The continent of Eyrath used to be a beacon of civilization, and under the auspicious eye of the Holy League of the Phoenix, strife between nations was a rarity. Different races lived together in the bigger cities and accepted each other in the countryside. All of this was to change dramatically with the religious wars that have ravaged the continent for more than two decades already, now the sparks of revolution grow, dangerous creatures roam the countryside, and the dead may well walk the earth again...
Society:
The continent of Eyrath used to be a beacon of civilization, and under the auspicious eye of the Holy League of the Phoenix, strife between nations was a rarity. Different races lived together in the bigger cities and accepted each other in the countryside. Life was hard, but the increased trade among members of the League gave rise to a rich and powerful Merchant class, from the lands of the Kielen Corporation to the lagoons of the Vestitian merchant princes. Although nationalism had started to become the primary identity for many, one’s primary allegiance lay still with a lord, noble, or in rare cases, the city. Humans are the most common race, and are almost guaranteed to live in any settlement across the continent, though small insular communities of elves exist within the deep forests. Gnomes and Dwarves are somewhat mistrusted for the wealth that they have often managed to amass thanks to the increasing interest in beautiful jewelry and the increasing need for engineers and inventors.
War:
All of this was to change dramatically with the religious wars that has ravaged the continent for more than two decades already. From the South, the kingdom of Castilia is threatened by the Emirate of Jurfa in what has become a struggle for dominance of the Castilian peninsula and a religious war between the Phoenix and the Star.In the East, raids by polytheistic nomadic tribes and incursions by armies of Sultan Selimkar of the Iskandrian Empire threaten the vast lands of the Carpathian Commonwealth. From the West, the League is threatened by the Kingdom of Aquilaine and the powerful Angelian Union, two empires that traditionally focused their attentions on each other, but for some reason had shifted their goals to the lands and ambitions of the League. From the North, the League sees itself confronted by the new power of the Sverigar Kingdom, a young but powerful nation that has embraced the religion of the Lion, and thus is the primary sponsor of apostates throughout the League. They have significant sympathies in the lands of Branden and Erz, but the southern areas of Walden has remained staunch in their conviction to fight for the phoenix.
Much of the fighting has taken place across the lands of Branden, Erz, Kielen, and Walden, though some of the more peripheral nations have experienced fighting too. The war has torn asunder many cities and has completely destroyed some minor nation states, as the boundaries on the map shifted with the ever changing fortunes of war. Much of the burden is carried by the peasants, either pressed into service, or having to labour to feed the troops. Mistrust between the races has increased significantly, especially since dwarfish and gnomish creations have brought untold horrors to the battlefield, such as black powder and toxic gases.
Beyond the horrors of the war however, the lands have also been stricken by plague and famine. And whether as a result of the carnage, or the wicked invention of some engineers, or as punishment from a more divine source, horrors of a wholly different nature have been reported.
Religion:
Though Eyrath was once the home of as many religions as there were tribes, over the centuries, the faith of the Phoenix has spread across most of the continent, with a few exceptions, particularly in the peripheries. Its main tenets are the belief in the shining light of the phoenix, who guides the faithful through the darkness. The Phoenix had sacrificed itself for the good of all, unleashing the light within. Its rebirth is celebrated as the highest festival during the calendar year. Phoenician clerics and the faith more broadly are associated with the gifts of culture and as such they are revered by many in the population. In response to the rise of the Lion’s Faithful however, the powerful organization of the Phoenician faith has started to unveil its darker side, with the establishment of Inquisitioners, particularly strong in Castilia and Aquilaine, as well as Walden.
The main counterpoint to the faith of the Phoenix for the past to centuries was the faith of the Star, important from the lands to the East. Although sharing most of the same moral bases as the Phoenicians, the main difference between the faiths is the fact that they deny the possibility of rebirth. The Phoenician vision of the afterlife is one in which the souls come to rest among the stars, looking on the happenings on Terra below them. Despite these minor differences, the fighting between the Star and the Phoenix has been fierce.
