but I suppose it depends on how lewd it gets. Even then, it's nothing like a dealbreaker.

Crimson

I would be interested in either playing my rude barbarian girl, or maybe an innocent cleric girl?