The Kingdom of the Four Gospels is by all accounts a pretty tiny little parcel of land sitting amongst a cluster of larger other kingdoms in the Sulean pantheon of lore, of which Kord and all other Sulean gods are descended.
Right now though let’s stay present in the Kingdom of the Four Gospels, so named in honour of its ruling god, Kord, god of strength and storms.
Kord
Kord was born of two gods of Suel, being Phaulkton and Syrul. He is often depicted as wearing the hides of three dragons: red, white and blue, and carries a famed greatsword named Kelmar. He is first and foremost a fighter—epitomizing the virtue of physical strength. His motto is “The Strong and Fit should lead the weaker. Bravery is the greatest quality in any ruler. Scorn cowardice”.
Brief History of the Kingdom of the Four Gospels
Kord’s first kingdom, and the first of the Four, was a mainly populated by Barbarians who worshipped him fully for his bravery and his might. Jastraca it is now known and is indeed largely populated by Barbarians and Fighters. Eventually, however, religion and specifically, faith in Kord came to be considered a Strength and so Jastraca was divided and a smaller section, Ochar, was created to allow Kord’s worshippers to show devotion through religion. Ochar to this day is mostly made up of Paladins and Monks.
The two kingdoms coexisted for some time until one day a Dwarf Cleric of Ochar, Pun, popularized the idea that magic is a Strength that is equal to religion as it feeds from Kord himself. Eventually Stoacia was born of a smaller subset of people believing that Strength is in magic. Stoacia is now a gleeful little mishmash of classes like Bards, Clerics, Sorcerers, Warlocks and the occasional Druid and Wizard.
Finally, from Stoacia came the Kingdom of Intellectual Strength, Ewhal. It is the smallest, newest, and by all accounts, most quarrelsome Kingdom. In fact they started with a fight—a schism between one of the rulers of Stoacia and a Wizard, Yanvu. Yanvu secretly aligned all of the human scholars and declared territory of a small crag of land. Now it is mostly inhabited by Wizards, Rangers, Artificers and the odd Monk and Druid—folks to prioritize intelligence and wisdom over all other forms of strength so while some of their inhabitants are indeed magical, they tend to be learned magic rather than nurtured magic.
In the beginning the Kingdoms were known for extravagant displays of devotion toward Kord in the form of festivals highlighting each form of Strength but over the years, these have become less and less lavish. Partly this is because there is hardly no contact between them anymore—they are like four siblings in such complete and utter rivalry that it is easier for them to just pretend the others don’t exist, and without an audience what is the point?
Also, Kord has become less and less communicative. He’s always preferred Jastraca, being a warrior and all, but he at least approved of the other forms of Strength and even seemed amused by them. But there is not a single sentient thing alive that can remember the last time they’ve seen or spoken to Kord so festivals in his honour are more of a tradition than an actual celebration of him.
The Four Gospels
Jastraca
“The Loyal Kingdom”, Kord’s first Kingdom manifesting the tenets of physical strength.
Ruled by: Roppert the Invincible (Half-Orc Barbarian); rules like a hierarchy where Ropper the Great rules the heads of several types of military (Army, Navy etc)
Borders: Open to warriors from all lands within the Kingdoms of the Four Gospels but closed under penalty of Death from all others. Note that very few people in the other Kingdoms possess the kind of physical endurance and skill needed to be accepted by Jastraca and yes, they are tested upon arrival.
Geography: Unknown but there is a version of The Sallows separating them from Ewhal, and they definitely have a large cluster of mountains at their north shore.
Ochar
Kord’s second Kingdom, born of Jastraca with Kord’s blessing when a Dwarf Paladin (Romualda) convinced Kord that strength from conviction and divinity was just as important as simple physical strength and did by hanging on to a cliff for 8 days and 7 nights by her fingernails at the ripe age of 427 (very old in dwarf years!), thus proving two things: one, physical Strength eventually subsides but faith never does, and two: faith can provide Strength when the body can no longer. Kord was impressed and told her to go for it. She died the next day but her believers made the trek and founded the Citadel.
Greeting: “Blessed be of Kord”
Population: 65% Paladin, 35% Cleric
Ruled by: Zabratha Dawn Wood, Half Elf Cleric and High Priest
Borders: Open to all
Geography: Unknown but it is smaller and has more shoreline than the others—in fact you can see the shores of Ochar from the shores of Stoacia which is fun for the kids.
Stoacia
Kord’s third Kingdom, born of Ochar without Kord’s blessing per se, but certainly not against his will which was evidenced centuries later when they were attacked by Ewhal and won only because Kord intervened.
Their history is a bit complicated, but it boils down to an argument between a two Ocharin Clerics about which was most important to Kord: devine strength, or devine magic. The Cleric arguing in favour of devine strength was named Jun, and the one arguing in favour of Magic was Pun. They were conjoined twins. They prayed for Kord to intervene, but he was silent and for years this fight went on, much to the dismay of the church and the clergy and the farmers and the merchants and anyone who had the misfortune of being near them. And then one day, Pun snapped and cast a spell (legend unclear on which one) on Jun and killed her. She begged Kord for forgiveness, which he granted in the form of a freak accident wherein a replicate of Kord’s Greatsword, Klemar, fell from a wall where it was perched and severed the Jun’s body from Pun’s. According to legend, Pun was completely unhurt. Seconds later, a horse appeared and when she got on it, she saw that it was laden in all of the things she would need to make a long voyage including a voyage across the sea which is full of seamonsters and also, horses can’t swim like that. But this one did! It was the second to last Miracle of Kord that she made it to the shores across and started the Academy of Magic.