The newer challenge to the Phoenix stems from the divergent strand of the Lion’s Faithful, particularly strong throughout the Sverigar Kingdom and the lands of Branden. It’s main ideologues were the reformers Marcus Promethar, a human from Branden; Johann Kaltwein, a dwarf from Erz; and Ascal Venleth, an elf from Angelia (who has subsequently modified the faith a bit further to that of the Wolf, though that reformation has as of yet not had political consequences. The whole thing is mostly a cosmetic difference). The main differences between the Faithful of the Lion and the Phoenicians are organizational. Preachers of the Lion don’t need formal training, and can be both men or women. They can even be married. It however requires its preachers to live a life in relative modesty, and abhors private property or Phoenician displays of wealth and opulence. It also extolls the virtue of hard work. The lion was chosen as a symbol to mark the militant nature of the faith, and it’s willingness to defend their followers. Unsurprisingly, it has a particularly strong following among the working classes and among soldiers.
Almost forgotten, the old faiths still exist in small settlements and among dispersed tribes. Their lot is a difficult one, as they are despised by most at best, and sometimes burned at the stake for witchcraft at the worst.
The wars have however also left increasing amounts of people without a faith. Instead, these people are increasingly recruited to secret societies, trade guilds, or mercenary companies, selling their skill to the highest bidder.
Magic:
Magic is powerful, unexplainable, and as such dangerous, both in terms of its use, but also in terms of the control that the League and the Phoenician Faith hold over Eyrath. Church-sanctioned mages and clerics are usually part of the organized faith, with all the rules and regulations that entails. Sorcerers on the other hand often have to live a life in fear of being discovered, tortured, and killed as witches or hexers. An exception to this are the arcane demon slayers, or colloquially called Blood Hunters, who use the arcane and dark magics to track their prey and rid the land of evil, always running the risk of turning into the horrors they seek to eliminate themselves. Though tolerated, they are largely mistrusted, and typically live a life of solitude, though some are known to travel with mercenary bands. As far as minor forms of magic are concerned, such as the ones that bards and the like possess, these are tolerated in society for the most part, though distrustful individuals may not like anyone who uses any arcane abilities beyond the powers of healing.
The Wider World:
Before the war, the continent of Eyrath saw an explosion of knowledge and a thirst for new things to explore. Strange tales from the lands to the east and the vast deserts to the south, coupled with the riches that particularly daring individuals brought back have enticed many an adventurer away. Similarly, there are reports of wholly uninhabited islands with strange flora and fauna to the West. Many of these developments are met with the distrustful eye of the Phoenician Faith, as it offers more power and wealth on the one hand, but also strips away at the power of the Church by threatening to explain more and more of the mysteria of the universe. This is exemplified by the establishment of universities by most major nations- faith run institutions of learning.
Technologically speaking, Eyrath is a world that has discovered uses for black powder and has made significant advances in the fields of engineering and alchemy, but most of the technology is geared towards warfare. Despite this, firearms are still very rare, unreliable, and dangerous. Steam engines are not yet in use, though large mechanical machines that use wind or water energy are. Steel of high quality is rather expensive, and tools for peasants or craftsmen are usually simle iron.
Characters:
You will be a Level 1 character, of any race or class, given the flavor restrictions above (for inspiration, see Solomon Kane, or Van Helsing/Penny Dreadful). Please give particular thought to the following leading questions:
What mark has the war left on you?
What do you turn to in times of despair?
How did you end up in this prison camp in Walden?
What do you think of the stories about undead stalking the land?
Any and all role players are welcome, though I expect at least one substantial post a day (or prior excuse for absences). I work within the CET framework, but can accommodate players from around the globe. I ideally want to play with a group of 4-6 dedicated players. Working language is English. I like to run games with homebrew content and flexible rules, so if you want to discuss particulars of your character, equipment, setting, or rules, don’t hesitate to contact me.
Lastly, thanks for reading all the way to the end. I'm looking forward to reading your character concepts.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Hi, I have three characters to introduce then you can choose if its fit.
A "lovecraftian ranger" (human or high-elf) : I saw the war as a sheriff into the countryside and I have something personal against the Kingdom of Aquilaine and how they treat our civilians. My faith is in the regime and authorities but I have been interrogated and said I should not tell what I have seen outside by said regime. I have saved some people from monsters which I hesitate to trust were real.
Tiefling Cowboy : I use to be a farmer but my cows have been taken slowly by the Phoenix Cult and I had to sell the building to there army. I lost everything and play guitar and sing [blues-country] about things that could make me have problems with the government in some illegals inns for a living. Whimpers about the undeads make for great songs, people love them and drop more coins. Last night I got drunk and was kicked out of the pub I was playing in, I was in rage so I started a fight and ended in jail. I have still no idea why I was kicked out.
Kenku Warlock : The community I was living in was dying from hunger, diseases and finally people were going crazy. I had to fight and hide because civilians wanted to eat me, this is the moment the Raven Queen decided to contact me and offered a pact, I accepted and feel lucky to be still alive. The Queen guide me and I thank her, I don't care what she wants to do, I follow. I was jailed when a guard understood I was spying on the regime but I know I will get out.
Hey Tuva, these character concepts all sound interesting. I think that the Cowboy or the Ranger probably fit best. As per the choice of Tiefling, it's important to know that they are regarded with high degrees of suspicion, and will generally be met by hostility, particularly in areas affected by war. While it could make for an interesting character arc, I would like to know a bit more of the reasons for a tiefling, how he lived before the war, etc.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Honestly my reason why it is a Tiefling is outside of RP : a tiefling (demonish creature) playing the blues (blue demons).
~~But I am thinking about him before the war : when his parent settled in the area they were moving from war, they were not able to take so much with them. They had to do small jobs to feed there three children. They came with there own musical traditions and mixed them with the local's.
When in age, the best work where the boss was ok with the family for Pavel (temporary name) was guiding the herd of cows through the grassland (spring and summer). Most of the time he was out of any villages mostly alone and with age he learned not to pick fights from how people were looking at him (even tho it makes him angry). Taming the bulls and keeping the herd from wild animals was taking most of his energy and anger.
Finally his family (siblings and parents) had enough money to buy a land, a herd and restore an old farm. His mother and sister were selling the milk and some old beasts in the market then they hired some poor dwarfs and human to sell as they where not so liked by the villagers.~~
Tell me if you want me to change anything, what rule-books are authorized and the method of point generation.
The society I imagine would be deeply superstitious and suspicious of any demon-born. As such there would definitely be significant fear towards Pavel and his family, and they would likely have been shunned, if not worse (depends a bit which realm you're from).
In terms of moving forward, I'm talking with other players as well, and once we've sorted out the details, I'll let you know. For now, Pavel sounds like a fun addition.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
I might have a character who might fit this scenario. The character is Falkyrth, a half-elf, his family was murdered as a result of one of the war's raids. He is a warlock and a Haunted One so as you can imagine he is portrayed as a traitor for befriending a fiend, whom saved Falkyrth during the attack that killed his family. Before the war he loved quite a comfortable life, of coarse being a user of magic raised a bit of suspicion but only an eyebrow or less. When the war started the people of his hometown (mostly humans) grew more hostile to Falkyrth's family as his mother a was an elven warlock herself where his father was a human soldier and his family was very faithful to the Phoenix. After the events that had taken his family's lives he survives in the slums with his sparse inheritance that was mostly lost to the raid. But, (he is a Haunted One) he is being tormented by his ghosts of guilt and hoping that, by joining the war he could eventually get rid of the ghosts/demons by earning his redemption(for the terrible past thing he dare not speak of) by the holy gods who have turned their backs on him. He also joins because he sees it fit to escape the tensions between his home town and him. He joins the side of the league by trying to hide his magic as just mere entertainment and convincing people with his high charisma that had gotten him out of so many situations. On the battle field, his comrades were devastated by the enemy, who by their surprise had black powder weapons. Falkyrth and a few other of his comrades survived and were taken to the prison camp of Walden for labor and interrogated for information. Falkyrth prays, hoping that his gods did not leave him and waits for his fate to turn out. He and his comrades and other prisoners of war share stories and rumors. He hears of the undead stalking the land and is in amusement of how it could turn out for the war as of the tremendous loss caused by it. You can suggest anything to add or change to this. Also I hope you will be ok to have someone new to D&D on your team.
Hey Parkway, that sounds like a great character concept, but unfortunately I've got enough players. I will contact you, should that change though, since I can introduce you at multiple stages with that background. Does that work for you?
