Before there were gods, there was darkness.
Okay, loose proposition: 5E, 3rd level(since levels 1&2 are tutorial levels with no real meaning,) +500GP in addition to starting wealth.
Any class or race option from a published book is acceptable, Unearthed Arcana stuff is probably cool but pass it by me first.
Thursday night play, 630MST(830 EST) - i can swing that a little earlier if people don't want to be up late.
While it won't be an aquatic campaign there will be some aquatic stuff probably? And your characters of course should be willing to behave and work with others to obtain MAXIMUM TREASURE.
Before there was darkness, there were Monsters!
This is a campaign that I am starting because @Melding
made a post about wanting to play D&D and I enjoy running D&D. This is not a recruitment thread
, just a handy masterpost that I can add setting details to and we can work on characters for.
The world is a fairly pleasant place, for the most part. Over the last two centuries, the great Orc & Giant wars have ended, and an easy peace has fallen across the lands. Nobody wishes to repeat the mistakes of the past, although some of the longer-lived races still hold grudges. Despite the peace between nations, rogue elements still stir up trouble, mad wizards summoning beasts in ancient ruins, dragons terrorizing small towns on the fringe of civilization, or cults worshipping devils, demons, and worse. While it may not be easy work, there's always coin for those willing to risk life and limb to go where sane people will not, and protect the weak and innocent from death and worse.
Cardinal is a recent city, one that benefits from all races coming together to create something unique and great. A multicultural and multinational trade hub at the center of the world, Cardinal's greatest strengths are the Magi Academy, where all with coin or talent may study the arcane arts with proper instruction and without fear of persecution, and the Grand Council, where representatives of every race and nation meet to keep the peace between realms. All who live in Cardinal benefit from the Magebound servants, including raised necromantic servitors donated to the Academy, bound Elementals, Golems, and other such creations without will of their own, set to serve all with tireless labor. The very powerful residents of Cardinal may even have bound demons or devils as bodyguards and servants, although such actions are risky at best.
South of Cardinal lies the Deepwoods, a massive old-growth forest riddled with overgrown roads, a few trade routes, and small communities of hunter/gatherers, druids, and the like. In the heart of the Deepwood is The Grove, where legend has it the Wood Elves emerged at the dawn of time. Now the Grove is the seat of power for the Wood Elves, and their Queen lives here, never to leave unless the very roots of the world shake.
North of Cardinal lies the Highpeaks, the mountain range that separates the lands of mortals from the blasted freezing plains of giant-kind. Mining encampments dig deep here, mortals risking their lives for a few years to extract valuable metals and live like kings for the latter half of their lives. Dwarven tunnels riddle portions of the mountains, where the Dwarven Clan-leaders meet every hundred years in the otherwise-abandoned halls of their Buried City to settle grudges and begin new ones.
To the West of Cardinal lies the Warplains, where millions of Orcs and goblins once marched against the armies of Humanity. Now, dozens of city-states exist here, and the Orc Lords maintain a peace with the Human Monarchs. The Travelled Seas lie past the Warplains, so named for the massive vessels that carried Humans to these lands so long ago.
The Fey Coast
Guess what, it's the east! Shining spires of glass dot the Fey Coast, each one an ancient portal to the Feywild and a lightning rod for the magical storms that ravage the Wyld Sea. Here, the Ancients of the High Elves travel, ensuring that the land does not fall to madness. Anything can happen on the Fey Coast, as many a civilization has risen on the tides of powerful magic only to fall once again. This is where our campaign will be set!
Humans: Pretty much everywhere, they chill on the Warplains in city-states and also everywhere else
Elves: Wood Elves come from the Deepwoods and travel across the world, High Elves can be found doing basically anything, although the Ancients declare an ancestral duty to maintain the Fey Coast. Eladrin stumble into the world from the Feywild and can be found anywhere, while Drow tend to stick to the North, mining underground or hiding from the sun in the storms that blanket the Highpeaks frequently.
Dwarves: They trend traditional, but all the Great Clans have slowly migrated away from the Highpeaks as they use up the below-ground resources. Clan identity is huge to Dwarves, but it's a lot of work to travel to the Buried City every 100 years. They had a lot of conflict with the Drow and other Underdark races before peace settled in, but their big enemy is the Giants of the north.
Orcs/Half-Orcs: Well, there were some really big wars a while back, but honestly Orcs are, or were, in the same boat as Humans. Literally. They just showed up and started fighting one day. Now they're pretty much everywhere, but they hold more territory in the Warplains than anywhere else.
Gnomes: Gnomes don't appear to have a central homeland, they have a pretty big population in Cardinal but they spread out wherever their talents put them.
Halflings: Primarily nomadic traders, these guys get around, although they tend towards less populated areas of the world.
Dragonborn: An arcane mystery, the Dragonborn are actually from another plane, much like Dragons themselves. It's speculated that they were brought as a servitor race for dragons to colonize our plane with, but they don't seem to serve dragons for the most part, and dragons are very willing to eat them, just like anyone else.
Tieflings: Everyone knows exactly where Tieflings come from, stop bringing it up, don't ask a Tiefling which parent is the interesting one, just don't, oh my god.
Aarakocra: They don't exist, because you don't get to play a PC with a fly speed.
Genasi: Half-elementals, they're treated really poorly in Cardinal because mages don't really think things through, the rest of the world is welcoming to them!
Aasimar: If you want to impress the people around you, being an Aasimar is a pretty good way to do it. They're rare, hail from the celestial mounts, and you can go your whole life without seeing one pretty easily.
Firbolgs: Firbolgs live in the Deepwoods! They don't often leave the Deepwoods, but adventurers will travel as they will. Most people don't even know they exist.
Goliaths: FIGHT FIGHT ROCK HARD FIGHT FIGHT ROCK HARD. Goliaths hail from the Highpeaks and indisputably have giant blood. Different clans of Goliaths have different Giant blood in them, leading to some pretty stark differences in appearance, although it all boils down to FIGHT FIGHT ROCK HARD. Many Goliaths that leave the mountains are adventurers, seeking greater challenges than what the lowland typically has to offer, but there's also some who just couldn't keep up with the crazy Goliath pace and wanted a change of scenery.
Kenku: They did a bad thing, once. Now... now they're scavengers, feeding on the outskirts of society, stealing words, coin, and food. Some kenku decide to give back to the community, and become important citizens or adventurers!
Lizardfolk: Obligate carnivores, loaded up with bestial traits and instincts, and weirdly prolific. Lizardfolk show up pretty much anywhere it's warm and wet enough, and can cause major problems until someone gets through to them that the locals aren't just a food supply.
Tabaxi: Cat-people. They like to nap and knock things off shelves, and blame their ways on the desires of the 'Cat Lord.' Leading religious scholars have determined that the 'Cat Lord' is not a god, or a demon, or anything else they can account for. Tabaxi say the Cat Lord has determined that leading religious scholars should give them tuna regularly.
Tritons: They live in the seas! They fight crime! Sometimes they leave the sea and go hang out with land people to see what's new!
Bugbears, Goblins, Hobgoblins, and Kobolds have all forged a fairly steady peace with humans and live in their own settlements spread around. There's not a lot to say about them, really.
Yuan-Ti: An ancient race that worships inherently evil snake deities, the Yuan-Ti have a long conflict with the Wood Elves, as the Deepwoods lie between Cardinal and the Yuan-Ti's temple-cities. If you see a Yuan-Ti north of the Deepwoods, they're probably not there to kidnap you, enslave you, and sacrifice you to one of their gods. If you see one south of the Deepwoods, well... they're usually not friendly.