Needless to say, Ochar wasn’t too happy with Stoacia and how it was founded and neither was Jastraca but they were never given a reason to intervene so they did not. Neither of them now wants much to do with Stoacia.
Greeting: “May the Magic of Kord serve us as we serve the Magic of Kord”, often shortened to “May the Magic of Kord”
Ruled by: three people (like an oligarchy) being the Academy’s headmaster (a sorcerer named Id), a high Priest (a warlock named Nanjord) and the head of the commercial council, a bard called Breen).
Borders: Open to soldiers and to all magical folks but they must have to do some sort of magic to get in.
Geography: Mostly green so great for farming and natural resources. The soil near The Sallows, this border of uninhabitable jungle-like forest that separates it from Ewhal, is mostly barren.
Ewhal
Kord’s fourth Kingdom, born of Stoacia without Kord’s blessing per se, and presumably not against his will, though that has never been proven or accepted by the other three Kingdoms.
Their history is actually not too dissimilar to Stoacia’s in that it was founded on an argument, this time between colleagues at the Academy. Yanvu the Great was the headmaster at the time, a really brilliant Wizard who argued that if not for his extreme intelligence and work ethic, magic would not have advanced in the way that it had for Stoacia. His colleagues disagreed, saying it was the resources of the Onyx Mountains that made magic so special. So he secretly started to create an army of really smart people (Wizards, mainly) and slowly moved them to the mountain range to the East of the school and the towns and eventually claimed it for his own.
He told everyone that Kord had said he can do it. The High Priests of Ochar tried to validate it but weren’t able to. However, they were confused because Stoacia had literally just done the same thing a few hundred years ago—maybe this was the new norm for Kord?
The armies of Jastraca stood down until a little while later, Yanvu led a small cohort of Wizards to the Academy and tried to take it over, too. This time Kord did intervene, personally, and somewhat silently in that once he was done he left and has not said a word or been seen since.
Legend has it that he took Yanvu into a storm cloud and let him fall like rain into the ocean, turning it red for three days. Some people said it was white, others said blue. But since it happened in Stoacia, the Stoacians claim to have seen red and so red it is.
The Wizard contingent were left alone and took this as a sign to head back to their land. Passing through The Sallows they set up a bunch of traps and it has not been passable since—not into Ewhal anyway.
Ruled by: Unsure but last Stoacia heard it was one of the Wizards in the cohort, a Human called Kritin.
Borders: Closed as far as anyone in Stoacia can tell
Geography: has a large cluster of mountains called the Onyx Mountains to the south, in the middle of which is their main city. The mountains are known to house many resources that make magic better and easier but since the war, Stoacia has lost all access to them.
This campaign takes place in Stoacia. You are all recent graduates (Level 1) from The Academy, where you learned how to harness magic as a Strength. You have been personally invited by the Headmaster, ID, to go on a special assignment--he has been a bit vague in what it's about, or what is expected of you, exactly, but ID can be like that.
Why do you think you've been chosen? What made you stand out of dozens of other graduates at the Academy? Send me a message and tell me a bit about: who your level 1 character is, where your magic comes from, why ID might've chosen you, what motivates your character to go on this adventure.
A bit about me:
I have been playing for about 6 years (mix of pre-fab modules and homebrew) but I am a newbie DM.
This world is completely of my design (with borrowed inspiration from different sources, of course!). I have created the world, the NPCs, and the challenges ahead--but I would like for us as a group to tell the story so there will be a lot of co-creation.
I use 5e as a guideline, and don't always follow RAW. Partially that's because I am learning, but partially that's because having fun and co-creating a cool story is more important to me.
This is my first time running a Play-by-Post campaign and I am intrigued!
I am unabashedly left-wing leaning and for this reason I won't tolerate any kind of xenophobia in this campaign. Racism / cringey man behaviour / homophobia / transphobia -- any of that shit will get you booted, pure and simple.
A bit about the campaign:
This campaign would be perfect for 4 players but let's see who puts their hands up:) It's built in a modular way, which means there is some flexibility about players coming and going
I am probably going to interact with the threads several times a week, if not daily, with little breaks between Major Events so I can build as we go. I would love for the players to be as active in an effort to keep the story going.
Would love to hear from you! Send me a DM and we will take it from there.
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GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Dawn on the grounds of The Academy, dew in the grass, birds chirping in the trees, sun labouring up from behind the main building and its neighbouring towers. So quiet, save the birds. The school year ended about a week ago and the summer activities won’t start for another week or so meaning that the grounds and the nearby villages will be quiet as Stoacians take to The Commons, or the coast, for well-earned reprieve from another busy year.
The Academy is quiet but the headmaster, ID, stands facing east from the East Tower, watching the first rays of sun finally reach the Ice Crystal fields and burn them with their touch.
“I’ll never tire of them”, he says, to no one in particular. The massive Eye embedded on the ceiling just stares.
There is a movement at the door and he turns to meet it. M.o.M, head of security, a brutish lumbering woman who is more human than orc in her features, with almost colourless eyes, short steely hair, a square jaw and no warmth at all in her expression now or ever. She nods at ID and walks brusquely to the table in the center of the room, just under the Eye.
“M.o.M, early as usual.” ID says.
“Can’t sneak up on a person who watches you come in” she grunts.
“Of course.”
ID turns back to the window and continues to watch the sun light up the fields in a rainbow of blues that reflects off the trees and the grass and the gates and everything around it.
Just then, a movement, skirting along the gate. With his keen elf eyes, ID watches as the figure ambles along. Human, by the looks of it. And then a dull grey glint where flesh should be—a metal arm.
“Ash Hollerais is on his way”, ID says, smiling.
“Jastracan.” M.o.M mutters. ID turns to study her face—M.o.M seldom speaks of her home. He finds nothing.
“Indeed.” He says.
“He is a warrior.” She says, meeting his eyes.
“Perhaps. But he is choosing to be a creator. And creation defies death.”
“Death always wins. Eventually.”
It is ID who averts his eyes first. Though he is a much more powerful entity than M.o.M, she does disarm him with her bluntness, and he cannot argue this simple truth. Still, he thinks, returning to watch Ash as he skirts the gate of the Ice Crystal Fields, his metal arm glinting with almost as much glory as the crystals themselves, I do believe that Ash will choose life.
To no one’s surprise, the first person to arrive is Ferg Mordecai. He sits in one of the plush white chairs surrounding the table, feet dangling so close from the seat that ID briefly worries about sullying its pristine fabric. Ferg is easily the most intelligent person in the party, and the best known to ID, who has had frequent dealings with his father over the years (though none recently, to be sure). What a shame about the Mordecai family, he thinks.
M.o.M watches the Forest Gnome as he pores over his spellbook, oblivious to the fact that he is mouthing the words to his spells and flicking his small hands in slight movements as he reads. It is hard to discern her expression, but ID knows her well enough to ascertain that she disapproves of Ferg’s clothes, thinking them to be too fine for the journey he is about to embark on. Indeed, there is nothing about the task at hand that would justify the smooth silky satins and supple cashmere Ferg is wearing. But ID wasn’t very…specific… in his invitation, was he?
Next to arrive is Fin Barlow, oddly wearing a half-helm on his dark brown head. He smiles warmly in the doorway and greets the room with a laugh, his half-helm slightly going akimbo with this movement.
“Hi everyone!” He says. M.o.M and Ferg are temporarily united in their refusal to acknowledge him; Ferg because he was honestly too absorbed in his spells, and M.o.M because she was too intent on her disapproval of Ferg.
Not seeming to care in the least, Fin sits directly next to Ferg, giving him a pat on the back as he squeezes by. Ferg looks up in confused acknowledgement, not saying anything.
ID smiles. Fin is hard not to admire—he seems to glow with an inner light. Students, faculty, townspeople alike all agree that Fin Barlow is charming to say the least, which is exactly the reason ID chose him for this quest. It will be a long dangerous trip to The Sallows and if there is any truth to the rumours—Kord help them all—they would need friends. Fin is exactly the person who can make that happen.
Arc is next to arrive. A half elf, wearing goggles and scale mail of his own design under a nondescript black leather jacket. He is late, looking like he just woke up. But then again, ID thinks, he always looks like that.
“Are we all here?” Arc asks as he too attempts to takes a seat, this time to the other side of Ferg. No one has elected to sit next to M.o.M, ID notices. Arc realizes as he tries to sit that he has not removed his crossbow, and awkwardly tries to accomplish that without realizing how close he is to hitting Ferg with it. Had Ferg been just a bit taller he would have been hit for sure—sometimes being three feet tall is a blessing.
ID reflects on Arc for a moment. A talented creator, like Ash, and smart—so smart. But the similarities end there. If Ash’s real talent is to bring death and destruction, Arc brings the balance of life and light. Together, they would be unstoppable. If only.
Seconds later Effulgyn appears out of nowhere, seated next to M.o.M as though they’ve known each other for years and are meeting for tea. She is startled, but only ID can see that. Her military reflexes every bit as sharp as they once were—except for the fact that Effulgyn has managed to surprise her. He knows what he’s done, too, as he is currently beaming up at her, with his feet successfully scuffing ID’s pristine white chair. And he’s worn shoes for the occasion, ID sighs.
For her part M.o.M is now glaring down into Effulgyn’s beaming face but he doesn’t seem to mind. “Looking well!” he says to her. She grunts, but looks away. It’s exactly this bravery and disdain for bullies that ID admires. Not that he considers M.o.M a bully, per se. She is just…lacking social grace. Justracan upbringing you see. Wasn’t hugged enough as a kid. He thinks of Ash and his metal arm.
“So this is it?” Fin asks, looking around. He is a bit disappointed, for at 5”10 he is the largest of them. He doesn’t say it but he’s thinking it: how will a human, a half elf, a gnome and a halfling survive what ID called “an adventure too advanced for their age”?
“No,” says Ash from the door. He is stooping somewhat in order to get through the frame, his metal arm leading him into the room. There is silence. Ash is…different. “I’m here too.”
“Right.” Says ID, speaking for the first time. “You are here. We are all here.”
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Fin looks around for a moment before removing his helmet and setting it neatly in front of him. He quickly tidies his hair as said stands, "My name's Fin. If I can be frank, I've never been the best student, so I was surprised to be invited. I always assumed this sort of thing was for the greatly talented." The self-deprecation is met with a momentary pause which prompts Fin to fill the void, "Not to say I'm useless, that is. I believe Kord blesses us all in different ways. I can handle handle a blade, and I've studied histories, so there's that." Before any scrutiny can follow, Fin ducks back quickly into his seat.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Effulgyn, wryly accepting of the absence of normal-sized chairs here among the oversized humans, sits gracefully on the edge of the table, one leg stretched to the white seat below him, one wide-buckled shoe planted upon the table edge, and an arm hooked around that knee, hugging it to his chest. He whispers an incantation, in an instant leaving the white cushion spotless, then his clear tenor rings out, “Effulgyn. Friends call me Jinnie.” Aside, “Hoy, Ferg, show me what you’re reading later?,” to ID, “I’m eager as a fox in the henhouse to hear what you’ve in mind,”and, turning to make eye contact cordially with the others, “Good t’meet you all.”
Arc stands up to introduce himself with a calm face but them he notices Ash's arm and his eyes grow wider and with increased excitement says to him "You've done something new to it haven't you? I can see you've overcome the ...". He catches himself and returns to the calm facial expression and tone. He says "Most everyone here knows me and has brought a thing or two to me for repair. I'm Arc and I agree, I'm excited to be called to join and can't wait to set out on this quest." He starts to sit down, but stops, checks to make sure he doesn't have anything on his back and sits back down and smiles at Ash and waits to hear his intro.
This post has potentially manipulated dice roll results.
Effulgyn chuckles to himself and looks sideways at ID. Did the headmaster notice his attempt, in vain, to cast the cantrip? (Insight: 16) He tries the same spell once more, his eyes genially asking ID ‘what gives?,’ if it doesn’t work this time.
Effulgyn, you know from your time as a student here that many of the rooms have Eyes in them. Eyes are willing servants to the Academy, emancipated from their Beholder bodies which allows them to be more powerful for they only have one central eye to coordinate. As a result of their presence, some rooms become antimagic fields or have areas of antimagic within them. With a 19, I think you would also know that these antimagic fields can be turned on or off and that some members of the staff (notably, ID) are able to do this.
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Still in awe — even after his years at the Academy —of the arcane powers which surround him, Effulgyn shakes his head softly and thinks ‘Jinnie, nay pal, ya can’t cast prestidigitation here!’ He shrugs and focuses on introductions.
Still in awe — even after his years at the Academy —of the arcane powers which surround him, Effulgyn shakes his head softly and thinks ‘Jinnie, nay pal, ya can’t cast prestidigitation here!’ He shrugs and focuses on introductions.
...to be fair, it sometimes works! I guess being ID's office and all the chances were slim:)
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Ferg feels the pat on the back and looks around pointedly. He then jumps from the chair, he is taller sitting in the chair then he is standing next to it. Still he pulls himself straight and says
"I am Ferg Mordecai and I assume they need my help on this quest. I am reading the histories of Stoacia and I'm intrigued with the twins Jun, rest her soul, and Pun, the architect of the academy. I fear those who have stayed silent on the affairs of our great kingdom are attempting to intervene now. You need our help and I will do my best to serve. May the magic of Kord serve us as we serve the magic of Kord.".
He sits down again, which means he actually jumps up, and returns to his readings.
Everyone present now has eyes on Ash, who has not yet spoken. He sits, elbows on knees, his one metal arm as mute as he has been. He seems to be struggling with indecision.
ID regards him for a moment longer before continuing.
"You will need to go as far as Kindermarsh but I think it prudent to make stops to Beres and the Great Plains as well." He spreads a very simple map on the round, white table. The Commons and its centerpiece, The Academy, sit at the northeast of the map, with Waewood to the east. One road zigzags across, running from The Commons to Beres, a tiny little town it seems, to the Voture Villages in the east and Kindermarsh in the west. The Sallows sit lonely and foreboding in the southwest. You can see no roads to or from the dense forest pictured there.
[OOC @Effulgyn, you would likely have come from some farmlands near Beres or the Voture Villages, correct?]
(OOC: I cannot see the image. I never learned how to embed them -- that routine is too outdated -- but linking to Google Drive as you have done should work. However, you have to ensure the share settings for that image are enabled for "Anyone with the link" as "Viewer," like so.)
(OOC: I cannot see the image. I never learned how to embed them -- that routine is too outdated -- but linking to Google Drive as you have done should work. However, you have to ensure the share settings for that image are enabled for "Anyone with the link" as "Viewer," like so.)
woops, total oversight. Should be good now with thanks!!
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
The Kingdom of the Four Gospels is by all accounts a pretty tiny little parcel of land sitting amongst a cluster of larger other kingdoms in the Sulean pantheon of lore, of which Kord and all other Sulean gods are descended.
Right now though let’s stay present in the Kingdom of the Four Gospels, so named in honour of its ruling god, Kord, god of strength and storms.
Kord
Kord was born of two gods of Suel, being Phaulkton and Syrul. He is often depicted as wearing the hides of three dragons: red, white and blue, and carries a famed greatsword named Kelmar. He is first and foremost a fighter—epitomizing the virtue of physical strength. His motto is “The Strong and Fit should lead the weaker. Bravery is the greatest quality in any ruler. Scorn cowardice”.
Brief History of the Kingdom of the Four Gospels
Kord’s first kingdom, and the first of the Four, was a mainly populated by Barbarians who worshipped him fully for his bravery and his might. Jastraca it is now known and is indeed largely populated by Barbarians and Fighters. Eventually, however, religion and specifically, faith in Kord came to be considered a Strength and so Jastraca was divided and a smaller section, Ochar, was created to allow Kord’s worshippers to show devotion through religion. Ochar to this day is mostly made up of Paladins and Monks.
The two kingdoms coexisted for some time until one day a Dwarf Cleric of Ochar, Pun, popularized the idea that magic is a Strength that is equal to religion as it feeds from Kord himself. Eventually Stoacia was born of a smaller subset of people believing that Strength is in magic. Stoacia is now a gleeful little mishmash of classes like Bards, Clerics, Sorcerers, Warlocks and the occasional Druid and Wizard.
Finally, from Stoacia came the Kingdom of Intellectual Strength, Ewhal. It is the smallest, newest, and by all accounts, most quarrelsome Kingdom. In fact they started with a fight—a schism between one of the rulers of Stoacia and a Wizard, Yanvu. Yanvu secretly aligned all of the human scholars and declared territory of a small crag of land. Now it is mostly inhabited by Wizards, Rangers, Artificers and the odd Monk and Druid—folks to prioritize intelligence and wisdom over all other forms of strength so while some of their inhabitants are indeed magical, they tend to be learned magic rather than nurtured magic.
In the beginning the Kingdoms were known for extravagant displays of devotion toward Kord in the form of festivals highlighting each form of Strength but over the years, these have become less and less lavish. Partly this is because there is hardly no contact between them anymore—they are like four siblings in such complete and utter rivalry that it is easier for them to just pretend the others don’t exist, and without an audience what is the point?
Also, Kord has become less and less communicative. He’s always preferred Jastraca, being a warrior and all, but he at least approved of the other forms of Strength and even seemed amused by them. But there is not a single sentient thing alive that can remember the last time they’ve seen or spoken to Kord so festivals in his honour are more of a tradition than an actual celebration of him.
The Four Gospels
Jastraca
“The Loyal Kingdom”, Kord’s first Kingdom manifesting the tenets of physical strength.
Greeting: “Strong are the warriors of Kord”
Population: 65% Barbarian, 25% Fighter, 5% Monk, 5% Paladin
Ruled by: Roppert the Invincible (Half-Orc Barbarian); rules like a hierarchy where Ropper the Great rules the heads of several types of military (Army, Navy etc)
Borders: Open to warriors from all lands within the Kingdoms of the Four Gospels but closed under penalty of Death from all others. Note that very few people in the other Kingdoms possess the kind of physical endurance and skill needed to be accepted by Jastraca and yes, they are tested upon arrival.
Geography: Unknown but there is a version of The Sallows separating them from Ewhal, and they definitely have a large cluster of mountains at their north shore.
Ochar
Kord’s second Kingdom, born of Jastraca with Kord’s blessing when a Dwarf Paladin (Romualda) convinced Kord that strength from conviction and divinity was just as important as simple physical strength and did by hanging on to a cliff for 8 days and 7 nights by her fingernails at the ripe age of 427 (very old in dwarf years!), thus proving two things: one, physical Strength eventually subsides but faith never does, and two: faith can provide Strength when the body can no longer. Kord was impressed and told her to go for it. She died the next day but her believers made the trek and founded the Citadel.
Greeting: “Blessed be of Kord”
Population: 65% Paladin, 35% Cleric
Ruled by: Zabratha Dawn Wood, Half Elf Cleric and High Priest
Borders: Open to all
Geography: Unknown but it is smaller and has more shoreline than the others—in fact you can see the shores of Ochar from the shores of Stoacia which is fun for the kids.
Stoacia
Kord’s third Kingdom, born of Ochar without Kord’s blessing per se, but certainly not against his will which was evidenced centuries later when they were attacked by Ewhal and won only because Kord intervened.