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Hey Faken, sorry, the same thing as for Parkway goes to you too, I've gotten six players already, sorry. Will let you know if I need additional players though.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
To post a comment, please login or register a new account.
The continent of Eyrath used to be a beacon of civilization, and under the auspicious eye of the Holy League of the Phoenix, strife between nations was a rarity. Different races lived together in the bigger cities and accepted each other in the countryside. All of this was to change dramatically with the religious wars that have ravaged the continent for more than two decades already, now the sparks of revolution grow, dangerous creatures roam the countryside, and the dead may well walk the earth again...
Society:
The continent of Eyrath used to be a beacon of civilization, and under the auspicious eye of the Holy League of the Phoenix, strife between nations was a rarity. Different races lived together in the bigger cities and accepted each other in the countryside. Life was hard, but the increased trade among members of the League gave rise to a rich and powerful Merchant class, from the lands of the Kielen Corporation to the lagoons of the Vestitian merchant princes. Although nationalism had started to become the primary identity for many, one’s primary allegiance lay still with a lord, noble, or in rare cases, the city. Humans are the most common race, and are almost guaranteed to live in any settlement across the continent, though small insular communities of elves exist within the deep forests. Gnomes and Dwarves are somewhat mistrusted for the wealth that they have often managed to amass thanks to the increasing interest in beautiful jewelry and the increasing need for engineers and inventors.
War:
All of this was to change dramatically with the religious wars that has ravaged the continent for more than two decades already. From the South, the kingdom of Castilia is threatened by the Emirate of Jurfa in what has become a struggle for dominance of the Castilian peninsula and a religious war between the Phoenix and the Star.In the East, raids by polytheistic nomadic tribes and incursions by armies of Sultan Selimkar of the Iskandrian Empire threaten the vast lands of the Carpathian Commonwealth. From the West, the League is threatened by the Kingdom of Aquilaine and the powerful Angelian Union, two empires that traditionally focused their attentions on each other, but for some reason had shifted their goals to the lands and ambitions of the League. From the North, the League sees itself confronted by the new power of the Sverigar Kingdom, a young but powerful nation that has embraced the religion of the Lion, and thus is the primary sponsor of apostates throughout the League. They have significant sympathies in the lands of Branden and Erz, but the southern areas of Walden has remained staunch in their conviction to fight for the phoenix.
Much of the fighting has taken place across the lands of Branden, Erz, Kielen, and Walden, though some of the more peripheral nations have experienced fighting too. The war has torn asunder many cities and has completely destroyed some minor nation states, as the boundaries on the map shifted with the ever changing fortunes of war. Much of the burden is carried by the peasants, either pressed into service, or having to labour to feed the troops. Mistrust between the races has increased significantly, especially since dwarfish and gnomish creations have brought untold horrors to the battlefield, such as black powder and toxic gases.
Beyond the horrors of the war however, the lands have also been stricken by plague and famine. And whether as a result of the carnage, or the wicked invention of some engineers, or as punishment from a more divine source, horrors of a wholly different nature have been reported.
Religion:
Though Eyrath was once the home of as many religions as there were tribes, over the centuries, the faith of the Phoenix has spread across most of the continent, with a few exceptions, particularly in the peripheries. Its main tenets are the belief in the shining light of the phoenix, who guides the faithful through the darkness. The Phoenix had sacrificed itself for the good of all, unleashing the light within. Its rebirth is celebrated as the highest festival during the calendar year. Phoenician clerics and the faith more broadly are associated with the gifts of culture and as such they are revered by many in the population. In response to the rise of the Lion’s Faithful however, the powerful organization of the Phoenician faith has started to unveil its darker side, with the establishment of Inquisitioners, particularly strong in Castilia and Aquilaine, as well as Walden.
The main counterpoint to the faith of the Phoenix for the past to centuries was the faith of the Star, important from the lands to the East. Although sharing most of the same moral bases as the Phoenicians, the main difference between the faiths is the fact that they deny the possibility of rebirth. The Phoenician vision of the afterlife is one in which the souls come to rest among the stars, looking on the happenings on Terra below them. Despite these minor differences, the fighting between the Star and the Phoenix has been fierce.
The newer challenge to the Phoenix stems from the divergent strand of the Lion’s Faithful, particularly strong throughout the Sverigar Kingdom and the lands of Branden. It’s main ideologues were the reformers Marcus Promethar, a human from Branden; Johann Kaltwein, a dwarf from Erz; and Ascal Venleth, an elf from Angelia (who has subsequently modified the faith a bit further to that of the Wolf, though that reformation has as of yet not had political consequences. The whole thing is mostly a cosmetic difference). The main differences between the Faithful of the Lion and the Phoenicians are organizational. Preachers of the Lion don’t need formal training, and can be both men or women. They can even be married. It however requires its preachers to live a life in relative modesty, and abhors private property or Phoenician displays of wealth and opulence. It also extolls the virtue of hard work. The lion was chosen as a symbol to mark the militant nature of the faith, and it’s willingness to defend their followers. Unsurprisingly, it has a particularly strong following among the working classes and among soldiers.
Almost forgotten, the old faiths still exist in small settlements and among dispersed tribes. Their lot is a difficult one, as they are despised by most at best, and sometimes burned at the stake for witchcraft at the worst.
The wars have however also left increasing amounts of people without a faith. Instead, these people are increasingly recruited to secret societies, trade guilds, or mercenary companies, selling their skill to the highest bidder.
Magic:
Magic is powerful, unexplainable, and as such dangerous, both in terms of its use, but also in terms of the control that the League and the Phoenician Faith hold over Eyrath. Church-sanctioned mages and clerics are usually part of the organized faith, with all the rules and regulations that entails. Sorcerers on the other hand often have to live a life in fear of being discovered, tortured, and killed as witches or hexers. An exception to this are the arcane demon slayers, or colloquially called Blood Hunters, who use the arcane and dark magics to track their prey and rid the land of evil, always running the risk of turning into the horrors they seek to eliminate themselves. Though tolerated, they are largely mistrusted, and typically live a life of solitude, though some are known to travel with mercenary bands. As far as minor forms of magic are concerned, such as the ones that bards and the like possess, these are tolerated in society for the most part, though distrustful individuals may not like anyone who uses any arcane abilities beyond the powers of healing.
The Wider World:
Before the war, the continent of Eyrath saw an explosion of knowledge and a thirst for new things to explore. Strange tales from the lands to the east and the vast deserts to the south, coupled with the riches that particularly daring individuals brought back have enticed many an adventurer away. Similarly, there are reports of wholly uninhabited islands with strange flora and fauna to the West. Many of these developments are met with the distrustful eye of the Phoenician Faith, as it offers more power and wealth on the one hand, but also strips away at the power of the Church by threatening to explain more and more of the mysteria of the universe. This is exemplified by the establishment of universities by most major nations- faith run institutions of learning.
Technologically speaking, Eyrath is a world that has discovered uses for black powder and has made significant advances in the fields of engineering and alchemy, but most of the technology is geared towards warfare. Despite this, firearms are still very rare, unreliable, and dangerous. Steam engines are not yet in use, though large mechanical machines that use wind or water energy are. Steel of high quality is rather expensive, and tools for peasants or craftsmen are usually simle iron.
Characters:
You will be a Level 1 character, of any race or class, given the flavor restrictions above (for inspiration, see Solomon Kane, or Van Helsing/Penny Dreadful). Please give particular thought to the following leading questions:
What mark has the war left on you?
What do you turn to in times of despair?
How did you end up in this prison camp in Walden?
What do you think of the stories about undead stalking the land?
Any and all role players are welcome, though I expect at least one substantial post a day (or prior excuse for absences). I work within the CET framework, but can accommodate players from around the globe. I ideally want to play with a group of 4-6 dedicated players. Working language is English. I like to run games with homebrew content and flexible rules, so if you want to discuss particulars of your character, equipment, setting, or rules, don’t hesitate to contact me.
Lastly, thanks for reading all the way to the end. I'm looking forward to reading your character concepts.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Hi, I have three characters to introduce then you can choose if its fit.
Roll20 : Mok Chi' (Bugbear Shepeard Druid 5) , Fergus (Human Samurai Fighter)6
DM : homebrew, level 4 group.
Hey Tuva, these character concepts all sound interesting. I think that the Cowboy or the Ranger probably fit best. As per the choice of Tiefling, it's important to know that they are regarded with high degrees of suspicion, and will generally be met by hostility, particularly in areas affected by war. While it could make for an interesting character arc, I would like to know a bit more of the reasons for a tiefling, how he lived before the war, etc.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Honestly my reason why it is a Tiefling is outside of RP : a tiefling (demonish creature) playing the blues (blue demons).
~~But I am thinking about him before the war : when his parent settled in the area they were moving from war, they were not able to take so much with them. They had to do small jobs to feed there three children. They came with there own musical traditions and mixed them with the local's.
When in age, the best work where the boss was ok with the family for Pavel (temporary name) was guiding the herd of cows through the grassland (spring and summer). Most of the time he was out of any villages mostly alone and with age he learned not to pick fights from how people were looking at him (even tho it makes him angry). Taming the bulls and keeping the herd from wild animals was taking most of his energy and anger.
Finally his family (siblings and parents) had enough money to buy a land, a herd and restore an old farm. His mother and sister were selling the milk and some old beasts in the market then they hired some poor dwarfs and human to sell as they where not so liked by the villagers.~~
Tell me if you want me to change anything, what rule-books are authorized and the method of point generation.
Thank you
Roll20 : Mok Chi' (Bugbear Shepeard Druid 5) , Fergus (Human Samurai Fighter)6
DM : homebrew, level 4 group.
I misread : you wanted the people/races to live together well before the war and I am including some fear before it, I will edit
Tell me other parts of Pavel the Tiefling-Cowboy's background (I guess fear of tieflings post-beginning of religion wars, I'll edit all that later).
Roll20 : Mok Chi' (Bugbear Shepeard Druid 5) , Fergus (Human Samurai Fighter)6
DM : homebrew, level 4 group.
The society I imagine would be deeply superstitious and suspicious of any demon-born. As such there would definitely be significant fear towards Pavel and his family, and they would likely have been shunned, if not worse (depends a bit which realm you're from).
In terms of moving forward, I'm talking with other players as well, and once we've sorted out the details, I'll let you know. For now, Pavel sounds like a fun addition.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
I might have a character who might fit this scenario. The character is Falkyrth, a half-elf, his family was murdered as a result of one of the war's raids. He is a warlock and a Haunted One so as you can imagine he is portrayed as a traitor for befriending a fiend, whom saved Falkyrth during the attack that killed his family. Before the war he loved quite a comfortable life, of coarse being a user of magic raised a bit of suspicion but only an eyebrow or less. When the war started the people of his hometown (mostly humans) grew more hostile to Falkyrth's family as his mother a was an elven warlock herself where his father was a human soldier and his family was very faithful to the Phoenix. After the events that had taken his family's lives he survives in the slums with his sparse inheritance that was mostly lost to the raid. But, (he is a Haunted One) he is being tormented by his ghosts of guilt and hoping that, by joining the war he could eventually get rid of the ghosts/demons by earning his redemption(for the terrible past thing he dare not speak of) by the holy gods who have turned their backs on him. He also joins because he sees it fit to escape the tensions between his home town and him. He joins the side of the league by trying to hide his magic as just mere entertainment and convincing people with his high charisma that had gotten him out of so many situations. On the battle field, his comrades were devastated by the enemy, who by their surprise had black powder weapons. Falkyrth and a few other of his comrades survived and were taken to the prison camp of Walden for labor and interrogated for information. Falkyrth prays, hoping that his gods did not leave him and waits for his fate to turn out. He and his comrades and other prisoners of war share stories and rumors. He hears of the undead stalking the land and is in amusement of how it could turn out for the war as of the tremendous loss caused by it. You can suggest anything to add or change to this. Also I hope you will be ok to have someone new to D&D on your team.
Hey Parkway, that sounds like a great character concept, but unfortunately I've got enough players. I will contact you, should that change though, since I can introduce you at multiple stages with that background. Does that work for you?
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
+NemoCapain what will the scheduling be? I'm available 4-9 on week days and 4-10 on Fridays and not available on Sunday.
Hey Faken, sorry, the same thing as for Parkway goes to you too, I've gotten six players already, sorry. Will let you know if I need additional players though.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms