Forward Unto Eternity
This is a campaign I have worked for a medium amount of time. As some frequenters of this forum may know, I also attempted two other D&D 5e games. The first one died as a result of underplanning, and the second as a result of overplanning. I believe that I have now achieved a happy medium. I intend to have a lore-rich campaign, although I also intend to go about this campaign in the most intriguing ways possible. Before you continue reading this, it is advised that you read the 'expectations' section so that you can decide if you are comfortable with my rules. I consider myself a pretty rules-lenient DM, and will normally go according to gut over book, but I do require dedication and anything crossing my lore will be noticed and amended.
Please note I have school during weekdays, so those are harder, but I am very open on weekends. Saturday night or Friday night is ideal. I can also do late-mornings. The sessions should be roughly 4 hours and conducted over live chat. Summaries and general discussion will take place on the forums. If you leave for any reason, I will re-post the check and start somebody else at the level you were. You will forfeit your place the game. I plan on having a maximum of four players, and a minimum of one.
Please note I have school during weekdays, so those are harder, but I am very open on weekends. Saturday night or Friday night is ideal. I can also do late-mornings. The sessions should be roughly 4 hours and conducted over live chat. Summaries and general discussion will take place on the forums. If you leave for any reason, I will re-post the check and start somebody else at the level you were. You will forfeit your place the game. I plan on having a maximum of four players, and a minimum of one.
By expressing your interest, you agree to the following terms:
I. I will give thought and depth to the character I create and his or her actions.
II. I will abide by the rulings of the DM, regardless of rulebook.
III. I will not metagame, god-mode, or power-game. I understand that the term 'character' used in the definitions of these terms also extends to non players and players, and pledge not to commit these acts upon any character.
IV. I will treat my fellow players with respect at all times, and either settle the dispute with UltikanaRe or an appointed Co-GM as a mediator or in a civil PM. I also pledge to be mature at all times.
V. I have acquired or am willing to acquire through various means a copy of the Player's Handbook for 5th Edition, be it digital or physical.
VI. I give the DM the right suggest or make amendments to my character sheet on the basis of lore disobedience or player balancing.
VII. I agree to not portray graphical sexual scenes at any point in the roleplay during which the act of intercourse is excessively dramatized and/or explained to such vivid extent that it becomes discomforting at the decision of the DM and the recommendation of the players.
VII. I agree to be fair and just and truthful when portraying my rolls under circumstances when the DM allows me to perform my own rolls.
IX. I understand that violation of these terms will result in my immediate removal from the roleplay, and upon such a scenario will relinquish all control of my character.
I. I will give thought and depth to the character I create and his or her actions.
II. I will abide by the rulings of the DM, regardless of rulebook.
III. I will not metagame, god-mode, or power-game. I understand that the term 'character' used in the definitions of these terms also extends to non players and players, and pledge not to commit these acts upon any character.
IV. I will treat my fellow players with respect at all times, and either settle the dispute with UltikanaRe or an appointed Co-GM as a mediator or in a civil PM. I also pledge to be mature at all times.
V. I have acquired or am willing to acquire through various means a copy of the Player's Handbook for 5th Edition, be it digital or physical.
VI. I give the DM the right suggest or make amendments to my character sheet on the basis of lore disobedience or player balancing.
VII. I agree to not portray graphical sexual scenes at any point in the roleplay during which the act of intercourse is excessively dramatized and/or explained to such vivid extent that it becomes discomforting at the decision of the DM and the recommendation of the players.
VII. I agree to be fair and just and truthful when portraying my rolls under circumstances when the DM allows me to perform my own rolls.
IX. I understand that violation of these terms will result in my immediate removal from the roleplay, and upon such a scenario will relinquish all control of my character.
These are just things I like to add. They really shouldn't be a huge issue, and I would say they mostly add rather than take away, and if they do take away I provided reasoning, but in any case see Term II. Also, no class options (Oathbreaker Paladin) or races are blocked. Hell, if you give me the stats and they seem legit, you can be a hobgoblin witchdoctor. Just note that the races are mostly restricted based on the racial lineage chart provided.