Their history is a bit complicated, but it boils down to an argument between a two Ocharin Clerics about which was most important to Kord: devine strength, or devine magic. The Cleric arguing in favour of devine strength was named Jun, and the one arguing in favour of Magic was Pun. They were conjoined twins. They prayed for Kord to intervene, but he was silent and for years this fight went on, much to the dismay of the church and the clergy and the farmers and the merchants and anyone who had the misfortune of being near them. And then one day, Pun snapped and cast a spell (legend unclear on which one) on Jun and killed her. She begged Kord for forgiveness, which he granted in the form of a freak accident wherein a replicate of Kord’s Greatsword, Klemar, fell from a wall where it was perched and severed the Jun’s body from Pun’s. According to legend, Pun was completely unhurt. Seconds later, a horse appeared and when she got on it, she saw that it was laden in all of the things she would need to make a long voyage including a voyage across the sea which is full of seamonsters and also, horses can’t swim like that. But this one did! It was the second to last Miracle of Kord that she made it to the shores across and started the Academy of Magic.
Needless to say, Ochar wasn’t too happy with Stoacia and how it was founded and neither was Jastraca but they were never given a reason to intervene so they did not. Neither of them now wants much to do with Stoacia.
Greeting: “May the Magic of Kord serve us as we serve the Magic of Kord”, often shortened to “May the Magic of Kord”
Population: 35% Sorcerer, 25% Warlock, 15% Cleric, 10% Wizard, 10% Bard, 5% Druid
Ruled by: three people (like an oligarchy) being the Academy’s headmaster (a sorcerer named Id), a high Priest (a warlock named Nanjord) and the head of the commercial council, a bard called Breen).
Borders: Open to soldiers and to all magical folks but they must have to do some sort of magic to get in.
Geography: Mostly green so great for farming and natural resources. The soil near The Sallows, this border of uninhabitable jungle-like forest that separates it from Ewhal, is mostly barren.
Ewhal
Kord’s fourth Kingdom, born of Stoacia without Kord’s blessing per se, and presumably not against his will, though that has never been proven or accepted by the other three Kingdoms.
Their history is actually not too dissimilar to Stoacia’s in that it was founded on an argument, this time between colleagues at the Academy. Yanvu the Great was the headmaster at the time, a really brilliant Wizard who argued that if not for his extreme intelligence and work ethic, magic would not have advanced in the way that it had for Stoacia. His colleagues disagreed, saying it was the resources of the Onyx Mountains that made magic so special. So he secretly started to create an army of really smart people (Wizards, mainly) and slowly moved them to the mountain range to the East of the school and the towns and eventually claimed it for his own.
He told everyone that Kord had said he can do it. The High Priests of Ochar tried to validate it but weren’t able to. However, they were confused because Stoacia had literally just done the same thing a few hundred years ago—maybe this was the new norm for Kord?
The armies of Jastraca stood down until a little while later, Yanvu led a small cohort of Wizards to the Academy and tried to take it over, too. This time Kord did intervene, personally, and somewhat silently in that once he was done he left and has not said a word or been seen since.
Legend has it that he took Yanvu into a storm cloud and let him fall like rain into the ocean, turning it red for three days. Some people said it was white, others said blue. But since it happened in Stoacia, the Stoacians claim to have seen red and so red it is.
The Wizard contingent were left alone and took this as a sign to head back to their land. Passing through The Sallows they set up a bunch of traps and it has not been passable since—not into Ewhal anyway.
Greeting: “Born of the Wisdom of Kord”
Population: 25% Wizard, 25% Ranger, 25% Artificer, 10% Rogue, 10% Druid, 5% Blood Hunter
Ruled by: Unsure but last Stoacia heard it was one of the Wizards in the cohort, a Human called Kritin.
Borders: Closed as far as anyone in Stoacia can tell
Geography: has a large cluster of mountains called the Onyx Mountains to the south, in the middle of which is their main city. The mountains are known to house many resources that make magic better and easier but since the war, Stoacia has lost all access to them.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
This campaign takes place in Stoacia. You are all recent graduates (Level 1) from The Academy, where you learned how to harness magic as a Strength. You have been personally invited by the Headmaster, ID, to go on a special assignment--he has been a bit vague in what it's about, or what is expected of you, exactly, but ID can be like that.
Why do you think you've been chosen? What made you stand out of dozens of other graduates at the Academy? Send me a message and tell me a bit about: who your level 1 character is, where your magic comes from, why ID might've chosen you, what motivates your character to go on this adventure.
A bit about me:
A bit about the campaign:
Would love to hear from you! Send me a DM and we will take it from there.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
As we have a potential for 6 players now, I have removed the recruiting tag. Can't wait to start co-creating this story!
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Dawn on the grounds of The Academy, dew in the grass, birds chirping in the trees, sun labouring up from behind the main building and its neighbouring towers. So quiet, save the birds. The school year ended about a week ago and the summer activities won’t start for another week or so meaning that the grounds and the nearby villages will be quiet as Stoacians take to The Commons, or the coast, for well-earned reprieve from another busy year.
The Academy is quiet but the headmaster, ID, stands facing east from the East Tower, watching the first rays of sun finally reach the Ice Crystal fields and burn them with their touch.
“I’ll never tire of them”, he says, to no one in particular. The massive Eye embedded on the ceiling just stares.
