Really appreciate the creativity of backstories but my caveat is 'brief'. There's lots of folks adding elements to the world that don't exist to flavor their backstories. Totally ok if that happened elsewhere and made your PC come to Anambra but try to keep from writing lore for the story.
You'll get info on your role and lore if chosen or if you message me with questions. I find lore dumps tedious to read myself. I'd like folks to focus more on what your PC can do than inventing elements for backstory or NPCs in said backstory that alters my set lore and history. Specifically, being adaptable is a must, make your PC is unique and totally prepared for this role!
Examples: some sort of speciality training, a lengthy education, family connections, wealth, streetwise, fighting prowess, or specific innate abilities (class, species, or background based) that would make them the number 1 choice for the role you're choosing. Also please pick a specific role.
Key is we're telling a story together however it's my plot with your PC woven in. I want to reach individual goals and set story beats with roles with each PC but we're weaving it all together telling a single overarching narrative too.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Aelen is a member of the same house as mage currently betrothed to Crown Prince Zur. As far as the pecking order of the organization goes, she's near the bottom: a knight. Although the Eldritch Knights of the house are much more skilled in the general arcane arts, Aelen spent much of her time studying to accomplish a ritual that none in her house dared to. When the time was right and she decided to do the ritual, it was successful.
Now, she has no shadow.
Well, to say she has no shadow is a bit of an exaggeration. She merely doesn't cast one. Her greater control of her shadow allows her to summon it whenever and wherever she wills. More than an ordinary shadow, its blade pierces just as its owner's. This versatile and deadly tool enabled Aelen to quickly become recognized as one of the most powerful knights of the house. When a girl destined to be a notable mage was born, the house gave Aelen an enchanted rapier to protect her with, and she swore an oath to defend the girl with her life. Now, that girl has grown up and been betrothed to Prince Zur, and Aelen still stands by her side to shelter her from harm.
Notes:
I tried to make as few assumptions about the world as possible for the backstory to work. All it needs to make sense is for the House to have some knights and for there to be some sort of ritual out there that lets you remove your shadow. The backstory could actually work even if there aren't any knights in the House, maybe with Aelen being less adept in the arcane than the rest of her house but proving useful anyways by taking up the blade (and removing her shadow).
If the House doesn't really have many moon elves, I'd be happy to change the race to something more appropriate. Also, if it's allowed I'd like to take the Ritual Caster (Wizard) feat at 4th level instead of my current +2 to Dexterity.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Gus grew up with a love and endless wonder for the natural world. An avid gardener, he spent most of his time outdoors playing and exploring as much as possible. In particular, Gus loved lying out under the stars and watching their movements. While he had some natural ability, he studied hard in order to harness the magic inherent in nature. His abilities were noticed and he was taken to House Jaezred as an astrologer and adviser to the family.
Tyrgram made his career by combining being in the right spot at the right time with his ability to rub elbows and schmooze with whoever could further his designs. Coming from nothing to his name (a bastard of a noble branch, if old rumours are to be believed), Tyrgram climbed the social ladder until Anambra's magocracy proved an insurmountable wall for one who could not cast spells. Rather than properly learning magecraft and risk the magic plague, Tyrgram sought to circumvent the issue by plying his trade and haggling for magical power from the fey.
Augmenting his social skills with the characteristic illusions of the faerie propelled Tyrgram into the upper echelons of Anambra's government into the apprenticeship of its old spymaster. Upon his retirement Tyrgram inherited the office of spymaster along with an emerald pen that serves as his symbol of office. Now in a position to enact actual change, Tyrgram's poor treatment by the magocracy has caused him to latch onto Crown Prince Zuri and Princess Masego, believing that a non-mage royal would ultimately be for the betterment of the kingdom and those living in it.
Role: Junior Nobility (thinking Professor / Teacher for House Jaezred?)
Equipment, Feats, & Magic Item: Chosen starting equipment, left feats (though thinking Inspiring Leader) and magic item TBD
Brief: Darius is a quick-witted, sharp-minded, studious Human that takes a fascinated interest in gathering, understanding, and sharing knowledge. He has acquired a vast array of physical and magical skills from his myriad of adventurous wanderings, often bringing back ancient artifacts and tomes for others to study. He's a tall but slim, long-haired, charismatic orator, often found spouting inspirational words and encouragement to bolster those around him.