Elemental Evil enabled (see free guide)
Aarakocra who plan to wear light armor will not receive any starting feats. This is for somewhat obvious reasons, as flying can get OP. Also, Svirfneblin Magic feat is allowed. The spells will be either found or learned. If you want one to be acquired by the party or by you, just request it. Any other extended rulebook is almost certainly allowed, just give me a link to a free digital version. Even if it is for a certain world or adventure, I can adapt it.
Multiclassing Enabled (see Book)
Feats Enabled (see Book)
I am starting each player off with two feats, in addition to ability score increases. This is because I feel that this rule would provide greater degrees of character customization than previously available.
No Dual Wielding
Unrealistic. End of story. I might let you use a knife instead of shield, but that is it.
I have capped small races starting Strength score at 12. Said small races get a +1 to dexterity on top of any other racial modifiers as a result of this rule.
This is just common sense.
No experience points
They are a pain to keep track of. I will just announce 'Level up, _______!' somewhat frequently. It won't necessarily be tied to Encounters, more often to roleplay. Also, characters usually will level up, not the whole party at a time.
Permanent injuries come from being reduced to zero health points.
Death is serious. You can't just auto-rez after two hours. When I say permanent, I mean that whilst healing can reduce them, they are long-lasting and dramatically affect play.
You can have whatever trinkets or cool items you want for the most part to start off.
Don't abuse this. If you start pawning your family heirloom Star-Ruby necklace for plate mail half-way through the campaign I will intervene. I will also intervene if your monk starts off as the wealthiest man in Daeron. This is meant to be a tool for providing character depth, not free loot.
Moon druids restricted to CR 1/2 forms until level 4.
Class balancing tweak. Just something to help.
Choose one damage type. You are immune to it.
I do this because my custom monsters have a lot of resistance, immunity, and vulnerability, and I figured it was only fair that the PCs have something like this. If you get a racial resistance, i.e. Dragonborn scale-color resistance, then that becomes your
Fighters get a bonus stat increase or feat at class levels 6 and 14, and Rogues get one at 10.
This is to add to end-game class balance, as these classes are notoriously underpowered by level 20.
No inherent values of evil or good.
Not really mechanical, just worth noting. Detect alignment spells work based on your worldview. Keep in mind, you can view yourself as neutral or evil and detect other people as good, or vice versa. Necromancy is not evil so long as it is not artificially creating sentient life. Granted, thats also relative, but heavily frowned upon.
Your proficiency in heavy armor gives you proficiency in shields if you don't already have it.
Just something I like.
If you want to learn a cantrip or spell from off-list as a caster, ask me about it. A lot of them fit nicely in other classes. Some don’t (like shillelagh and eldritch blast), but a Sorcerer with Vicious Mockery or a Cleric that pokes people with Shocking Grasp and the like are neat.
Custom feats. Ask me about a custom feat you read about or came up with that you think would be cool and I'll probably allow it.
Rangers can choose a first level spell from their list. They gain the effects of that spell as an extra cantrip with no material component cost. They also start automatically with the 'sharpshooter' feat.
Notoriously underpowered class. I want them to feel special, since they have a kinda underdeveloped class fantasy just from the book in my opinion.
Some Monsters/NPCs may break and run when their numbers get too low, or enough damage is taken. This includes hirelings.
More realistic. Not really a numerical value, just something you should expect to happen.
If you cast a spell with Concentration on a willing target, you may have the target Concentrate on the spell instead of you.
Makes support more viable.
The time required for a short rest is inversely proportional to how badly I think the party needs it.
Covered under Rule II, but mentioned anyhow.
Notoriety Roll: Whenever you enter a settlement, roll a d20. If you get a 5 or lower, you are recognized. Depending on the settlement and your reputation, this can be good, bad, or neutral.
Fun stuff. Kinda works like obligation in the star wars tabletop rulebook.
Massive Damage - If you take half damage in a single hit you roll on the system shock table.
Like permanent injury, but not permanent.
No studded leather or ring mail.
These are stupid and unrealistic fantasy armors. They don't work.
Firearms exist in renaissance-era understanding. pretty rare, and gunpowder exists differently so it functions more like a high-power blowgun, but still, it works.
Extra Feat - Firearm Proficiency. You can choose to add +1 to either DEX or WIS. You gain proficiency with pistols and muskets (including bayonets), you also gain proficiency is spears if you don't already have it, due to bayonet training.
