In Eternal Warfare, you will be playing a common soldier representing one of the goodly races in the Eternal War between light and darkness. As you gain levels and experience you will rise through the ranks of the army, possibly achieving the title of Supreme Warlord. Forge for yourself a name in blood and glory, and become a legend!
This is a war-themed D&D campaign. Strategy and tactics will play an important role.
PLEASE READ THE FOLLOWING
Character Creation: To enter, create a 1st level character using the Standard Array ability score system. Send @LunaticKnight a PM with the link to your character attached, and I will approve it if it meets the necessary requirements. All the character options on D&D Beyond are permitted, with the following racial exceptions: hobgoblins, goblins, bugbears, orcs, kobolds, gith, and yuan-ti purebloods. Characters may enter the game at any time.
Level Advancement: This campaign uses the XP-based advancement system. Please use fixed HP increase. Multiclassing is permitted.
Roleplaying: Even though this game is centered around combat, roleplaying is an essential component of any D&D campaign. First and foremost, we are here to have a good time.
Casualties of War: Casualties of War is a list of characters who have fallen in combat.
The Hall of Heroes: The Hall of Heroes is a list of characters who have earned the title of "Hero".
Starting Locations and War Parties: A character's starting location is randomly determined, where they will form a "war party" with several fellow adventurers. War party nicknames are not only allowed but encouraged!
Monsters: The monsters you will encounter are selected according to location and average war party character level. Most monsters from the MM, VGM, and MTF books will be used.
Treasure: You will have the opportunity to win magic items, gold, weapons, and equipment.
THE HISTORY OF THE ETERNAL WAR
Atlas has always been a continent divided. When the first ancestors of the great races rose from the primeval mud, the gods fought to claim them as their own. Some races fell under the sway of the dark gods, such as the orcs, goblins, and giants, while others were embraced by the gods of light, such as the humans, halflings, elves, and dwarves. Driven by their respective gods, the legions of darkness and the army of light fight for dominance in a land of blood. Centuries of unceasing warfare has left little opportunity for technological advancement, and cities are few and far between. The majority of Atlas' population reside in and around castles and strongholds for maximum protection. One can scarcely travel a dozen miles without sighting an army encampment, and children battle with wooden swords before they can even walk. Razed villages and leveled towns stand grim testament to the terrible cost of war. When the dust settles and the smoke clears, only one side will claim victory.
In the Recruitment and News Thread, you will find the Hall of Heroes, Casualties of War, Recruitment Notices, and the latest news from the War Letters.
There is some concern amongst the people of Heaven's Reach, the southernmost City of Light, that the gnoll tribes that wander the Blazing Desert have banded together for the first time in centuries. Your job is to investigate these rumors, and to report back to Heaven's Reach. You've just set out, and have been travelling for a few hours, leaving Heaven's Reach behind you as the sun beats down upon your backs. In the distance, there's something that looks like a lone rider, though you can't be sure.
Ceasar X. Iskandar is a 6ft human male, with dark hair and eyes, but fair skin. He has holstered to his side a longsword and strapped to his left forearm a simple shield.
Ceasar, with a tunic and cloak covering his usual gear, so as to stave of the heat, looks towards the lone rider. Placing his hands over his eyes to block the bright sun, he attempts to get a better view and make out the rider.
The rider seems to be on a horse, riding towards your current position. They're still too far off to be able to determine whether or not the rider is a mirage. One of your fellow soldiers squints at it and says, "Should we go check it out?"
"Wait for me!" a voice shouts from behind. "Finally I caught up with you... old sorcerers like me need their rest afterall." Nuur says as he readjusts his backpack. With his plain beige robes, unkept beard and rather frail stature due to years of neglect of physical activity he fits perfectly into the sorcerer-stereotype. "Who are you waving to?" he asks as he squints towards the shadowy figure in the distance.
You hear a deep grunt from behind you as a tall half-orc wearing battered chain mail and carrying a slightly rusted shield and long sword joins you up front. “Name’s Krag.” His voice is deep and gruff. He squints at the rider. “What d’ya think gut-feeling wise?”
"Gut-wise? I'm hoping that it a trap, cause that'll lead us somewhere at the very least. But my brain is telling me that ain't the case with our loner friend there." Ceasar glances back at Krag and the 'old sorcerer', "I'm Ceasar if there's going to be introductions." He pounds his chest with his fist, giving a small laugh.
Krag snorts softly. “Perhaps. I also hope for a trap. I haven’t seen any battling for what seems like forever.” He turns to the sorcerer. “And you, sir? What talents d’you and your broken old body bring to us?”
"Oh?" Ceasar peers in the rider's direction, but after a second shrugs and pulls out his longsword, "In that case, we best take up arms." He casually walks to the front of the group and pulls down the hood from his cloak.
(DM, are the 3 of us traveling with anyone else at the moment?)
Nuur takes a few steps back readying his two daggers. "I hope I won´t need them, I prefer my spells, but they can come in handy regardless." He quickly reiterates his spells in preparation. "We should probably also check our surroundings, you never know what lurks in the bushes..."
The war party caravan 60 feet behind you suddenly comes to a halt as your captain, a high elf named Amakiir, rides over to your position. Glancing around the area, he squints at you three. "The hell are you all staring at? We need to get a move-" Captain Amakiir is cut short as a distant high-pitched cackle can be heard, growing in strength as the rider approaches. You all stare off into the distance, seeing that the rider has gotten close enough that you can make out the insignia of the army of light on their tabard- and seeing the pack of creatures trailing behind them. A small detachment of gnolls, accompanied by several hyenas, has been chasing this quarry for who knows how long. Your immediate area, while currently clear, will be overrun with these laughing fiends within a few moments.
Roll for initiative! There are 2 turns before the gnolls reach your position, and 1 before the rider does!