There is a movement at the door and he turns to meet it. M.o.M, head of security, a brutish lumbering woman who is more human than orc in her features, with almost colourless eyes, short steely hair, a square jaw and no warmth at all in her expression now or ever. She nods at ID and walks brusquely to the table in the center of the room, just under the Eye.
“M.o.M, early as usual.” ID says.
“Can’t sneak up on a person who watches you come in” she grunts.
“Of course.”
ID turns back to the window and continues to watch the sun light up the fields in a rainbow of blues that reflects off the trees and the grass and the gates and everything around it.
Just then, a movement, skirting along the gate. With his keen elf eyes, ID watches as the figure ambles along. Human, by the looks of it. And then a dull grey glint where flesh should be—a metal arm.
“Ash Hollerais is on his way”, ID says, smiling.
“Jastracan.” M.o.M mutters. ID turns to study her face—M.o.M seldom speaks of her home. He finds nothing.
“Indeed.” He says.
“He is a warrior.” She says, meeting his eyes.
“Perhaps. But he is choosing to be a creator. And creation defies death.”
“Death always wins. Eventually.”
It is ID who averts his eyes first. Though he is a much more powerful entity than M.o.M, she does disarm him with her bluntness, and he cannot argue this simple truth. Still, he thinks, returning to watch Ash as he skirts the gate of the Ice Crystal Fields, his metal arm glinting with almost as much glory as the crystals themselves, I do believe that Ash will choose life.
To no one’s surprise, the first person to arrive is Ferg Mordecai. He sits in one of the plush white chairs surrounding the table, feet dangling so close from the seat that ID briefly worries about sullying its pristine fabric. Ferg is easily the most intelligent person in the party, and the best known to ID, who has had frequent dealings with his father over the years (though none recently, to be sure). What a shame about the Mordecai family, he thinks.
M.o.M watches the Forest Gnome as he pores over his spellbook, oblivious to the fact that he is mouthing the words to his spells and flicking his small hands in slight movements as he reads. It is hard to discern her expression, but ID knows her well enough to ascertain that she disapproves of Ferg’s clothes, thinking them to be too fine for the journey he is about to embark on. Indeed, there is nothing about the task at hand that would justify the smooth silky satins and supple cashmere Ferg is wearing. But ID wasn’t very…specific… in his invitation, was he?
Next to arrive is Fin Barlow, oddly wearing a half-helm on his dark brown head. He smiles warmly in the doorway and greets the room with a laugh, his half-helm slightly going akimbo with this movement.
“Hi everyone!” He says. M.o.M and Ferg are temporarily united in their refusal to acknowledge him; Ferg because he was honestly too absorbed in his spells, and M.o.M because she was too intent on her disapproval of Ferg.
Not seeming to care in the least, Fin sits directly next to Ferg, giving him a pat on the back as he squeezes by. Ferg looks up in confused acknowledgement, not saying anything.
ID smiles. Fin is hard not to admire—he seems to glow with an inner light. Students, faculty, townspeople alike all agree that Fin Barlow is charming to say the least, which is exactly the reason ID chose him for this quest. It will be a long dangerous trip to The Sallows and if there is any truth to the rumours—Kord help them all—they would need friends. Fin is exactly the person who can make that happen.
Arc is next to arrive. A half elf, wearing goggles and scale mail of his own design under a nondescript black leather jacket. He is late, looking like he just woke up. But then again, ID thinks, he always looks like that.
“Are we all here?” Arc asks as he too attempts to takes a seat, this time to the other side of Ferg. No one has elected to sit next to M.o.M, ID notices. Arc realizes as he tries to sit that he has not removed his crossbow, and awkwardly tries to accomplish that without realizing how close he is to hitting Ferg with it. Had Ferg been just a bit taller he would have been hit for sure—sometimes being three feet tall is a blessing.
ID reflects on Arc for a moment. A talented creator, like Ash, and smart—so smart. But the similarities end there. If Ash’s real talent is to bring death and destruction, Arc brings the balance of life and light. Together, they would be unstoppable. If only.
Seconds later Effulgyn appears out of nowhere, seated next to M.o.M as though they’ve known each other for years and are meeting for tea. She is startled, but only ID can see that. Her military reflexes every bit as sharp as they once were—except for the fact that Effulgyn has managed to surprise her. He knows what he’s done, too, as he is currently beaming up at her, with his feet successfully scuffing ID’s pristine white chair. And he’s worn shoes for the occasion, ID sighs.
For her part M.o.M is now glaring down into Effulgyn’s beaming face but he doesn’t seem to mind. “Looking well!” he says to her. She grunts, but looks away. It’s exactly this bravery and disdain for bullies that ID admires. Not that he considers M.o.M a bully, per se. She is just…lacking social grace. Justracan upbringing you see. Wasn’t hugged enough as a kid. He thinks of Ash and his metal arm.
“So this is it?” Fin asks, looking around. He is a bit disappointed, for at 5”10 he is the largest of them. He doesn’t say it but he’s thinking it: how will a human, a half elf, a gnome and a halfling survive what ID called “an adventure too advanced for their age”?
“No,” says Ash from the door. He is stooping somewhat in order to get through the frame, his metal arm leading him into the room. There is silence. Ash is…different. “I’m here too.”
