Sunday, March 25, 2018

Session Zero Pt 1 - Meet the Team.

Glijak Tad - Human Barbarian -


Glijak grew up among forest dwelling 'barbarian' tribes in a small valley, his family lived amongst a grove of Angakara Trees which were revered by nearby elvish druids and orcish shamans as holy trees. Angakara trees are broad oaks that sprout many branches and are often covered by a multitude of light green leaves. In previous ages, the tree was favored for the construction of bows, and once thrived in the balley of Glijaks ancesters, now occupied by the foritified city of Drakkendale. However, many of the trees were felled and Glijaks tribe were slain during the construction of the city and it's great oaken walls, and the trees have never grown back. Those few trees that were left have withered and perished, leaving behind ancient reminders of what once was in the form of large, hollowed tree stumps and decaying trunks. Glijak has an extensive criminal record and is seeking allies and strength to retake the land of his ancestors.

Remus Corbin - Human Wizard -


Growing up in the Imperial Capital of Luminaree to two wealthy and adoring parents Remus Corbin was always infatuated with books and learning, something which had him in trouble more often than his parents would like to admit. To put an end to his trouble making they got him an appointment at the imperial library as a minor steward, and the young Remus took to his new position with alarming enthusiasm, all but living in the grand library. Before long Remus stumbled upon some mysterious symbols which slowly led him to uncover a long dead mentor who spoke to him through journals and hidden riddles, a mentor through whom Remus began to learn magic. Not long after he began studying the journals of his new mentor, he was caught in a forbidden basement area of the imperial library and narrowly avoided arrest. Remus realized that his family would be forever hunted so long as he was alive and so he faked his own death to save his parents and is now in hiding, following the breadcrumbs the journal leaves for him. 


Amatsu - Bronze Dragonborn Druid - 


Amatsu worships true dragons, (both Bahamat and Tiamat, as 2 sides of the same coin). The druid has spent much of his time trying in vain to convince the common folk that Dragonkin are no more monstrous than dwarves. His once proud people have been scattered to the winds by the emperor as they were deemed abominations and dangerous to the people around them after the mage uprising 200 years ago. Seeking a way to either become a full dragon or awaken an Ancient Dragon, Amatsu has traveled much and is in Angelspit to investigate reports of Black Dragon Bones unearthed by moonfolk somewhere in the swamp.


Rodrik Light - Human Vengence Paladin -


Son of Thomas Light, last of a fallen house, brother of the fallen Hero of Man. His brother was the last known hero to fight against the Emperor and his legions, but in the fight he was abandoned by his allies, and died, outnumbered and alone. Rodrik is current;y in Angelspit lying low and gathering allies, he has plans to take back his family sword from a Moonfolk general named Kurthak Weis, but needs capable allies before he can challenge the famed warlord. 


Theocrat Hambol - Firbolg Cleric of Light - 


Theocrat is a simple Firbolg who grew up doing odd jobs around Angelspit after he just kinda wandered in from the swamp as a child. Eventually as he came to be appreciated by the surly and mildly insane villagers, his sense of community grew and he became somewhat of a defacto spiritual leader. the small kindnesses the dirt poor villagers could afford had given him life, so he decided to give it back, and threw himself into studies of divine texts and healing. With a tenuous grasp of the basic clerical magics that he could decypher and a love for all life, he just wants to see people safe and happy. He will leave violence as a last resort, but knows how to hold his own when necessary. He is currently worried about the Bilge Shivers epidemic and the missing girl in town.



Carkan - Minotaur Fighter - 


Captured and sold into gladiator slavery, Carkan was abused and treated as a literal monster for several years, fighting in pits and arena's across the empire. Eventually forward thinking caravan merchant bought his freedom and hired Carkan as a bodyguard. Carkan worked for him for a number of years and was with him trying to open a trade agreement with the Lizard King who lives the swamps depths, but their caravan was ill prepared for the swamp, and was attacked at night, the cleric Hambol found the minotaur half dead of disease and blood loss in the swamp and nursed him back to health, that was 3 months ago and Carkan is certain his boss is out there somewhere.

Monday, March 12, 2018

Moonfolk and The Emperor of The Moon

The moonfolk are the de-facto ruling class, and have been for as long as most people can remember. There are few who can remember how it had happened, how the world had fallen beneath the shadow of the moon, how these strange pale folk had risen to power. What we know now is likely little more than propaganda, and should be taken with a grain of salt. We're pretty sure they come from the moon, they claim to have lived there a long time, but we have no idea how they got here, if they can return, or how many of them there really are. We know they are biologically immortal, able to live for thousands of years, and we know that almost all of them are highly capable spell casters. At first, it seems they had individually risen to power within their respective nations as powerful advisers and commanders, wielding their prodigal magics for the benefit of the local king or baron., but when the Moon Emperor revealed himself, they all swore fealty to him, and so each nation weakened by internal strife, fell rapidly under his domain. This last part, is whispered history, passed down in hushed bed time stories while nobody is listening.


Magic has been heavily licensed since the mage rebellion 60 years ago, when a desperate terrorist by the name of Esterdarrei the Black, unleashed a spell which destroyed an entire city, killing half a dozen moonfolk who had gathered for a conference, and hundreds of regular citizens. The entire landscape for a dozen miles in every direction was twisted and scarred by the magical backlash from the spell, and ever since, the law has made it virtually impossible for a commoner to become a licensed magic user.

Those who are reported as magic users tend to simply vanish, those in power having decided that it would be simpler if they just disappeared than to deal with the mess of convicting them. After all, everyone agrees mages are dangerous. Some, in mad, hushed whispers, would tell you of factories filled with mages, all casting spells, repeatedly, until they drop of exhaustion, sometimes even dying on their feet. Some might whisper about some great machine, some massive magical contraption that these imprisoned mages are powering.

But those are the whispered words of malcontents. All of this has been done in the name of safety, in the name of law and order. In the name of peace. Everyone knows mages are dangerous.









Thursday, March 8, 2018

D A . R U L E S !

Rules For Players --- 


  1. None of the following will be tolerated at my table - Racism, Sexism, Transphobia, etc. I shouldn't have to say it but there it is. In the same vein, please refrain from harassing other players or their characters for any reason, and note that sexual content belongs outside the game.
  2. We are all here to play a game together, so while the game is in session please focus on the game and refrain from scrolling facebook or playing other games in the background. We all think we can do both, and many of us probably can, but the truth is, it's still splitting your attention and detracting from your engagement with the people and story around you.
  3. Metagaming to a certain extent is expected and even encouraged, the DM will however remind the players that almost none of the monsters they encounter will be identical to printed monsters. Metagaming comes with inherent risks of it's own.
  4. Giving tactical advice and communicating with your party will be key to survival, but there is a difference between advice and micro managing. We are all here to have fun, and not everyone's version involves maximized efficiency... I don't give a fuck how good your idea is, let people play their own character not your idea of their character.
  5. The group story and group enjoyment supersede any individual characters story, "my character would go against the entire party's interest and derail the whole fucking campaign, so that's what I'm going to do" simply won't fly at this table. Your relationships with the people at the table are more important than your character.






Rules For Characters --- 

  1. There will be plenty of racist NPCs but I will ask that players refrain from creating racist or sexist characters. It's a worn out trope and results in unnecessary tension in parties that have enough of that to begin with. No one cares about your "I hate elves" schtick.
  2. NO Evil Characters, you don't have to be the most goody goody hero of all time, but no blatantly evil characters, this will be enforced throughout the campaign, not just at character creation. There will be plenty of morally grey moments provided by the nature of the campaigns, no need to go looking for children to scam or nuns to kill.
  3. You ARE going to be in a party together, so find a reason your character would want to be here, with these people, or make a new character that wants to join the merry group. This also means no infighting.
  4. The edgy silent guy who leans against the tavern wall and only cares about himself, The barbarian who is just here to murder people and has no patience for roleplay, are great examples of characters that you should avoid. d&d isn't a video game and should never be played as such. There's a time and place for playing out power fantasies of steamrolling mindless goons, or being the edgy anti-hero, but that's not the table I'm running; it's Skyrim.
  5. The group story and group enjoyment supersede any individual characters story, "my character would go against the entire party's interest and derail the whole fucking campaign, so that's what I'm going to do" simply won't fly at this table. Your relationships with the people at the table are more important than your character.








Rules For Play at the Table --- 

Probably a section for later with shit like... don't fuckin roll until you're supposed to, and pay attention to the turn order, and shit like that. I dunno.