(will message for further details, then weave if necessary)
Thinking he would be very interested in finding knowledge about (or cure to) the plague
Hey y'all seems to be some confusion on the god Eilistraee so I'm just going to homebrew a god and Anambra religion. If you're wanting to play a divine based character message me for lore!
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Prince Zuri is a barbarian beloved by his people and has made it an active goal to win over all Anambrans not just nobility or mages. Think gladiator who loves a fight, wine, food, and women!
Princess Masego is a paladin who us unknown to the people outside the court and church. Masego is seen as a pious member of the church and it's champion! She's use to denying herself worldly pleasures and her faith is verging on zealotry!
Both twins two sides of an extreme!
Most, if not all, of the mages in positions of power love the people of Anambra from all walks of life regardless of their arcane gifts. There is however socioeconomic differences inherent in a system where some have magic and some don't but it's not open oppression of non-magic people. If nothing else the divide comes from the growing overreaching of the church in state affairs seeking to end the plague starting to reveal inequalities.
Satu is the goddess of Fate, Destiny, Divination, the Future, and Honesty. She is the oldest and most powerful of the prime deities. She stands apart from the other gods and is only interested in the fate of the universe and its inhabitants. People honor and fear her because she knows their destiny and can influence it; life, death, and entire existence thus falling under her divine jurisdiction. Many people say a prayer to her when they are in a perilous situation or when an important event with an uncertain outcome must occur.
Worshipers, Clergy & Temples:
The church teaches that it is natural that the extremes—Good and Evil, Light and Dark—exist in tandem in the world. Each of these opposing factors contributes to the destiny of a being, and we must try to understand how they work together and forge destiny according to their ebb and flow, in order to best use the share of free will that Satu offers.
One of the central tenets of faith is that an individual is largely in control of their destiny. With a good understanding of the world and how it works, anyone can achieve their goals, as long as their ambition is legitimate. Satu provides everyone with the skills and talents they may need, but whether or not someone uses these gifts is their own responsibility. Satu does not arbitrarily dictate the fate of a person before their birth, but it shapes and influences the functioning of the world in order to bring about the circumstances which allow them to forge their own destiny.
Sins:
Ignoring one's potential or refusing to use innate gifts is a serious sin, just like taking no initiative on the pretext that one's destiny is mapped out in advance. Forcing someone to follow a direction in their life through psychological coercion or mind control is also a sin (physical coercion, tyranny, and slavery are not considered sins as long as the victim remains aware of this fact and retains control of his mind). Ironically, it is those who passively accept their fate or those who seek to impose their destiny on others, who really thwart the intentions of destiny and thus offend the goddess Satu.
Worshipers:
Satu has few true followers, but many people pray to her, especially during difficult times, in the hope of influencing their future. The clergy of Satu is often consulted by leaders and nobles before making important decisions.
Satu receives numerous offerings (burning of incense and candles, donation of material goods) where people count on their good fortune to prosper or simply to survive tyranny and oppression.
As Satu is known to "weave fate," her worshipers are often weavers themselves and often support themselves by making blankets, clothing, and tapestries.
Clergy:
The priests of Satu are witnesses to the extremes of fate, from the death of innocent people to the miraculous healing of children suffering from a fatal disease, from kingdoms falling under the yoke of sadists to the accidental death of a despot. Faced with these events, the priests aspire to stoicism and most are cold, insensitive, accepting the whims of fate. They demand acceptance of the will of the prime gods, and above all of Satu, not sometimes without a certain cynicism. However, some of them are people who think that fate has been singularly generous with them and who wish above all to serve Satu in return.
Divinations play a major role in determining their actions, even if sometimes they prefer to rely on chance and trust in fate. People often ask them to make divinations, and augurs or to pray Satu on their behalf for a favorable destiny. One of the fundamental principles of worship is the obligation to help and guide all those who ask for it, whatever their alignment, race, or wealth. The Hands of Destiny do not actively seek to convert people who come, sometimes from far away, seeking guidance. However, their prophecies can be very enigmatic and difficult to decipher and often leave the door open to various interpretations.
A priest's role is not to care for the wounded or sick, nor to help the needy. They do not practice exorcisms, do not perform marriages, and rarely give blessings. They simply spend most of their time in study and meditation. Sometimes, they seek out a person (who can be the most humble of the peasants or the most powerful of the sultans) in order to reveal a prophecy that appeared to them in dreams or during a moment of prayer. Priests of Satu also consider honesty an absolute virtue.
While most priests of Satu disdain going on adventures, some feel that their destiny is to travel the world, to see how fate plays out and witness the role of Satu in the realm of mortals. These adventurous priests may consider it their duty to use the powers that Satu grants them in order to lead their own initiatives and to chart their course in life as best as possible. They can work sometimes for Good, sometimes for Evil, but prefer to content themselves with wandering and sticking to an observer role.
Vestments:
They wear long gray or black robes. The robes of higher priests (level 7+) have web-like patterns. The symbol of Satu, a spindle of gold, should be clearly visible.
Women often wear veils and men sometimes wear an expressionless mask. These accessories symbolize their confidence in the destiny to guide them as well as their impartiality when their judgment is appealed to in the courts. By masking the expression on their faces, they also avoid betraying their emotions when their legendary stoicism is caught.
Hierarchy:
More than 80% of the priests are women because this clergy is very demanding with regard to men who wish to join him. Before being eligible for initiation, a man must first serve a temple for at least six years. Then, his devotion to the goddess is tested through a ritual during which he must successfully exit a labyrinth quickly, blindfolded. If he passes his test, the man is henceforth accepted into the cult as a novitiate.
New Bastions of the Faith: When a Hand of Destiny is recognized by the church (usually after 8th level), the church contributes half of the costs of building a new bastion of faith of which the priest must take command. Apart from servants of Satu (who will spontaneously present themselves for initiation), a level 5 priest, three level 3 priests, and sixteen level 1 priest will be assigned to the service of this new temple.
In order to fulfill the will of destiny or to defend the interests of the church, a Hand of Destiny may require the services of a number of warriors (level 1) equal to twice his level of experience. They are equipped with chain mail and a scimitar. The volunteer service time of these combatants cannot exceed the number of days equal to the level of the priest.
Apart from his followers, a Hand of Destiny can also require the assistance of another priest of the cult, whose level cannot exceed half of his own. This assistance, which can last for a number of weeks equal to the level of experience of the appellant, can only be requested once a year.
Temples:
The size of Satu's places of worship varies greatly. It can be a simple altar under the tent of a nomadic tribal chief or a glorious temple with very elaborate architecture. There are countless small sanctuaries dedicated to Satu across the countryside and in the cities. These sanctuaries are generally in the form of a niche housing a statuette of the goddess. A typical temple consists of a more or less round central building, to which four small towers are attached, each located at a cardinal point. The main building has an enclosure about three metres high and is topped by a resplendent dome. Openings are located high up, covered with ornate grids with extremely complex patterns and, more rarely, coloured stained glass windows, which allow only a soft light to filter through. Sconces containing dim lights provide night lighting. The altar, located in the centre of the temple, consists of a large, slightly raised, flat stone surface, in which is engraved a circle surrounded by canvas patterns. Temples of Satu are often libraries of local history, the books preserved and remade when they become too damaged. Many temples also provide expert weaving services, selling anything from practical blankets to beautiful tapestries depicting past events.
Rituals:
Services to Satu include hangings of gauze, clouds of incense, the music of woodwinds, chanting, and meditation. Her holy days are the first day of the month, and once a year the temple seer will give forth their prophecies for the year ahead.
Dogma:
In the strange metaphysics of the worshippers of Satu, the multiverse is conceived of as an intricate mesh of interconnected threads, with everything connected to everything else. They are believers in predestination, although the threads of fate are sometimes slack enough that destiny can be altered in some small way. Because the future is for the most part foreordained, it can be permitted by those with the skills to perceive how the threads are linked. The clerics of Satu teach that acceptance of one's fate is the only honest approach; those who strive too hard against Fate will only meet their own foreordained ruins.
Appearance, Manifestations:
She is depicted in three different ways: as an old crone, as a mature and haughty noble dame, and as a quiet and quizzical young maiden. She carries a golden spindle, with which she spins the future into the present, thus weaving the web of fate.
Relationships & History:
Satu holds herself aloof from all other gods, even those of her own pantheon. The mendicant Daoud was a servant of the Lady of Our Fate in life. Satu is said to have a strange companion, a cloudlike being who is a prince from the Demiplane of Time. In the course of events in the adventure Fate of Satu, Satu creates a being known as the Morowyn who appears in a variety of guises, behaving sometimes as an ally and sometimes as an adversary.
Symbol: Golden spindle with three strands of fate representing life, potential, and death God Alignment: N
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Satu is the goddess of Fate, Destiny, Divination, the Future, and Honesty.
Did you cook all of that up with a text generator? That's pretty cool, if so.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
(Can we still use Eilistraee? I'm familiar with her since 2E'S "The Drow of the Underdark", but she's restricted to homebrew in 5E, whether on D&D Beyond or Wiki since Mordenkainen's Tome of Foes was relegated to Legacy content. Is there a source for Eilistraee lore online that you prefer?)
Okay, here's my character app, one of the bodyguards.
Role: Bodyguard (to Prince Zuri) Name:Hawkspar Class: Fighter (Battlemaster) Background: Soldier, though he comes from a long line of smithies Equipment/feats/magic item: Standard's in the inventory, dual wielder feat, and thinking some magic armor that's been in his family, or that he had helped to repair (happy to suggest or have you pick) Brief background:
Hawk was raised in a smithy. Mother was one of the better armorers in the kingdom. Father was gone for years -- clergy. Then he was plucked for this role as a child and trained for many of his waking hours. He got good. Spent his free time talking with clerics and paladins and in temples -- he's devoted to Satu.The idea that his fate, which seems so set in stone, could be his own tantalizes him, though he dare not speak it. He is, sadly, a terrible weaver. Often sparred with Zuri as he got older and more trusted. He's a whirlwind in a fight, and is able to hold his own with powerful warriors. He does not speak often, though he has a decent singing voice. He's got a nose that was broken and never healed right. Zuri thinks of him as more of an older brother or uncle, and enjoys his company. He handles it well, though he's more on Masego's wavelength. (Obviously this can shift however the story needs, but it's a pitch!)
Thanks for the consideration, this sounds like a lot of fun!
This seems to be a pretty interesting premise. I have an Abjurer Wizard to fit with the magocracy. The background that I wrote also fit with the premise after a little bit of tweaking.
Role: Bodyguard (either the betrothed or the Prince) Name: Garthan Praetoris Class: Wizard (Abjuration) Background: Folk Hero Equipment: Starting equipment (but I've chosen a Burglar's Pack instead of Explorer's/Scholar's) Magic Item: I want to say a +1 Armor, but that's a Rare item. I'm content with Mithral Half Plate. Brief Backstory: Can be tweaked depending on whose bodyguard he ended up being (the Prince or the Betrothed?) but prefer to be tied with the betrothed's house.
Garthan failed to qualify as a soldier much to his father's shame. When danger came to threaten his family and community, he disregarded his father's order to stay safe. He slipped away and took arms, marching with conviction to help his father. While his gambit to prove himself was successful in repelling the threat, his father died as a result of his disobedience. He was banished from his community with only the armor of his father in his hand, but the head of the house that he and his family served saw a greater purpose for him. Instead of roaming the street to find a new home, he was brought into the house and educated in the art of magic with the heiress of the house. To show his gratitude, he vowed to protect the heiress and the house with his new knowledge and power -- to become a bulwark to their enemy and a shield for their livelihood.
Addendum:
So, I've read that there is a plague that killed many spellcasters. My character's side goal apart from becoming a bodyguard will be crafting a magic item to cure or at least halt the disease if that is the case. From Sane's, a Periapt of Health is 5000 GP. I wish to know if that is possible with the storyline that you have.
(Can we still use Eilistraee? I'm familiar with her since 2E'S "The Drow of the Underdark", but she's restricted to homebrew in 5E, whether on D&D Beyond or Wiki since Mordenkainen's Tome of Foes was relegated to Legacy content. Is there a source for Eilistraee lore online that you prefer?)
Sorry, no. It would no longer be relevant to the role as the priest is a representative of the main faith in Zuri's court.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Satu is the goddess of Fate, Destiny, Divination, the Future, and Honesty.
Did you cook all of that up with a text generator? That's pretty cool, if so.
Haha, busted but not quite text gen! It's an old DnD god tweaked and yes I plagiarized from the internet like a bad middle school book report from the early 00s!
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
I've secured a courtier and a bodyguard. Some of you have posted a PC and not contacted me via PMs or haven't answered my PMs, please do so. If we haven't spoken via PMs please check in to continue! Thanks!
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
I've secured a courtier and a bodyguard. Some of you have posted a PC and not contacted me via PMs or haven't answered my PMs, please do so. If we haven't spoken via PMs please check in to continue! Thanks!
We are supposed to send a PM? I was not aware.
Anything in particular that needs to be discussed, character or world lore wise?