“Right.” Says ID, speaking for the first time. “You are here. We are all here.”
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
"Please," ID says, turning to face you. "I know you're all at least familiar with each other but perhaps some introductions? M.o.M?"
"M.o.M they call me. Head of Academy Security, advising on this mission." M.o.M says, standing up awkwardly.
ID looks to the rest of you.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Fin looks around for a moment before removing his helmet and setting it neatly in front of him. He quickly tidies his hair as said stands, "My name's Fin. If I can be frank, I've never been the best student, so I was surprised to be invited. I always assumed this sort of thing was for the greatly talented." The self-deprecation is met with a momentary pause which prompts Fin to fill the void, "Not to say I'm useless, that is. I believe Kord blesses us all in different ways. I can handle handle a blade, and I've studied histories, so there's that." Before any scrutiny can follow, Fin ducks back quickly into his seat.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Effulgyn, wryly accepting of the absence of normal-sized chairs here among the oversized humans, sits gracefully on the edge of the table, one leg stretched to the white seat below him, one wide-buckled shoe planted upon the table edge, and an arm hooked around that knee, hugging it to his chest.
He whispers an incantation, in an instant leaving the white cushion spotless, then his clear tenor rings out, “Effulgyn. Friends call me Jinnie.” Aside, “Hoy, Ferg, show me what you’re reading later?,” to ID, “I’m eager as a fox in the henhouse to hear what you’ve in mind,” and, turning to make eye contact cordially with the others, “Good t’meet you all.”
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
For some reason, the incantation doesn't work--as soon as Effulgyn casts it, the soil is removed but then is returned immediately.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Arc stands up to introduce himself with a calm face but them he notices Ash's arm and his eyes grow wider and with increased excitement says to him "You've done something new to it haven't you? I can see you've overcome the ...". He catches himself and returns to the calm facial expression and tone. He says "Most everyone here knows me and has brought a thing or two to me for repair. I'm Arc and I agree, I'm excited to be called to join and can't wait to set out on this quest." He starts to sit down, but stops, checks to make sure he doesn't have anything on his back and sits back down and smiles at Ash and waits to hear his intro.
D&D since 1984
Effulgyn chuckles to himself and looks sideways at ID. Did the headmaster notice his attempt, in vain, to cast the cantrip? (Insight: 16) He tries the same spell once more, his eyes genially asking ID ‘what gives?,’ if it doesn’t work this time.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Effulgyn, you know from your time as a student here that many of the rooms have Eyes in them. Eyes are willing servants to the Academy, emancipated from their Beholder bodies which allows them to be more powerful for they only have one central eye to coordinate. As a result of their presence, some rooms become antimagic fields or have areas of antimagic within them. With a 19, I think you would also know that these antimagic fields can be turned on or off and that some members of the staff (notably, ID) are able to do this.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Still in awe — even after his years at the Academy —of the arcane powers which surround him, Effulgyn shakes his head softly and thinks ‘Jinnie, nay pal, ya can’t cast prestidigitation here!’ He shrugs and focuses on introductions.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
...to be fair, it sometimes works! I guess being ID's office and all the chances were slim:)
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Ferg feels the pat on the back and looks around pointedly. He then jumps from the chair, he is taller sitting in the chair then he is standing next to it. Still he pulls himself straight and says
"I am Ferg Mordecai and I assume they need my help on this quest. I am reading the histories of Stoacia and I'm intrigued with the twins Jun, rest her soul, and Pun, the architect of the academy. I fear those who have stayed silent on the affairs of our great kingdom are attempting to intervene now. You need our help and I will do my best to serve. May the magic of Kord serve us as we serve the magic of Kord.".
He sits down again, which means he actually jumps up, and returns to his readings.
Lot's of stuff ...
Everyone present now has eyes on Ash, who has not yet spoken. He sits, elbows on knees, his one metal arm as mute as he has been. He seems to be struggling with indecision.
ID regards him for a moment longer before continuing.
"You will need to go as far as Kindermarsh but I think it prudent to make stops to Beres and the Great Plains as well." He spreads a very simple map on the round, white table. The Commons and its centerpiece, The Academy, sit at the northeast of the map, with Waewood to the east. One road zigzags across, running from The Commons to Beres, a tiny little town it seems, to the Voture Villages in the east and Kindermarsh in the west. The Sallows sit lonely and foreboding in the southwest. You can see no roads to or from the dense forest pictured there.
[OOC @Effulgyn, you would likely have come from some farmlands near Beres or the Voture Villages, correct?]
[OOG let me know if the map doesn't show up]
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Sorry not seeing a map on my phone.
D&D since 1984
Thanks for checking--added it as a link in the text rather than embedding it since I can't seem to get images to embed *shrug*
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
(OOC: I cannot see the image. I never learned how to embed them -- that routine is too outdated -- but linking to Google Drive as you have done should work. However, you have to ensure the share settings for that image are enabled for "Anyone with the link" as "Viewer," like so.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
woops, total oversight. Should be good now with thanks!!
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
(Yes! I pictured his farm inland but near the coast, so shall we say near the Voture Villages?)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer