(D&D 5e) Darkness Rising (Full)

Location
Same place I've always been
IC Thread
Darkness Rising: Hidden in Shadows


"Papa," a young boy trembled holding onto his father's hand, "What is to become of us," His small brown eyes are drawn to the scimitar on the hip of the black cloaked figure escorting him and his father. The crescent moon shown down though a break in the clouds, illuminating an old stone temple, it's door shut tight.

"Be quiet my boy, it will be alright." The father cooed squeezing the lad's hand. He hardened his gaze at the other cloaked being next to him. "What is this about? We paid our tariff." The broad shouldered man inquired. The only reply was the bending of the grass underneath the groups' feet. An owl hooted nearby drawing a whimper from the boy his messy brown head of hair brushing up against his father's arm as he drew close.

One of the black clad figures knocked upon the heavy oak door in a rhythmic pattern. A heavy thud sounded as the bar on the other side of the door was removed. The hinges creak as the tall doors opened inward. Inside, it was lit up by flickering candles, their red wax spilling over their holders and dripping on the stone floor. At the center was a man at an altar, a stone pillar placed upon a platform. He was mumbling something as the four moved closer. Their foot falls seemed amplified by the granite walls, the little boy sobbed, his small cry echoing all around.

The two armed escorts wrap their arms around the father, tearing him away from his son.

"PAPA." The little one called reaching out to chase after his parent. A third set of arms wrap around his waist pinning him to the spot.

"What is the meaning of this?" the older man bellowed struggling against the holds that bound him. "I'd expect this from the nobles but, we are the same. Whatever it is you want, I'll do my best to give it to you." Again his shoulders strained, years of farming had made him strong but, those that held him seemed almost supernaturally so. "Tell me, please."

Without a word they forcefully turned him around slamming his back into the stone pillar. He grunted in pain and gritted his teeth. Hands wrapped around his wrists jerking them above his head and shackling them to the stone column.

"You wish to torture me, then so be it, I will not give you what you want." He spat in the exposed face of the hooded being to his right, they looked to be a woman with black hair. "I will not grovel," he stained against the manacles to no avail, "You hear me, you dumb bastards, I kneel before the Maiden Queen and no one else." The pair step back to join the other two that seemed to just appear, one with their arms around the boy, his cheeks stained with tears.

"Papa?" his tone was unsure confused, afraid.

The father smirked, his brown beard ruffling a little, "I'll be fine son, your old man is tough, I can bear whatever trials they put upon me." The figure at the altar moved in front of him. "Do your worst." The restrained man challenged his capture.

A scarred hand reached out to stroke his face, with a flick of their head, the hood fell back revealing the full the face of the man. Determination dropped from the father's face. "You, why, why would you…" his words were stopped by the hand coming to rest on his chest. With a few uttered syllables a searing pain coursed through his body. His tunic became stained with his own blood from wounds made without a blade.

His howls of anguish resound though out the stone room, nearly deafening those inside. The little boy tried to stop up his ears but, his arms were pinned to his sides. "PAPA!" he cried, his words drowned out by his father's pain filled wails. Blood began to fly from the father's mouth mixed with his spittle. The seconds seemed like hours to the young child. He closed his eyes praying to any gods that would hear him, that this was all just a dream.

With one last cry of torment the man's body went slack, dangling from the pillar. His eyes rolled into the back of his head and a stream of crimson dribbled from his mouth as it hung open.

The scarred hand gripped the jaw of the man, turning it so the owner could look into the lifeless blue orbs. He whipped around, dark cloak bellowing behind him scarred hand raised above his head.

"Brothers and Sisters," he called out in triumph, "Our god has given me power over death itself." The four figures cheer, "With this power we shall wash over this land, wiping it clean for our true lord's return."

"Our Lord's Return." The four shouted in response.

"First here in Diohmar, then all of Vendrias."

"Our Lord's Return."

The leader descended from the platform kneeling before the boy. A gloved hand gripped the stunned child's shoulder. "Tell me little brother, now that you have nothing. Do you give up your old life and all you knew before, and become one with us?"

All the child could do was croak; his father laid dead only a hand full of steps away. His eyes stung with tears, he didn't know what to think. "Then rest." The man said holding his scarred hand in front of the boy. The last thing the young one saw were three triangles cut into the man's palm.

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Welcome to Darkness Rising a D&D 5e adventure all players will be starting at 1st level using the point buy system for their ability scores, and will be limited to the Player's Handbook for races and classes. Those who play humans are allowed to use Variant Human Traits if they'd like, (Meaning +1 to two different ability scores, proficiency with one skill, and one feat.)

We will also be using the Dawn War Pantheon as described in the DMG

Asmodeus, god of tyranny: LE, Trickery, Three triangles in tight formation

Avandra, goddess of change and luck: CG, Trickery, Three stacked wavy lines

Bahamut, god of Justice and Nobility: LG, Life, War, Left facing profile of a Dragon head

Bane, god of War and Conquest: LE, War, Claw with three talons, pointed down

Corellon, god of magic and the arts: CG, Light, Eight-pointed star

Erathis, goddess of civilization and invention: LN, Knowledge, Upper half of a clockwork gear

Gruumush, god of destruction: CE, Tempest, War, Triangular eye with a bony protrusion

Ioun, goddess of knowledge: N, Knowledge, Crook shaped like an eye

Kord, god of strength and storms: CN, Tempest, Sword with a lightning bolt cross-guard

Lolth, goddess of spiders and lies: CE, Trickery, Eight-pointed star with a web motif

Melora, goddess of wilderness and the sea: N, Nature, Tempest, Wave like swirl

Moradin, god of creation: LG, Knowledge, war, flaming anvil

Pelor, god of the sun and agriculture: NG, Life, Light, Circle with six outwardly radiating points

Raven Queen, goddess of death: LN, life, death, Left facing profile of a raven head

Sehanine, goddess of the moon: CG, Trickery, Crescent moon

Tharizdun, god of madness: CE, Trickery, Jagged counterclockwise spiral

Tiamat, goddess of wealth, greed and vengeance: LE, Trickery, war, Five pointed star with curved points

Torog, god of the underdark: NE, Death, T attached to a circular shackle

Vecna, god of evil secrets: NE, Death, Knowledge, Partally shattered one-eyed skull

Zehir god of darkness and poison: CE, Trickery, Death, Snake in the shape of a dagger

I'm new to DMing and looking for about 4 players, character will be accepted by quality and party needs, not first come. Please use Myth-Weavers for your character sheets and link them here.

Thank you.​
 
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The Lands of Vendrias
The Lands of Vendrias
Phrognest-Northeastern kingdom on the border with the Wildlands, contains the Ashen Rampart, the only defense against the monsters and creatures that live beyond the borders. It runs from the Cherrn Mountains in the south, to the Dorzat Sea in the north.

The people that live here are hardy born to survive the harsh winters that assail the land. Each able-bodied citizen is required to assist in defending the Rampart. Whether that is farming, working in the iron forges of Lezo, the quarries of the Cherrn Mountains, or standing on the Rampart itself, as part of the Rampart Guard, you must do what you can to support the defense of the land.

Local merchants are uncommon but, do exist, largely they buy and sell food stuffs and other utilitarian goods, as most Nestai don't have need for fancy things. While they are a kingdom and have a king, they are largely subservient to the generals.

Nestai tend to have fairer almost pale skin with some variance in hair color though blonde is the most common. Blue or brown eyes are also common among Nestai but, steely grey is also prevalent. Half-Orcs are only found in this land, all of them left in front of the Rampart by parents that didn't know what to do with them. Their fighting potential was seen as too valuable to let slip away. The Drow live in the deep caverns under the Cherrn Mountains and rarely leave, mostly they just want to be left alone, though they do prefer the climate of Phrognest, cooler and generally overcast. Mountain Dwarves are also common sharing a kinship with Nestai utilitarian outlook on life, and find good work in the Lezo iron works.

In the shadow of the Menshiy Mountains on the northern edge of the county is the Elenyy Valley, also called the Verdant Valley, or Pelor's Basket. An ancient gift from the Sun God, the land continues to be sunny, and able to grow crops year round. Its production is more than enough to feed the populous of Phrognest as well as the thousands and thousands of soldiers and others that stand on the Rampart. Hidden in the valley is the Blinding Pass, a supernaturally bright path between two mountains. Beyond it is the Sun's Sanctuary a grove of old trees and sparkling rivers, at the center stands the Temple of the Dawn, this is the ancient training ground for Pelor's Paladins, the Sun Bearers.

Common Names: Male: Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor
Female: Alethra, Kara, Katernin, Marra, Natali, Olma, Tana, Zora
Surnames: Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag

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Lisu- Southeastern kingdom isolated from the others by the Lugzea Sea on its eastern and southern border, the Cherrn Mountain range on the Northern border with Proghnest and the vast Ilramn desert across its western border. With this natural protection from the other countries the Lisan are rather insular and not interested in interacting with the other peoples. Though they are not so foolish as to cut themselves off from the world entirely, certain cities are used as 'Gateways' to the other countries. One is Shanmen, in the Volket Pass, the widest and most accessible path though the Cherrn Mountains, another is Liaomen situated on an oasis in the Illramn Desert, at about the midpoint of the trade route that connects it to the sultanate of Maerifa.

Within their borders the Long Kan, The Dragon Watch, protect the nation from threats both within and without. They bear no armor and fight with light weapons striking like lightning, knocking foes to ground in a single move, or attacking unseen and unheard, some even bend the elements themselves to their will. They are the most feared of all in Lisu.

When Lisan are outside of their lands they stand out in their long tunics of brighter colors, bellowing sleeves and amber skin. They also have universally brown eyes. The Dragonborn are common in this land given that dragons are respected throughout Lisu.

Tucked within the Cherrn Mountains on the Lisu side is Longshan, the tallest mountain in the range and home to the Dragon's Keep the main temple for the Platinum Dragon Bahamut, it is the only training ground for its order of Paladins, the Platinum Guardians.

Lisan names are written with the surname first followed by their personal name.

Common Names: Male: An, Chen, Chi,Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen
Female: Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai
Surnames: Chien, Huang, Kao, Kung,Lao, Ling, Mei, Pin, Shin, Sum, Wan, Tan

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Aroue- A small central democracy where anything is for sale. Given its location sharing borders with Phrognest, Maerifa, Segess, and Diohmar it is a confluence of all cultures, with pockets of every people group here and there. Each major city is more or less divided along cultural lines, as well as economic ones. The rich live towards the center in gleaming houses with neatly cobbled roads, those in the middle, are trapped between the luxury of the wealthy, and the squalor of the poor. Striving to be the former, and fighting desperately to avoid the latter in their simple, yet well-kept houses. The poor live in densely packed houses with often many families to a single home.

While it is a democracy not everyone can vote, in fact very few can. Only full citizens of Aroue are allowed to vote, and citizenship is dictated by your level as a Crafter, and your personal wealth. Few questions are ever asked on how one acquired their wealth just that they have it, and show it.

Aroue has no culture to really call its own since it is made up of many different people groups. You can see a dwarf wearing traditional Lisan garb, or a Nestai dressed in elven cloaks. It is also the only place you will find Tieflings out in the open. Gnomes are prevalent given the country's focus on industry and invention.

In the capital city Pirmum is the Inventaium, a large magical workshop of sorts, created by Erathis that anyone can use. Inside it contains every sort of tool one could need, and forges that never go out. If you have the material and the skill you can craft anything within its walls. Many have tried to monopolize the space for themselves but, every time they tried, the forges would die, and the tools would disappear, only to return when it was opened up to all. To protect it and keep the fires burning a permeant guard has been put in place, drawing from the 'elite' Grey Company, former mercenaries that now form the core of the army of Aroue.

Arouii do not have names specific to their culture, each child or native has a name that links back to their family's heritage.

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Maerifa- A southern sultanate centered in the Illramn Desert and bordered by the Lugzea Sea on the eastern coast. Water is precious here with vast emptiness between towns and villages setup on top of oases or aquafers, the majority clustered around the Azraq and Abyad oases. The capital Ma Byan-al-Miah lies between them, canals bringing their clear waters to the city and irrigate the land around it.

Most residents move though their lives without much interference, going about their normal lives framing, crafting, or as slaves serving the wishes of their masters. Inside the palace though it is a place of shifting alliances and struggles for power, among the nobility of the land assassination is common. This has led to the creation of strong Assassins Guilds, and many skilled in the craft of subterfuge, poison and stealth. It is said that Maerifain assassins are the best in the land. The most feared are a group called Ghyr Maryiy, or the Unseen, said to be beholden to the Sultan, and do his bidding.

It is also known as a place of learning containing the best universities in Vendrias.

Native Maerifains have olive colored skin and rather defined features. The sun elves reside in the sands enjoying the quiet the shifting sands give, and the locals' love of knowledge and learning.

Deep in the Illramn Desert is the Kabir-Arshif, also called the World's Memory, a gift from Ioun, containing all the world's history, every book ever published, and houses the knowledge of all known and some unknown monsters, fiends, fey, and other creatures. Inside there are many hidden passages each locked behind complicated puzzles meant to test a being's worthiness. It is also the center of worship of Ioun, so much so that all worshipers of the goddess face in the direction of the Archive when praying.

When some have tried to take control of the library they've found the doors to be locked to them and no amount of force would break down the arcane barrier that prevented their entry. In order to keep the doors open and the knowledge available a group formed to defend the library against attack and protect some of its greatest secrets, they're called the Script Keepers.

Common Names: Male: Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir
Female: Atala, Ceidil, Hama, Jasmal, Meili, Seipora, Yasheira, Zasheida
Surnames: Basha, Dumein, Jassan, Khalid, Mostana, Pahar, Rein

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Segess- A loose confederation of clans, tribes, and other people groups than live in rather spread out villages and towns, with wide swaths of wilderness between them. Very few roads connect the settlements to each other making getting from one side to the other a difficult venture unless you have access to air travel.

The people that live there try to exisit in harmony with the land seeing it as sacred and to be respected. Many Tribes live in simple thatch houses and continue their ancestral ways of hunting and gathering. Others have setup more modern towns with stone buildings leading to some tension between the two groups. The Tribes see it as a blight upon the land to build permeant structures, the Clans see it as the only way to protect the land the tribes hold dear, focusing the people into one place instead of spreading them out across the ground. It also makes it easier to negotiate and interact with the outside world. It's hard to send emissaries to a village that could have moved by the time the delegation gets there.

The people of Segess often have tanned skin from spending most of their time outside in their rather sunny climate. They most commonly have brownish or black hair, though some near the border with Diohmar have blonde hair. They are the only human people group to have naturally occurring green eyes. Wood elves make their home in this land, appreciating the inhabitants respect for the natural world, as well as the stretches open land and ancient forests that cover much of the interior.

Cutting through the middle of the land is the Biosmer, a vast forest that stretches for miles and seems to continue growing. It is thought to be a blessing from Melora left on the world so that there would always be wilderness. Followers of the nature goddess often make pilgrimages to the 'so-called' woodland sea seeking a deeper connection to their deity. Any threat brought against the Biosmer is met with force, by the forest itself and the Emerald Wardens, sworn protectors of the wild, and fierce warriors that fight like a force of nature itself.

Common Names: Male: Adelard, Alarie, Eudes, Guarin, Guy, Ives, Jori
Female: Adelie, Aimee, Claire, Didiane, Estee, Fleur, Irenee
Surnames: Brightwood, Helder, Hornraven, Lackman, Stomwind, Windrivver

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Diohmar- A northern kingdom where magic is everywhere. Bordered by Auroe, Segess, and Phrognest at the south and the Dorzat Sea to the north Diohmar sits comfortably on a rather flat plain of fertile farmland and rivers.

Said farmland is tilled and worked by serifs bonded to the land and they give a portion to the lord as rent and do their best to sell what they cannot eat or use. It is a hard existence for most but, they get by. Given this underclass supporting them, the nobility had the time and leisure to study, a gift they've used to great effect. Delving deep into the arcane and learning how to manipulate the weave. Soon mighty spell casters rose among them and began teaching others, even those of the peasantry if they showed promise.

Everyone does their best to learn magic, the nobility to maintain their station, the serifs to escape theirs. There is a quiet tension between the nobles and the commoners. The commoners know they support the nobles but, they also know that the aristocrats still hold great power, and have access to powerful magic that can bring them to heel. Though as more and more learn the ways of the weave that is becoming less and less true. Ruling over it all is young maiden Queen Matilde the most recent in a bloodline that has ruled for over four hundred years, ever since the end of the Thousand Year Darkness.

Diohmites have fair skin with those of the peasant classes being slightly more tanned than their ennobled counterparts. While their hair color varies the most common is brown, with blonde appearing here and there. Diohmites are the only human group to possess naturally occurring red hair. The Moon Elves live among the Diohmites mostly around Centron finding their love of the arcane and board study of it pleasing.

In the city of Centron is the Gealtur, or the Alabaster Spire, the center of all magical learning in Diohmar and Vendrias. The tower and its accompanying campus contain books and scrolls that hold the sum total of all magic in the land. If it is a spell, it can be found but, some of the more ancient and powerful spells are locked away deep within the vaults, guarded day and night by the ever watchful Arcanum Arms, magic wielding men-at-arms and archers that protect Diohmar as its best warriors.

Common Names: Male: Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd
Female: Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shadri, Tessele
Surnames: Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag
 
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Class and Race Notes
Race Notes

Dwarves- Mountain Dwarves most commonly hail from the Cherrn Mountains working in the forges of Lezo or standing on the Rampart as a soldiers shoulder to shoulder with Humans and the other races protecting the land from the constant tide of darkness that laps against it. Hill Dwarves hail from Segess living in the hills near the Biosmer providing the clans and tribes with fine metal goods.

Elves-The High Elves are divided into two groups, Sun Elves and Moon Elves, Sun Elves live in Maerifa near the Kabir-Arshif. Some find work as teachers in the many universities, or as archivist in the Grand Archive. The Moon Elves reside in Diohmar working predominately as instructors in the various magical academies that dot the land, or in the Alabaster Spire itself. The Wood Elves live mostly in Segess in small communities separated from the humans though they will take up arms to help them defend the wilds they call home. Some have joined the Emerald Wardens and can be seen on the Rampart for if the it falls, so does Segess. The Drow live in the caverns of the Churrn Mountains keeping to themselves deep in the dark caverns. When they do venture to the surface they are treaded with suspicion and dirty looks. However the Nestai don't bother them unless they start trouble.

Halflings- Halflings are spread out throughout the land of Vendrias though are most common in Diohmar living in their shires and tending their farms. They are largely friendly with the other races selling some goods and running businesses. They are perceived as curious sorts but, helpful.

Humans- The most common race and live in one of the six counties, Phrognest, Lisu, Aroue, Maerifa, Segess and Diohmar. Though they are divided by boundaries they are united against the monsters of the Wildlands, mostly at the insistence of the generals of Phrognest.

Dragonborn- Are uncommon outside of Lisu, during the end of the Thousand Year Darkness the mortals drove the dragons and their kin beyond the Rampart, or killed them. Many Dragonrborn were slaughtered or forced into the Wildlands. They found a safe haven in Lisu, a land that respects dragons and believes that man and dragons could live together. Outside of Lisu, Dragonborn are treated equal mix fear and hatred. Though they are not physically attacked, they are most often given a wide berth. Some have managed to be accepted by the wider populous though they are seen as exceptions not the rule.

Gnomes-Gnomes are a little uncommon but, are not an unwelcomed sight, bringing some much needed levity to the sometimes rather harsh world. Forest Gnomes live in Segess hidden deep in the ancient forests there. Rock Gnomes on the other hand come largely from Phrognest and the Menshiy Mountains, though many have made their homes in Auroe starting families of fine crafters.

Half-Elf- Given the Elves aloofness it is not often that they form strong relationships with humans, though on occasion it does happen. Half-Elves are treated fairly across the human lands but, have difficulty finding homes among them not fully feeling part of their world. However the fact they are not fully Elven bars them from most of their communities. They exist between two worlds, never feeling accepted by either. Half-Elves are often given two names, one human, the other elven.

Half-Orcs- All Half-Orcs are raised in Phrognest by the military. They are found as mewling babes left near the Ashen Rampart in the dead of the night. In the past they were left to freeze but, some kind souls couldn't take seeing that happen to an innocent child. They took them in and raised them. When news of the Half-Orcs' strength and ferocity in combat became apparent it became policy that all children left at the wall were to be collected and raised to be soldiers. They were now seen as a resource instead of a curse. No one ever questions what race the other parent is, though this leads to questions like, are there humans that are actually surviving beyond the Rampart? Or is it something else? As well, why are these half-blood Orcs not accepted by the others? Are they so taboo that parents would rather leave them for someone else to raise rather than take care of them themselves? And what happens to the children that are not left for humans to find them?

Tiefling-Much like the Drow and Dragonborn the slightly demonic Tieflings are treated with suspicion if not outright hatred. Many do not trust their motives, and do not believe that they can overcome their demonic ancestry. In some smaller communities, Tieflings are either run out of town, or killed. As such they stay mostly to the metropolitan areas of Vendrias, though they usually wear concealing cloaks. Only in Aruoe are they able to walk with uncovered heads, the land only cares about what you can do, not what you look like.
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Class Notes

Barbarians-Barbarians are by and large focused in Segess most often as guardians of their villages and towns. They also are the main front line fighters for the Emerald Wardens, using their rage to defend the Biosmer or their homes. Though there are some that ply their skills elsewhere for their own gain.

Bards- These traveling entertainers are found throughout Vendrias spreading their songs, stealing hearts, and occasionally purses. Most are trained at Bard Schools in either Diohmar or Maerifa as those are the two centers of higher learning in the land.

Clerics-Each god has their Clerics that spread their word or are their agents in the land. Clerics are called by their deity to serve and often receive training at temples devoted to their God or Goddess. Many Clerics have been sent to the Ashen Rampart to provide much needed healing and divine magic on the only defense against the darkness of the Wildlands.

Druids- These natural spellcasters and shapeshifters are common and plentiful in Segess, while many follow the goddess Melora, and equal amount eschew gods entirely choosing instead to listen to the land and defend its interests. Segess has a diverse biosphere encompassing all land types its coast extends from the boarder with Diohmar to Maerifa. The north has the tundra, mountains, and underdark. The center is dominated by grasslands, forests, and swamps, and in the south the edge of the Illramn Desert that stretches across the south of the continent. Often called Priest or Priestess by the Tribes, they act as healers and mages for the Emerald Wardens.

Fighters- The most common type of adventurer can be found from Segess to Phrognest. Some are noble knights in service to a Lord of Diohmar or men-at-arms in the Arcanum Arms, others are mercenaries plying their trade in Aruoe, yet others are desert warriors, part of the sultan's Army of the Sands. The majority though are on the Ashen Rampart, sent by their Lords, Masters or, Commanders to stand on the Rigid Border to protect the lands from the ever present threat of invasion by the monsters of the Wildlands. No matter who they served, or what group they work with before coming to the wall, they were now Rampart Guard. However some are left, small contingents here and there to provide some peacekeeping and security.

Monks- These skilled fighters either are Lisan or were trained by one in Lisu. Lisu is the only land were martial weapons have had wholesale bans placed upon them leading many of the populous to learn unarmed fighting to defend themselves. It is said that the best monks of Lisu, or those that show promise are allowed to learn under the Long Kan.

Paladins- Holy fighters sent to see their gods' will carried out, or to defend the world against the darkness. There are three well known Paladin orders in Vendrias.

The first are the Platinum Guardians, Paladins of Bahamut bringers of light and noble justice to the lands, trained exclusively in Lisu at the Dragon's Keep atop Longshan. The only known way to reach it is a treacherous snow bound path called the Dragon's Way. It is a test, a trial to those that wish to serve the Platinum Dragon, to test their resolve and courage. (Oath of Devotion)

Second are the Sun Bearers, Knights of Pelor and defenders of nature. Their only known training ground is in the Temple of the Dawn hidden in the Sun's Sanctuary. The only way to get there is though the Blinding Pass, a place so bright it robs one of sight, leaving those passing through to turn back or move solely on instinct, and guidance from the sun god. (Oath of the Ancients)

Lastly there are the Masks of Justice, followers of the Raven Queen. Their emotionless masks hide their true feelings as they hand out the punishment of their goddess. They are not concerned with petty crimes or with simple savagery, they seek out great threats, things that put many at risk and will do almost anything to see the threat ended. It is said that one does not find the Masks, they find you, if you are worthy they take you in and train you in their ways. (Oath of Vengeance)

Rangers- The backbone of the Emerald Wardens, trackers that hunt down poachers and unnatural creatures that appear from time to time. On the Rampart a Ranger Corps. has been formed to track monsters that slip over or under the wall and wreak havoc in the country side. These attacks are often small groups of goblins, kobolds, or other such small creatures. Deep within the Underdark are the Shadow Sentinels a group formed of Drow sworn to protect the surface from the beasts that lurk below the ground.

Rogues- Thieves and assassins that prowl the alleyways of cities looking for a mark, or their target. Many Thieves' and Assassins' Guilds dot the land, working out fronts like taverns or small workshops. It is said that with enough coin you can have anything stolen, or anyone killed. The best thieves never divulge their secrets, through it is assumed that most are orphans taken in by the guild and trained in the art of stealth and burglary. The best assassins are much the same, though the most skilled come out of Maerifa though are not necessarily from the desert sultanate. The Sentinels have developed a corps of spies to keep an eye on the other Drow, the ones that still follow Loth, to keep them from growing too powerful and threaten them and the world above.

Sorcerers- Those that have innate magical ability are rare but, are most often found in Segess given its lands strong magical connection. Wild Magic pulses through the green forests granting some the power to cast magic but, occasionally with unintended consequences. Those with a Draconic Bloodline are found solely in Lisu given the locals rather friendly attitude towards dragons.

Warlocks- Spellcasters sworn to otherworldly beings, these men and women are driven by a thirst for knowledge and power, some were wizards learning in a magical academy, others were students in Maerifain universities but, something drew each of them to study deeper, more taboo subjects beyond what they were taught in their classes. This lead to them making a pact with beings beyond their comprehension or knowledge, not that it stopped them from trying to learn more.

Wizards-Arcane spellcasters, the most versatile of those that bend the weave, are trained in magical academies across the land but, the curriculum is dictated out of the Gealtur the center of all arcane knowledge. They are split into several schools depending on their focus, each academy has instructors qualified to teach each subject but, some academies are stronger in some areas than the others. There exist some mages that work outside the academy system finding those with promise and training them in their own ways. These apprentices are often looked down upon by academy trained wizards seeing them as lesser.
 
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Interested, will make a sheet sometime after Monday.

EDIT: I've been wanting to try the revised ranger, if that's allowed.

EDIT: putting a link to my sheet here as well.

Valerian Nemetsk
This is what he looks like, but carrying a longbow instead of huge swords. (They do look neat though.) And his armor is probably more standard leather instead of fancy bits plus a pressed shirt.


Valerian's parents were arrested and sentenced to a Phrognest skilled labor camp for their criminal background when he was very young. Ostracized by the other children, yet unwilling to resort to thievery and crime, Valerian instead tried his hand at crude craftmanship at the trade market. Dwarves and the occasional Drow that ventured surface-side there showed him kindness and judged him on his own hard work and merits, and Valerian was unofficially taken under the wing of the market regulars [Contacts - Trade Market Regulars].

Several years later a large incursion from the Wildlands [Composition? Humanoids - Favored Enemy] bypassed the Rampart by unknown means, rampaging through the labor camp, trade market, and residential quarters. Many lives were lost, including those of his parents and several of his newfound adopted family. Valerian himself had no choice but to lure his pursuers into an Underdark passage, and then hiding from the resulting predators. Only the fortuitous arrival of a Shadow Sentinel patrol ensured his survival, although their leader was impressed with Valerian's nerve and navigation of the Underdark, considering his limitations [Contact - Shadow Sentinels].

The entire experience gave Valerian a new goal to attain: to develop the skills necessary to protect those he cared about, and to prevent another tragedy from occurring. As he grew into adulthood, Valerian sought training with the Drow, the Dwarves, and the Ranger Corps to develop his skills as a solitary predator himself. He journeyed far from his adopted homes, venturing as far as Aroue to learn more about his parents [Feature: Criminal Contacts] and their connections. Although he would never stoop as low as to commit crimes for simple profit, his experiences taught him that on occasion unsavory skills were useful... or required to prevent a greater evil.

Three years ago Valerian formally joined the Ranger Corps on the recommendation of Igor Pastednek, who saw Valerian's potential and inner drive [Contact - Igor Pastednek (Ranger)].
 
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Hmm. I'd like to make a Tiefling Warlock, though the character sheet might not be made until tomorrow. What kind of campaign is this supposed to be in general? We're mostly good? Evil? Neutral? Whichever we want?
 
@DannyboyZero Looks good on the mechanics side, and I'm ok with her being an Officer. However the Rampart Guards do not engage in combat beyond the Wall. Though it is assailed somewhere along it everyday. She'll still get combat experience and will be the leader of a contingent of guards but, will not have been into the Wildlands. Few even attempt it and even fewer even come back, none are the same after.

That goes the same for Igor he can still be a Ranger, but, he doesn't patrol the Wildlands, he just happened to be on the Rampart when Ira was discovered.

Sorry if this sounds a little harsh but, the Rampart in the edge of the world, and most times it's all the guards can do to keep the monsters from overrunning it much less going to fight them on their own turf.

Also all feats mentioned in the PHB are allowed and can be chosen at Ability Score Improvement Levels.
 
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That's cool, I was assuming it was a bit like the Wall from Game of Thrones but I'll do some minor edits later.
 
Hey @Vagabond422

Just wondering, since I've seen this house-ruled a lot. Is it possible for a Wizard to learn new cantrips from a book or other source under the right conditions, or are they stuck with the 5-6 max built into the character?
 
Hey @Vagabond422

Just wondering, since I've seen this house-ruled a lot. Is it possible for a Wizard to learn new cantrips from a book or other source under the right conditions, or are they stuck with the 5-6 max built into the character?

Looking at the way Cantips work they are spells that the caster just knows (at least for wizards) so having it written in a spell book to be used as a regular spell doesn't really fit. Sorry, I'm going to say no.
 
Looking at the way Cantips work they are spells that the caster just knows (at least for wizards) so having it written in a spell book to be used as a regular spell doesn't really fit. Sorry, I'm going to say no.
Hmm, fair enough, I can understand the logic behind that.

Alternate idea, could I devote a big chunk of downtime to add a new cantrip to my list? like, they're 0-level spells you memorize to the point where casting them has become rote, I figure if you had a big stretch of time and the spell itself (and it's a cantrip, how hard can finding one be?) you could train it into your head and thus add it to your list.

...I hope I'm not coming off as whiny, I just tend to argue the logic of these things.
 
Hmm, fair enough, I can understand the logic behind that.

Alternate idea, could I devote a big chunk of downtime to add a new cantrip to my list? like, they're 0-level spells you memorize to the point where casting them has become rote, I figure if you had a big stretch of time and the spell itself (and it's a cantrip, how hard can finding one be?) you could train it into your head and thus add it to your list.

...I hope I'm not coming off as whiny, I just tend to argue the logic of these things.

The problem I see with that logic is that then you could learn all of the cantrips, and mechanically that's not how it should work. (In my mind any way) also by that logic a wizard could commit any spell to memory, and then they are basically Sorcerers with a fancy degree.

Now how to work this out in universe, looking at the description, it is not just the words and actions they learn, it is that the Caster becomes infused with the magical power necessary to cast the spell at will. It could be that too much of this energy in the caster could cause harmful side effects and that each caster class has a different threshold of magical power they can hold before they begin to feel the effects.

Sound plausible?
 
The problem I see with that logic is that then you could learn all of the cantrips, and mechanically that's not how it should work. (In my mind any way) also by that logic a wizard could commit any spell to memory, and then they are basically Sorcerers with a fancy degree.

Now how to work this out in universe, looking at the description, it is not just the words and actions they learn, it is that the Caster becomes infused with the magical power necessary to cast the spell at will. It could be that too much of this energy in the caster could cause harmful side effects and that each caster class has a different threshold of magical power they can hold before they begin to feel the effects.

Sound plausible?
Again, I need to submit to your solid logic...hmm, guess I'll just have to work around it.

Last idea, would it be ok if on downtime a Wizard can swap out a Cantrip for another one, so long as he has the same number at the end?
 
Again, I need to submit to your solid logic...hmm, guess I'll just have to work around it.

Last idea, would it be ok if on downtime a Wizard can swap out a Cantrip for another one, so long as he has the same number at the end?

Sadly no, I'm going to say that one cannot willingly forget a Cantrip, unless one uses an alter memory spell to make the caster forget learning it in the first place.

In universe reason is that much like a warrior can't for get how to draw their sword, or a monk can't forget how to punch with force and speed, a Caster cannot forget a spell they have learn so thoroughly as a Cantrip.
 
Sadly no, I'm going to say that one cannot willingly forget a Cantrip, unless one uses an alter memory spell to make the caster forget learning it in the first place.

In universe reason is that much like a warrior can't for get how to draw their sword, or a monk can't forget how to punch with force and speed, a Caster cannot forget a spell they have learn so thoroughly as a Cantrip.
Oh well, had to ask. Guess I'll just have to pick wisely...
 
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