Can I get everyone's timezones, please? GM is EST and in healthcare so I'm all-over the place FYI. A successful PbP game comes down to players being in similar timezones I've discovered!
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
To post a comment, please login or register a new account.
Sadly, no. We're starting at level 5 knowing game mechanics are a must!!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Really appreciate the creativity of backstories but my caveat is 'brief'. There's lots of folks adding elements to the world that don't exist to flavor their backstories. Totally ok if that happened elsewhere and made your PC come to Anambra but try to keep from writing lore for the story.
You'll get info on your role and lore if chosen or if you message me with questions. I find lore dumps tedious to read myself. I'd like folks to focus more on what your PC can do than inventing elements for backstory or NPCs in said backstory that alters my set lore and history. Specifically, being adaptable is a must, make your PC is unique and totally prepared for this role!
Examples: some sort of speciality training, a lengthy education, family connections, wealth, streetwise, fighting prowess, or specific innate abilities (class, species, or background based) that would make them the number 1 choice for the role you're choosing. Also please pick a specific role.
Key is we're telling a story together however it's my plot with your PC woven in. I want to reach individual goals and set story beats with roles with each PC but we're weaving it all together telling a single overarching narrative too.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Name: Aelen
Role: Bodyguard
Background: Noble
Race: Moon Elf
Class: Fighter (Echo Knight)
Heirloom: +1 weapon
Backstory:
Aelen is a member of the same house as mage currently betrothed to Crown Prince Zur. As far as the pecking order of the organization goes, she's near the bottom: a knight. Although the Eldritch Knights of the house are much more skilled in the general arcane arts, Aelen spent much of her time studying to accomplish a ritual that none in her house dared to. When the time was right and she decided to do the ritual, it was successful.
Now, she has no shadow.
Well, to say she has no shadow is a bit of an exaggeration. She merely doesn't cast one. Her greater control of her shadow allows her to summon it whenever and wherever she wills. More than an ordinary shadow, its blade pierces just as its owner's. This versatile and deadly tool enabled Aelen to quickly become recognized as one of the most powerful knights of the house. When a girl destined to be a notable mage was born, the house gave Aelen an enchanted rapier to protect her with, and she swore an oath to defend the girl with her life. Now, that girl has grown up and been betrothed to Prince Zur, and Aelen still stands by her side to shelter her from harm.
Notes:
I tried to make as few assumptions about the world as possible for the backstory to work. All it needs to make sense is for the House to have some knights and for there to be some sort of ritual out there that lets you remove your shadow. The backstory could actually work even if there aren't any knights in the House, maybe with Aelen being less adept in the arcane than the rest of her house but proving useful anyways by taking up the blade (and removing her shadow).
If the House doesn't really have many moon elves, I'd be happy to change the race to something more appropriate. Also, if it's allowed I'd like to take the Ritual Caster (Wizard) feat at 4th level instead of my current +2 to Dexterity.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I would love to be a junior emissary
Breanna carr
Name: Gus “Gust” Lagi
Race/Class: Air Genasi Stars Druid
Role: Courtier
Item: TBD
Backstory
Gus grew up with a love and endless wonder for the natural world. An avid gardener, he spent most of his time outdoors playing and exploring as much as possible. In particular, Gus loved lying out under the stars and watching their movements. While he had some natural ability, he studied hard in order to harness the magic inherent in nature. His abilities were noticed and he was taken to House Jaezred as an astrologer and adviser to the family.
Character Sheet: https://ddb.ac/characters/100652628/iqvZK9
Working on the priestess. Stull touching up background and stuff.
Name: Tyrgram the Butterfly
Role: Spymaster
Race: Half-Elf
Class: Warlock, Archfey patron
Background: Courtier
Heirloom: Emerald Pen (Fizban's Treasury of Dragons)
Backstory:
Tyrgram made his career by combining being in the right spot at the right time with his ability to rub elbows and schmooze with whoever could further his designs. Coming from nothing to his name (a bastard of a noble branch, if old rumours are to be believed), Tyrgram climbed the social ladder until Anambra's magocracy proved an insurmountable wall for one who could not cast spells. Rather than properly learning magecraft and risk the magic plague, Tyrgram sought to circumvent the issue by plying his trade and haggling for magical power from the fey.
Augmenting his social skills with the characteristic illusions of the faerie propelled Tyrgram into the upper echelons of Anambra's government into the apprenticeship of its old spymaster. Upon his retirement Tyrgram inherited the office of spymaster along with an emerald pen that serves as his symbol of office. Now in a position to enact actual change, Tyrgram's poor treatment by the magocracy has caused him to latch onto Crown Prince Zuri and Princess Masego, believing that a non-mage royal would ultimately be for the betterment of the kingdom and those living in it.
Character sheet: https://ddb.ac/characters/100663155/73gCpa
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Love the sound of this! Always wanted to play a more Lore-focused Orator Bard, rather than the perverted lute-playing sex-maniac :D
Hey y'all seems to be some confusion on the god Eilistraee so I'm just going to homebrew a god and Anambra religion. If you're wanting to play a divine based character message me for lore!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Just a bit more information/lore.
Prince Zuri is a barbarian beloved by his people and has made it an active goal to win over all Anambrans not just nobility or mages. Think gladiator who loves a fight, wine, food, and women!
Princess Masego is a paladin who us unknown to the people outside the court and church. Masego is seen as a pious member of the church and it's champion! She's use to denying herself worldly pleasures and her faith is verging on zealotry!
Both twins two sides of an extreme!
Most, if not all, of the mages in positions of power love the people of Anambra from all walks of life regardless of their arcane gifts. There is however socioeconomic differences inherent in a system where some have magic and some don't but it's not open oppression of non-magic people. If nothing else the divide comes from the growing overreaching of the church in state affairs seeking to end the plague starting to reveal inequalities.
Any more questions shoot them my way!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Satu is the goddess of Fate, Destiny, Divination, the Future, and Honesty. She is the oldest and most powerful of the prime deities. She stands apart from the other gods and is only interested in the fate of the universe and its inhabitants. People honor and fear her because she knows their destiny and can influence it; life, death, and entire existence thus falling under her divine jurisdiction. Many people say a prayer to her when they are in a perilous situation or when an important event with an uncertain outcome must occur.
Worshipers, Clergy & Temples:
The church teaches that it is natural that the extremes—Good and Evil, Light and Dark—exist in tandem in the world. Each of these opposing factors contributes to the destiny of a being, and we must try to understand how they work together and forge destiny according to their ebb and flow, in order to best use the share of free will that Satu offers.
One of the central tenets of faith is that an individual is largely in control of their destiny. With a good understanding of the world and how it works, anyone can achieve their goals, as long as their ambition is legitimate. Satu provides everyone with the skills and talents they may need, but whether or not someone uses these gifts is their own responsibility. Satu does not arbitrarily dictate the fate of a person before their birth, but it shapes and influences the functioning of the world in order to bring about the circumstances which allow them to forge their own destiny.
Sins:
Ignoring one's potential or refusing to use innate gifts is a serious sin, just like taking no initiative on the pretext that one's destiny is mapped out in advance. Forcing someone to follow a direction in their life through psychological coercion or mind control is also a sin (physical coercion, tyranny, and slavery are not considered sins as long as the victim remains aware of this fact and retains control of his mind). Ironically, it is those who passively accept their fate or those who seek to impose their destiny on others, who really thwart the intentions of destiny and thus offend the goddess Satu.
Worshipers:
Satu has few true followers, but many people pray to her, especially during difficult times, in the hope of influencing their future. The clergy of Satu is often consulted by leaders and nobles before making important decisions.
Satu receives numerous offerings (burning of incense and candles, donation of material goods) where people count on their good fortune to prosper or simply to survive tyranny and oppression.
As Satu is known to "weave fate," her worshipers are often weavers themselves and often support themselves by making blankets, clothing, and tapestries.
Clergy:
The priests of Satu are witnesses to the extremes of fate, from the death of innocent people to the miraculous healing of children suffering from a fatal disease, from kingdoms falling under the yoke of sadists to the accidental death of a despot. Faced with these events, the priests aspire to stoicism and most are cold, insensitive, accepting the whims of fate. They demand acceptance of the will of the prime gods, and above all of Satu, not sometimes without a certain cynicism. However, some of them are people who think that fate has been singularly generous with them and who wish above all to serve Satu in return.
Divinations play a major role in determining their actions, even if sometimes they prefer to rely on chance and trust in fate. People often ask them to make divinations, and augurs or to pray Satu on their behalf for a favorable destiny. One of the fundamental principles of worship is the obligation to help and guide all those who ask for it, whatever their alignment, race, or wealth. The Hands of Destiny do not actively seek to convert people who come, sometimes from far away, seeking guidance. However, their prophecies can be very enigmatic and difficult to decipher and often leave the door open to various interpretations.
A priest's role is not to care for the wounded or sick, nor to help the needy. They do not practice exorcisms, do not perform marriages, and rarely give blessings. They simply spend most of their time in study and meditation. Sometimes, they seek out a person (who can be the most humble of the peasants or the most powerful of the sultans) in order to reveal a prophecy that appeared to them in dreams or during a moment of prayer. Priests of Satu also consider honesty an absolute virtue.
While most priests of Satu disdain going on adventures, some feel that their destiny is to travel the world, to see how fate plays out and witness the role of Satu in the realm of mortals. These adventurous priests may consider it their duty to use the powers that Satu grants them in order to lead their own initiatives and to chart their course in life as best as possible. They can work sometimes for Good, sometimes for Evil, but prefer to content themselves with wandering and sticking to an observer role.
Vestments:
They wear long gray or black robes. The robes of higher priests (level 7+) have web-like patterns. The symbol of Satu, a spindle of gold, should be clearly visible.
Women often wear veils and men sometimes wear an expressionless mask. These accessories symbolize their confidence in the destiny to guide them as well as their impartiality when their judgment is appealed to in the courts. By masking the expression on their faces, they also avoid betraying their emotions when their legendary stoicism is caught.
Hierarchy:
More than 80% of the priests are women because this clergy is very demanding with regard to men who wish to join him. Before being eligible for initiation, a man must first serve a temple for at least six years. Then, his devotion to the goddess is tested through a ritual during which he must successfully exit a labyrinth quickly, blindfolded. If he passes his test, the man is henceforth accepted into the cult as a novitiate.
New Bastions of the Faith: When a Hand of Destiny is recognized by the church (usually after 8th level), the church contributes half of the costs of building a new bastion of faith of which the priest must take command. Apart from servants of Satu (who will spontaneously present themselves for initiation), a level 5 priest, three level 3 priests, and sixteen level 1 priest will be assigned to the service of this new temple.
In order to fulfill the will of destiny or to defend the interests of the church, a Hand of Destiny may require the services of a number of warriors (level 1) equal to twice his level of experience. They are equipped with chain mail and a scimitar. The volunteer service time of these combatants cannot exceed the number of days equal to the level of the priest.
Apart from his followers, a Hand of Destiny can also require the assistance of another priest of the cult, whose level cannot exceed half of his own. This assistance, which can last for a number of weeks equal to the level of experience of the appellant, can only be requested once a year.
Temples:
The size of Satu's places of worship varies greatly. It can be a simple altar under the tent of a nomadic tribal chief or a glorious temple with very elaborate architecture. There are countless small sanctuaries dedicated to Satu across the countryside and in the cities. These sanctuaries are generally in the form of a niche housing a statuette of the goddess. A typical temple consists of a more or less round central building, to which four small towers are attached, each located at a cardinal point. The main building has an enclosure about three metres high and is topped by a resplendent dome. Openings are located high up, covered with ornate grids with extremely complex patterns and, more rarely, coloured stained glass windows, which allow only a soft light to filter through. Sconces containing dim lights provide night lighting. The altar, located in the centre of the temple, consists of a large, slightly raised, flat stone surface, in which is engraved a circle surrounded by canvas patterns. Temples of Satu are often libraries of local history, the books preserved and remade when they become too damaged. Many temples also provide expert weaving services, selling anything from practical blankets to beautiful tapestries depicting past events.
Rituals:
Services to Satu include hangings of gauze, clouds of incense, the music of woodwinds, chanting, and meditation. Her holy days are the first day of the month, and once a year the temple seer will give forth their prophecies for the year ahead.
Dogma:
In the strange metaphysics of the worshippers of Satu, the multiverse is conceived of as an intricate mesh of interconnected threads, with everything connected to everything else. They are believers in predestination, although the threads of fate are sometimes slack enough that destiny can be altered in some small way. Because the future is for the most part foreordained, it can be permitted by those with the skills to perceive how the threads are linked. The clerics of Satu teach that acceptance of one's fate is the only honest approach; those who strive too hard against Fate will only meet their own foreordained ruins.
Appearance, Manifestations:
She is depicted in three different ways: as an old crone, as a mature and haughty noble dame, and as a quiet and quizzical young maiden. She carries a golden spindle, with which she spins the future into the present, thus weaving the web of fate.
Relationships & History:
Satu holds herself aloof from all other gods, even those of her own pantheon. The mendicant Daoud was a servant of the Lady of Our Fate in life. Satu is said to have a strange companion, a cloudlike being who is a prince from the Demiplane of Time. In the course of events in the adventure Fate of Satu, Satu creates a being known as the Morowyn who appears in a variety of guises, behaving sometimes as an ally and sometimes as an adversary.
Symbol: Golden spindle with three strands of fate representing life, potential, and death
God Alignment: N
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Did you cook all of that up with a text generator? That's pretty cool, if so.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
(Can we still use Eilistraee? I'm familiar with her since 2E'S "The Drow of the Underdark", but she's restricted to homebrew in 5E, whether on D&D Beyond or Wiki since Mordenkainen's Tome of Foes was relegated to Legacy content. Is there a source for Eilistraee lore online that you prefer?)
Okay, here's my character app, one of the bodyguards.
Role: Bodyguard (to Prince Zuri)
Name: Hawkspar
Class: Fighter (Battlemaster)
Background: Soldier, though he comes from a long line of smithies
Equipment/feats/magic item: Standard's in the inventory, dual wielder feat, and thinking some magic armor that's been in his family, or that he had helped to repair (happy to suggest or have you pick)
Brief background:
Hawk was raised in a smithy. Mother was one of the better armorers in the kingdom. Father was gone for years -- clergy. Then he was plucked for this role as a child and trained for many of his waking hours. He got good. Spent his free time talking with clerics and paladins and in temples -- he's devoted to Satu.The idea that his fate, which seems so set in stone, could be his own tantalizes him, though he dare not speak it. He is, sadly, a terrible weaver. Often sparred with Zuri as he got older and more trusted. He's a whirlwind in a fight, and is able to hold his own with powerful warriors. He does not speak often, though he has a decent singing voice. He's got a nose that was broken and never healed right. Zuri thinks of him as more of an older brother or uncle, and enjoys his company. He handles it well, though he's more on Masego's wavelength. (Obviously this can shift however the story needs, but it's a pitch!)
Thanks for the consideration, this sounds like a lot of fun!
This seems to be a pretty interesting premise. I have an Abjurer Wizard to fit with the magocracy. The background that I wrote also fit with the premise after a little bit of tweaking.
Role: Bodyguard (either the betrothed or the Prince)
Name: Garthan Praetoris
Class: Wizard (Abjuration)
Background: Folk Hero
Equipment: Starting equipment (but I've chosen a Burglar's Pack instead of Explorer's/Scholar's)
Magic Item: I want to say a +1 Armor, but that's a Rare item. I'm content with Mithral Half Plate.
Brief Backstory: Can be tweaked depending on whose bodyguard he ended up being (the Prince or the Betrothed?) but prefer to be tied with the betrothed's house.
Garthan failed to qualify as a soldier much to his father's shame. When danger came to threaten his family and community, he disregarded his father's order to stay safe. He slipped away and took arms, marching with conviction to help his father. While his gambit to prove himself was successful in repelling the threat, his father died as a result of his disobedience. He was banished from his community with only the armor of his father in his hand, but the head of the house that he and his family served saw a greater purpose for him. Instead of roaming the street to find a new home, he was brought into the house and educated in the art of magic with the heiress of the house. To show his gratitude, he vowed to protect the heiress and the house with his new knowledge and power -- to become a bulwark to their enemy and a shield for their livelihood.
Addendum:
So, I've read that there is a plague that killed many spellcasters. My character's side goal apart from becoming a bodyguard will be crafting a magic item to cure or at least halt the disease if that is the case. From Sane's, a Periapt of Health is 5000 GP. I wish to know if that is possible with the storyline that you have.
Thanks for your consideration!
Sorry, no. It would no longer be relevant to the role as the priest is a representative of the main faith in Zuri's court.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Haha, busted but not quite text gen! It's an old DnD god tweaked and yes I plagiarized from the internet like a bad middle school book report from the early 00s!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
I've secured a courtier and a bodyguard. Some of you have posted a PC and not contacted me via PMs or haven't answered my PMs, please do so. If we haven't spoken via PMs please check in to continue! Thanks!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
We are supposed to send a PM?
I was not aware.
Anything in particular that needs to be discussed, character or world lore wise?
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Can I get everyone's timezones, please? GM is EST and in healthcare so I'm all-over the place FYI. A successful PbP game comes down to players being in similar timezones I've discovered!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.