Found this and liked it.
You can use the 'Asian Zest' options provided in thee Dmg as alternate weapons.
Along with any other type of weapon flavor. I am very pro-weapon freedom.
Coins: Currency isn't transferrable and it matters. Gold coins from the Dragon Wastes are worth nothing in Ilvenor.
Realism. Mention the coin types you have in your equipment notes.
Inspiration can have wide reaching effects. Rather than just advantage, I may make it into a guaranteed natural 20.
Keep track of spell casting components.
You can't just say "I have them around!" and only pay for the ones that say they need gold.
You need food and water, and must have rations in your inventory. Food can also go bad.
More of a reminder than a new rule.
Pick one weapon. You get proficiency with it, and have it or a version of it in your inventory automatically.
Character flavor thing.
See: This.
Some were mentioned, but I retain the right to use all those whenever and however I feel they should be implemented into the game.
If there is anything you want added or removed from this list, let me know. I am not obliged to always follow all of them, but expect me to use these. I use a lot because I find it is easier to remove than to add, and I like customization.
Elemental Evil enabled (see free guide)
Aarakocra who plan to wear light armor will not receive any starting feats. This is for somewhat obvious reasons, as flying can get OP. Also, Svirfneblin Magic feat is allowed. The spells will be either found or learned. If you want one to be acquired by the party or by you, just request it. Any other extended rulebook is almost certainly allowed, just give me a link to a free digital version. Even if it is for a certain world or adventure, I can adapt it.
Multiclassing Enabled (see Book)
Feats Enabled (see Book)
I am starting each player off with two feats, in addition to ability score increases. This is because I feel that this rule would provide greater degrees of character customization than previously available.
No Dual Wielding
Unrealistic. End of story. I might let you use a knife instead of shield, but that is it.
I have capped small races starting Strength score at 12. Said small races get a +1 to dexterity on top of any other racial modifiers as a result of this rule.
This is just common sense.
No experience points
They are a pain to keep track of. I will just announce 'Level up, _______!' somewhat frequently. It won't necessarily be tied to Encounters, more often to roleplay. Also, characters usually will level up, not the whole party at a time.
Permanent injuries come from being reduced to zero health points.
Death is serious. You can't just auto-rez after two hours. When I say permanent, I mean that whilst healing can reduce them, they are long-lasting and dramatically affect play.
You can have whatever trinkets or cool items you want for the most part to start off.
Don't abuse this. If you start pawning your family heirloom Star-Ruby necklace for plate mail half-way through the campaign I will intervene. I will also intervene if your monk starts off as the wealthiest man in Daeron. This is meant to be a tool for providing character depth, not free loot.
Moon druids restricted to CR 1/2 forms until level 4.
Class balancing tweak. Just something to help.
Choose one damage type. You are immune to it.
I do this because my custom monsters have a lot of resistance, immunity, and vulnerability, and I figured it was only fair that the PCs have something like this. If you get a racial resistance, i.e. Dragonborn scale-color resistance, then that becomes your
Fighters get a bonus stat increase or feat at class levels 6 and 14, and Rogues get one at 10.
This is to add to end-game class balance, as these classes are notoriously underpowered by level 20.
No inherent values of evil or good.
Not really mechanical, just worth noting. Detect alignment spells work based on your worldview. Keep in mind, you can view yourself as neutral or evil and detect other people as good, or vice versa. Necromancy is not evil so long as it is not artificially creating sentient life. Granted, thats also relative, but heavily frowned upon.
Your proficiency in heavy armor gives you proficiency in shields if you don't already have it.
Just something I like.
If you want to learn a cantrip or spell from off-list as a caster, ask me about it. A lot of them fit nicely in other classes. Some don’t (like shillelagh and eldritch blast), but a Sorcerer with Vicious Mockery or a Cleric that pokes people with Shocking Grasp and the like are neat.
Custom feats. Ask me about a custom feat you read about or came up with that you think would be cool and I'll probably allow it.
Rangers can choose a first level spell from their list. They gain the effects of that spell as an extra cantrip with no material component cost. They also start automatically with the 'sharpshooter' feat.
Notoriously underpowered class. I want them to feel special, since they have a kinda underdeveloped class fantasy just from the book in my opinion.
Some Monsters/NPCs may break and run when their numbers get too low, or enough damage is taken. This includes hirelings.
More realistic. Not really a numerical value, just something you should expect to happen.
If you cast a spell with Concentration on a willing target, you may have the target Concentrate on the spell instead of you.
Makes support more viable.
The time required for a short rest is inversely proportional to how badly I think the party needs it.
Covered under Rule II, but mentioned anyhow.
Notoriety Roll: Whenever you enter a settlement, roll a d20. If you get a 5 or lower, you are recognized. Depending on the settlement and your reputation, this can be good, bad, or neutral.
Fun stuff. Kinda works like obligation in the star wars tabletop rulebook.
Massive Damage - If you take half damage in a single hit you roll on the system shock table.
Like permanent injury, but not permanent.
No studded leather or ring mail.
These are stupid and unrealistic fantasy armors. They don't work.
Firearms exist in renaissance-era understanding. pretty rare, and gunpowder exists differently so it functions more like a high-power blowgun, but still, it works.
Extra Feat - Firearm Proficiency. You can choose to add +1 to either DEX or WIS. You gain proficiency with pistols and muskets (including bayonets), you also gain proficiency is spears if you don't already have it, due to bayonet training.
Found this and liked it.
You can use the 'Asian Zest' options provided in thee Dmg as alternate weapons.
Along with any other type of weapon flavor. I am very pro-weapon freedom.
Coins: Currency isn't transferrable and it matters. Gold coins from the Dragon Wastes are worth nothing in Ilvenor.
Realism. Mention the coin types you have in your equipment notes.
Inspiration can have wide reaching effects. Rather than just advantage, I may make it into a guaranteed natural 20.
Keep track of spell casting components.
You can't just say "I have them around!" and only pay for the ones that say they need gold.
You need food and water, and must have rations in your inventory. Food can also go bad.
More of a reminder than a new rule.
Pick one weapon. You get proficiency with it, and have it or a version of it in your inventory automatically.
Character flavor thing.
See: This.
Some were mentioned, but I retain the right to use all those whenever and however I feel they should be implemented into the game.
If there is anything you want added or removed from this list, let me know. I am not obliged to always follow all of them, but expect me to use these. I use a lot because I find it is easier to remove than to add, and I like customization.
Knowledge (Lawful Neutral)
Orlus, the Lore-keeper (A songbird carrying a tome)
Life (Neutral Good)
Daelessa the Healer (A hand holding a humanoid silhouette)
Light (Lawful Neutral)
Kaasorus the Judge (Seven snakes with a hammer above them)
Nature (Lawful Evil)
Ildegae the Vicious (A bloodied crown of thorns)
Tempest (Chaotic Neutral)
Lasedar the Random (A lightning bolt inside a whirlpool)
Trickery (Chaotic Neutral)
Tiritannia the Mischievous (An equilateral triangle pointing down with an eye above two daggers)
War (Chaotic Evil)
Grugaar the Enraged (A bloodied sword with two decapitated wolf heads on either side of the blade)
Death (Lawful Neutral)
Saarunis the Equalizer (A balanced scale with a skull and rose vase)
Fate (Neutral)
Ae the Decider (An eight-point star with the symbols of each deity on every end and a ring outside of the center)
Orlus, the Lore-keeper (A songbird carrying a tome)
Life (Neutral Good)
Daelessa the Healer (A hand holding a humanoid silhouette)
Light (Lawful Neutral)
Kaasorus the Judge (Seven snakes with a hammer above them)
Nature (Lawful Evil)
Ildegae the Vicious (A bloodied crown of thorns)
Tempest (Chaotic Neutral)
Lasedar the Random (A lightning bolt inside a whirlpool)
Trickery (Chaotic Neutral)
Tiritannia the Mischievous (An equilateral triangle pointing down with an eye above two daggers)
War (Chaotic Evil)
Grugaar the Enraged (A bloodied sword with two decapitated wolf heads on either side of the blade)
Death (Lawful Neutral)
Saarunis the Equalizer (A balanced scale with a skull and rose vase)
Fate (Neutral)
