Cashdash25
The Proletariat Robot
"So." The old Halfling said to the children gathered around him, "You want to hear the tale of the Heroes of Talltree then? Well, when my Grandpappy's Grandpappy was a little boy, just about the age of you little ones, a group of strangers came to our dear town of Talltree to help the town solve a little problem, and from there, well, you'll see."
Some good old fashion D&D dungeon delving and monster slaying. 5th Edition will be used, setting details below.
An old continent, dating back to the times of creation, Rayoth is the only known landmass in the world. It is a place of magic and wonder, of great heroes and terrible villains. Great monsters and mighty Gods. It is here our adventure shall take place.
Southern Reaches: Dominating more than half the continent, the Southern Reaches are by far the largest part of Rayoth. Originally centered around the Tagi River Marshes on the southern tip of Rayoth, the Lizardfolk have over time expanded their home territory through a network of canals and channels, coming to dominate most of the continent.
The High Lands: The Elf controlled northern portion of Rayoth, a land of snow capped and densely forested plateaus. Easily the second largest territory in Rayoth, the Sarith Ascendancy maintains tight control over the region.
Western Mountains: The western portion of Rayoth is split between towering mountain ranges and rolling valleys. Dwarven city states reside in the mountains, while the valleys are largely populated by Halflings.
The Desert of Akk: A small ardic region on the eastern coast of Rayoth, with limited resources this region was largely uninhabited until a few short centuries ago. As the Lizardfolk Empire expanded its marshes and swamps many Humans, Orcs and other races were forced from their native homes and traveled northwards, gradually coming to settle in this dry, sandy region.
Lizardfolk Empire: The largest nation in all of Rayoth, the expansive empire is broken up into a multitude of small hereditary kingdoms ruled over by noble families, with the Emperor elected from among them. The highly decentralized nature of the Empire promotes a wide variety of political and religious beliefs within the Empire, leading to a very diverse population.
Sarith Ascendancy: Second largest nation in Rayoth and primary rival to the Lizardfolk Empire, the Sarith Ascendancy is a powerful, theocratic aristocracy. Elves are the only citizens, with other races treated as slaves or worse, its borders are closed to outsiders and few citizens ever leave except as raiders and slavers.
Dwarven City States: The Dwarves maintain a large number of independent states rather than a unified nation, these are typically grentocratic in rulership. In recent years many city states have found their ore veins to be running dry, as more and more mines close down large numbers of Dwarves have been forced to move elsewhere in search of work.
Halfling Villages: Halflings as a race have no higher government or even an idea of a state, instead they live in small, tight-knit villages of intermarrying families. Typically friendly though wary of outsiders, they trade heavily with Dwarves as they have little industry while the Dwarves have little food.
Human Settlements: The Desert of Akk is home to dozens of small petty kingdoms and tyrannies, fiercely competing with one another for control of the limited supplies found within its sandy borders. The largest of these petty nations is the Empire of Akandri, which is rapidly expanding its borders and recently conquered its major rival of Kandara.
The Goddess: The primary religion of Akk, the Goddess is worshiped mostly by Humans, though many other races will offer votives at her shrines. The Goddess herself is divided into eight aspects, each of which controls a different aspect of life;
-The Mother: As the Mother aspect the Goddess represents love, marriage and fertility. Her symbol is a bronze sun, and her follows are forbidden from dishonesty or deception. Domains: Light.
-The Child: In her Child aspect the Goddess represents nurturing, mercy and family. Her symbol is a blossoming flower, and her followers are forbidden from committing cruel or unkind acts. Domains: Life, Light.
-The Whore: This aspect of the Goddess represents luck, deception and trickery. Her symbol is a playing die, and her followers must never force someone to act against their will. Domains: Trickery.
-The Crone: The aspect of the Crone is an aspect of knowledge and wisdom, she represents learning, teaching and other scholarly activities. Her symbol is an open book, and her followers are sworn to protect and spread knowledge wherever they go. Domains: Knowledge.
-The Huntress: The Huntress represents nature, in both its beauty and its fearsomeness. Her symbol is a hunting bow, and she commands her followers to preserve and defend nature from those who would bring ruin and abuse. Domains: Nature, Tempest.
-The Maiden: In the aspect of the Maiden she represents war and battle, righteousness and anger. Her symbol is a sword, and her followers are sworn to never abandon an ally nor show cowardice. Domains: War.
-The Healer: The Healer is an aspect of compassion, showing love for all living things. Her symbol is an herb, and her followers are sworn to never take a life nor carry a blade. Domains: Life.
-The Widow: An aspect of death, mourning and the afterlife. Her symbol is a withered flower, and her followers are required to intercede between the living and the dead wherever they go and forbidden from binding an unwilling spirit. Domains: Death.
Sarism: The state religion of the Sarith Ascendancy, Sarists worship the God Sar, who made Elves in his own image as divine beings, and created all lesser races to serve them. He is the divine creator of all and so all Domains may be used by his followers so long as they follow his four laws;
-All Elves are created equal, treat each other as such.
-All Elves are divine beings, act as such.
-All Elves belong to Sar when they die, treat their bodies and souls as such.
-All nonelves exist to serve, treat them as such.
Those who violate these laws are cast out, forced to wander the lands of other races for the rest of their days as punishment. Sar’s symbol is seven stars.
Tagi: The main religion of the Lizardfolk, Tagi beliefs teach that all living beings have a spirit within them. Tagi followers seek to learn from these spirits, and show a great deal of veneration for all life. However, to disgrace or offend a creature’s spirit is the highest of crimes, punishable only by death. And so must always treat the living with respect, leave the dead’s spirit to rest in peace and body unmutilated, and destroy all undead. Tagi is symbolized by an encircled tree. Domains: Life, Light, Nature, Tempest.
Dur-Nach: The Dwarven people are split between the worship of two brother deities, Dur and Nach. Long ago the two brothers fought and played together, until their father died, leaving them to fight each other for their birthright. Only when one of them is dead can the other take his rightful place upon his father’s throne. Each child claimed four of their father’s artifacts, gifting them control of one of the Domains of magic each. Their war extends to their mortal followers as well, and followers or Dur or Nach must always do battle with the followers of the other.
Dur: Dur is the younger, stronger of the pair. He is a martial god, glorifying war, battle and violence. He was given first choice from his father’s artifacts, and he chose the Hammer of Battle, Shield of Storms, Girdle of Life and Helm of Light. His followers use a symbol of whichever artifact represents the Domain they follow.
-Hammer: War.
-Shield: Tempest.
-Girdle: Life.
-Helm: Light.
Nach: The older, wiser brother, Nach is a god of thought and planning more than action, he emphasizes wisdom and knowledge rather than action. He chose second from his father’s artifacts, his choices were the Book of Wisdom, Amulet of Death, Cloak of Shadows and Staff of Beasts. His followers use a symbol of whichever artifact represents the Domain they follow.
-Book: Knowledge.
-Amulet: Death.
-Cloak: Trickery.
-Staff: Nature.
A small, idyllic Halfling village in the Western Mountains. Talltree is a fairly average settlement of around seventy people. They have recently come under threat by marauding bandits and have sent out a call for adventurers to come to their aid.
The main difference between this campaign and the base book, Lizardfolk are a playable race due to their prominence in the world.
Lizardfolk Character bonuses: +2 con, 30 ft base speed, 30 ft swim speed, poison and disease resistance, hold breath for 1 hour, 1D6 Piercing damage bite attack, Draconic and Common languages.
http://media.wizards.com/2014/downloads/dnd/5E_CHARACTERSHEETSV3.ZIP
Characters will start at 3rd level.
Stats will be using the Stat Array of 15, 14, 13, 12, 10, 8 as a base.
Level ups will occur at designated plot points.
-Halfing's mostly practice ancestor worship, any Halfling Cleric would have adopted one of the larger religions.
-Gnomes are not present in Rayoth.
-Half-Elves can expect significant racial discrimination.
-Draconic is a very common language.
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