Ae the Decider (An eight-point star with the symbols of each deity on every end and a ring outside of the center)
Abjurer, the Intervener, Guardian of the White Dragons
Conjurer, the Creator, Guardian of the Green Dragons
Diviner, the Herald, Guardian of the Yellow Dragons
Enchanter, the Mind-twister, Guardian of the Blue Dragons
Evoker, the Kindler, Guardian of the Red Dragons
Illusionist, the Deceiver, Guardian of the Purple Dragons
Necromancer, the Life-guard, Guardian of the Black Dragons
Transmuter, the Changer, Guardian of the Orange Dragons
Conjurer, the Creator, Guardian of the Green Dragons
Diviner, the Herald, Guardian of the Yellow Dragons
Enchanter, the Mind-twister, Guardian of the Blue Dragons
Evoker, the Kindler, Guardian of the Red Dragons
Illusionist, the Deceiver, Guardian of the Purple Dragons
Necromancer, the Life-guard, Guardian of the Black Dragons
Transmuter, the Changer, Guardian of the Orange Dragons
Barbarian (Berserker): Calls upon the powers of the Aether and/or Nether to grant a rage when needed. The cosmic ripples created by the merging of the planes in a single being causes immense bursts of strength, and has a lasting impact on the user.
Barbarian (Totem Warrior): Uses the life force of the world around him/her to channel the totemic spirits of a revered animal to protect the domain of Daeron.
Bard (Lore): Using the powers of the ancient Worldshapers, Lore Bards can sense the history and knowledge of the world innately, and learn from the forces that permeate the world.
Bard (Valor): The Echoes of Creation, a song that few beings of sentience can hear, erupts from the will of Ae unto the bard to grant various powers. These take the form of non-draconic magical skill, and can be hard to identify as the power is not ‘learned’ in any traditional sense.
Cleric: By knowing and fulfilling the divine wish of a deity (other than fate), immense power is granted to a willing harbinger. The power works so long as the cleric has faith and conviction that he/she is promoting the wishes and tenets of a deity and has the same alignment.
Druid (Land): Through knowledge of the Worldshaper’s creation and channeling of the spirits within every place in all realms, be they Aether, Nether, or Daeron, these druids create effects on every piece of land they touch, often changing it to a chosen terrain in which the druid finds a serene place of meditation to master his spell-casting. These effects can shaped to produce spells.
Druid (Moon): Calling upon the life force that permeates all realms, these folk of the deep woods attune themselves to the ever-changing ways of nature to focus on transformations to reflect to necessary adaptations in the name of defending the wild domains.
Fighter: A mastery of the arts of war form a martial paragon with such skill that by their glorious death, they slaughter hundreds in the name of their cause. This skill is not acquired at birth, but at a warrior’s first kill.
Monk (Open Hand): An understanding of the will and intent of Ae allows a monk to gain knowledge in the form of brief visions of the future and vivid memory of the past whilst in combat. The phenomenon is known as battle meditation and aids the combat of the monk greatly, although it must be supplemented with long hours of serene meditation.
Monk (Shadow): Using a form of battle meditation, these monks are able to pause the action of a battle in their mind and execute attacks with the speed of dancing lights.
Monk (Four Elements): Through use of ki, a magic that comes from serene meditation, a monk is enabled to create various effects using the materials of any realm. These must be practiced in certain areas where the material used to create such effects is present during hours of intense meditation.
Paladin: The oath of a paladin is the singular mortal force capable of bending the will of Ae. A brief vision of a paladins greatest desires given to them at oath drive the paladins destiny toward the greater cause until the vision is achieved, at which point the paladin may retire or take up a new oath. A paladin usually takes up a patron demigod to serve as a humble champion, although this is not always the case. A paladin who breaks his/her oath by disobeying the oath’s tenets often has large amount of spiritual and sometimes physical decay take place within his being, although if chosen by a patron deity, the decay can be converted an external force capable of massive destruction.
Ranger (Hunter): A ranger of this archetype usually takes up a hunter’s gambit, a ‘deal’ of sorts with Ae or sometimes Iledgae. This means that in exchange for immense survival capabilities, the hunter agrees to prove his/her worth as a hunter and selects a beast or entity (such as a drake or Ogre horde) to slay. If a hunter succeeds in this divine quest, he or she ascends to greater power and may create another gambit. Upon failure, the hunter experiences decay and sometimes madness after decades of hunting or giving up the hunt. Sometimes, be it by the entity itself, or from madness, the ranger can die from this failure.
Ranger (Beast Master): These rangers generally see themselves as the highest point in nature, and see it as their duty to nurture the beasts of the world so that they will leave an able successor.
Rogue: Be they assassins, tricksters, thieves, mercenaries, or all of the above, a rogue has a special gift for analytical though about the best way to achieve a goal of mayhem, chaos, a noble cause, or the terms of a contract. Despite a popular tale of ‘Honor among Thieves’, little code of honor or martial conduct exists for a rogue.
Sorcerer (Draconic): Be it by a draconically blessed artifact or a drake itself, these sorcerers gain the powers of the dragons that are innate within Dragonkind and use them to full advantage. At times, this may even manifest in physical draconic features, although the blessing mostly creates urges to release shaped magical energy.
Sorcerer (Wild): The essence of the Worldshapers was not lost after their physical manifestations crumbled into decay and madness. The power sometimes manifests in certain beings at birth, creating an odd double-sentience that can take years of practice and coping to control. The power is released in bursts of wild magic, and most of these beings delight in it.
Warlock: Through a pact with beings of the Aether, Nether, or Abyss, the Warlock channels the power of beings in other realms on a very intimate basis with a ‘partner’. In exchange, the warlock is often used for the same purpose, advanced the mirrored goals of both beings in their own realms.
Wizard: The wizards of the eight schools draw power from the study of ancient draconic runes capable of creating spells and practicing attainment to the planar echoes of the great Dragons. Advanced study and practice give Wizards greater ability to create and produce wider varieties and more potent spells.
Barbarian (Totem Warrior): Uses the life force of the world around him/her to channel the totemic spirits of a revered animal to protect the domain of Daeron.
Bard (Lore): Using the powers of the ancient Worldshapers, Lore Bards can sense the history and knowledge of the world innately, and learn from the forces that permeate the world.
Bard (Valor): The Echoes of Creation, a song that few beings of sentience can hear, erupts from the will of Ae unto the bard to grant various powers. These take the form of non-draconic magical skill, and can be hard to identify as the power is not ‘learned’ in any traditional sense.
Cleric: By knowing and fulfilling the divine wish of a deity (other than fate), immense power is granted to a willing harbinger. The power works so long as the cleric has faith and conviction that he/she is promoting the wishes and tenets of a deity and has the same alignment.
Druid (Land): Through knowledge of the Worldshaper’s creation and channeling of the spirits within every place in all realms, be they Aether, Nether, or Daeron, these druids create effects on every piece of land they touch, often changing it to a chosen terrain in which the druid finds a serene place of meditation to master his spell-casting. These effects can shaped to produce spells.
Druid (Moon): Calling upon the life force that permeates all realms, these folk of the deep woods attune themselves to the ever-changing ways of nature to focus on transformations to reflect to necessary adaptations in the name of defending the wild domains.
Fighter: A mastery of the arts of war form a martial paragon with such skill that by their glorious death, they slaughter hundreds in the name of their cause. This skill is not acquired at birth, but at a warrior’s first kill.
Monk (Open Hand): An understanding of the will and intent of Ae allows a monk to gain knowledge in the form of brief visions of the future and vivid memory of the past whilst in combat. The phenomenon is known as battle meditation and aids the combat of the monk greatly, although it must be supplemented with long hours of serene meditation.
Monk (Shadow): Using a form of battle meditation, these monks are able to pause the action of a battle in their mind and execute attacks with the speed of dancing lights.
Monk (Four Elements): Through use of ki, a magic that comes from serene meditation, a monk is enabled to create various effects using the materials of any realm. These must be practiced in certain areas where the material used to create such effects is present during hours of intense meditation.
Paladin: The oath of a paladin is the singular mortal force capable of bending the will of Ae. A brief vision of a paladins greatest desires given to them at oath drive the paladins destiny toward the greater cause until the vision is achieved, at which point the paladin may retire or take up a new oath. A paladin usually takes up a patron demigod to serve as a humble champion, although this is not always the case. A paladin who breaks his/her oath by disobeying the oath’s tenets often has large amount of spiritual and sometimes physical decay take place within his being, although if chosen by a patron deity, the decay can be converted an external force capable of massive destruction.
Ranger (Hunter): A ranger of this archetype usually takes up a hunter’s gambit, a ‘deal’ of sorts with Ae or sometimes Iledgae. This means that in exchange for immense survival capabilities, the hunter agrees to prove his/her worth as a hunter and selects a beast or entity (such as a drake or Ogre horde) to slay. If a hunter succeeds in this divine quest, he or she ascends to greater power and may create another gambit. Upon failure, the hunter experiences decay and sometimes madness after decades of hunting or giving up the hunt. Sometimes, be it by the entity itself, or from madness, the ranger can die from this failure.
Ranger (Beast Master): These rangers generally see themselves as the highest point in nature, and see it as their duty to nurture the beasts of the world so that they will leave an able successor.
Rogue: Be they assassins, tricksters, thieves, mercenaries, or all of the above, a rogue has a special gift for analytical though about the best way to achieve a goal of mayhem, chaos, a noble cause, or the terms of a contract. Despite a popular tale of ‘Honor among Thieves’, little code of honor or martial conduct exists for a rogue.
Sorcerer (Draconic): Be it by a draconically blessed artifact or a drake itself, these sorcerers gain the powers of the dragons that are innate within Dragonkind and use them to full advantage. At times, this may even manifest in physical draconic features, although the blessing mostly creates urges to release shaped magical energy.
Sorcerer (Wild): The essence of the Worldshapers was not lost after their physical manifestations crumbled into decay and madness. The power sometimes manifests in certain beings at birth, creating an odd double-sentience that can take years of practice and coping to control. The power is released in bursts of wild magic, and most of these beings delight in it.
Warlock: Through a pact with beings of the Aether, Nether, or Abyss, the Warlock channels the power of beings in other realms on a very intimate basis with a ‘partner’. In exchange, the warlock is often used for the same purpose, advanced the mirrored goals of both beings in their own realms.
Wizard: The wizards of the eight schools draw power from the study of ancient draconic runes capable of creating spells and practicing attainment to the planar echoes of the great Dragons. Advanced study and practice give Wizards greater ability to create and produce wider varieties and more potent spells.
The world is smaller than our planet, and thus has only one hundred days. Whilst the duration of the days is like ours, except with no daylight savings, they are divided into ten Bell-chimes. This system was orchestrated by the High Engineer Dasseus K. J. Izzledar of Ygmatros and his Taelisari companion, Numaen of the Bells. Each year is also divided into ten festivals, each lasting a tenday. They are the following:
Harkenos, Festival of New Comings
Asardius, Festival of Heroes
Torumari, Festival of the Wilds
Guuraalun, Festival of Noble Cause
Jaderael, Festival of Peace
Untoaard, Festival of Devotion
Kunraasit, Festival of Progress
Xaavibari, Festival of Trade
Morintaed, Festival of Honor
Giorumidis, Festival of Harvest
Harkenos, Festival of New Comings
Asardius, Festival of Heroes
Torumari, Festival of the Wilds
Guuraalun, Festival of Noble Cause
Jaderael, Festival of Peace
Untoaard, Festival of Devotion
Kunraasit, Festival of Progress
Xaavibari, Festival of Trade
Morintaed, Festival of Honor
Giorumidis, Festival of Harvest
Why you are interested in the game?
What character(s) are you thinking of playing?
Why are you thinking of that(those) character(s)?
What is your ideal starting settlement?
What general ideals and adventure archetypes do you enjoy?
What is your comfortability with the system?
Are there any house rulings you would like to amend, add, or delete? If so, which ones and why?
What is your availability as far as meeting times?
What is your ideal starting settlement?
What character(s) are you thinking of playing?
Why are you thinking of that(those) character(s)?
What is your ideal starting settlement?
What general ideals and adventure archetypes do you enjoy?
What is your comfortability with the system?
Are there any house rulings you would like to amend, add, or delete? If so, which ones and why?
What is your availability as far as meeting times?
What is your ideal starting settlement?