"For from the storms we have appeared and symmetrically it's the storms that takes us back. And even if it is not the storm that kills us, it is those blessed by it. For it, the driven storm we have named our world, for it, the driven storm, our world shall cease" -Allan of the High Command, on an interview discussing his path that led him to the High Command
Stormdriven is a home-brew world that I am creating for future DMs to use, if no one uses this world, I will keep it as a hypothetical
Most guilds and dungeons are insignificant and is yours to make, there are parts where I will guide you, and you will know it when I do.
"... and I find that, honorable, somewhat, no matter what the possibilities there are, my soul is still here, intact, and I think, that is a little of what lead me to join High Command." -Allan of the High Command
There are three primordial gods, Incarnus, Dectructus, and Reventist, with their notable servants, Death and Life. When someone dies, Death takes their souls to live in Incarnus's palace for 1000 years or shorter, before they are sent into new bodies by Life. If there are more souls than bodies then Dectructus destroys souls to match the number of bodies, and if there are more bodies than souls, then Reventist makes more souls. Lesser gods are insignificant except for Death and Life and Storm.
The Storm is the most important part of this world. It is a massive group of clouds and tornadoes that covers about a quarter of the world, which quarter is up to the season. The Storm contains many, many magical properties. All slightly magical items were forged either within the Storm or forged from items that came from the Storm. The Storm is the only source of Arcana is this world, excluding divine powers. It is said that all wizard families are descended from The Great Burlin who was struck by lightning of the Storm. While this is not veritable, it is true that wizards have either been blessed by the Storm or descended from those blessed by the Storm.
"My father had a blessing of earth, and from that, from my blessing and education, I learned all types of magic discovered. A part of how I was able to join the High Command." -Allan of the High Command
Having an elemental blessing allows you to instantly master a level 1 spell of the element the blessing is of, as well as an easier time learning magic types of the same element.
General Blessing-The blessing given immediately to those with elemental blessings already as well as those descended from blessed ones. Allows you to learn magic spells.
Rains Blessing-Water elemental blessing, obtained by bathing in blessed rain, appearing from time to time in the Storm
Blazing Blessing-Fire elemental blessing, obtained by surviving a burn from the blessed fire ignited by blessed lightning, appearing from time to time in the Storm
Thunder Blessing-Electricity elemental blessing, obtained by surviving getting struck by blessed lightning, appearing from time to time in the Storm
Earth Blessing-Earth elemental blessing, obtained by eating a plant grown from blessed rain, appearing time to time in the Storm
Noxious Blessing-Poison elemental blessing, obtained by surviving sickness from polluted blessed rain, appearing time to time in the Storm
Wind Blessing-Wind elemental blessing, obtained by nearly suffocating but surviving blessed smoke from blessed fire ignited by blessed lightning, or by surrounding your body of blessed mist of blessed rain, these appearing time to time in the Storm
Frozen Blessing-Ice elemental blessing, obtained by surviving intense storms of blessed snow or hail, produced from freezing temperatures freezing blessed rain, appearing time to time in the Storm
Forge Blessing-With General Blessing, you are able to forge magical items, as long you have the skill to do so and have magical materials on hand. It is also handy to have Blazing Blessing if you want to forge.
"I love guilds, that's all there is to say"-Allan of High Command
Gold peeler Guilds-Guilds that venture into dungeons specifically for riches. Never gets into combat
Adventurer Guilds-More daring gold peelers who aren't afraid to get into a fight or two
Crusader Guilds-Guilds with a vengeance: specifically guilds who only get into combat and don't care for gold
Trade Guilds-Technical guilds who monitor trade between previously mentioned guilds
Conventional Guilds-Guilds that enforce laws in dungeons, all controlled by the Supreme Conventional Guild, under supervision of High Command
Vagabond Guilds-Guilds that have not yet signed up for registration under conventional guilds
Hunter Guilds-Guilds that take side in quarrels (side taken often depends on pay) between guilds and resolve conflicts violently. Most often seen jailing vagabond guilds.
High Command-Center of guild work. Most members used to be presidents of Conventional Guilds
Hybrid Guilds-Guilds that serve multiple purposes. Most often gold peelers claiming to be adventurers to gain benefits
"I have been long petitioning to rework our classification for dungeons, there is a proposition for it going through High Command right now, in fact" -Allan of the High Command
Dungeon are created when several circumstances forces a pool of arcana to gather. Dungeons are usually underground because they are often formed from arcana found in blessed rain, and water moves down, right? Besides, monsters prefer the dark
Dungeon levels
Level 1-Critters and low their monsters make nests
Level 2-Small bands of crusaders enter the dungeon and make quick work of the monsters
Level 3-Around this time, most dungeon flooring collapse, deepening the dungeon. Gold begins to unveil itself, attracting gold peelers and adventurers, High Command takes notice at around this time
Level 4-Monsters begin dragging treasures into the dungeon, building up the amount of gold. High Command begins taxing gold peelers
Level 5-Around this time, local conventional and trade guilds appear. Higher level monsters enter the dungeon, stakes have been raised
Level 6-Around this time, High Command commissions crusaders to clear enemies. The dungeon is now known for miles around, attracting dozens of guilds
Level 7-The dungeon shifts around, eventually...
Level 8-Shifts above ground, causing monsters to flood out, High Command commands adventurer and crusader guilds to clear the monsters so their protection under conventional guilds isn't revoked.
Arcana levels
Level 1-Bare minimum arcana to create a dungeon
Level 2-Within the dungeon, monsters begin developing elemental powers
Level 3-Certain objects gain sentience, these include mimics and gelatinous cubes
Level 4-Arcana fills the dungeon, putting it under spell
Level 5-Dungeon maxes out on arcana, any further interference and...
Level 6-The dungeon collapses. A new dungeon is created from leftover arcana.
"I pity the Storm Cursed. Even though the Storm has supplied us with magic, we cannot ignore the dangers of it."-Allan of the High Command
The Storm Cursed are those who died from the blessed effects of the Storm. Their damaged souls have delayed or fractured departures to heaven
Cursed Siren-Those who drowned in blessed rain. They appear as normal people and sit in the pools that they died in. If that pool has since their death dried up they will replenish it with magical water. They beckon weary travelers into the pool, which now has no blessing to bestow. When the travelers enter, the sirens use water magic to kill them. Sirens usually must drown victims, though stronger sirens can kill victims however, as long as the death involves water. They appear to have authority over cursed botanists and cursed alchemists and cursed snowmen
Cursed Arsonist-Those burned to death by blessed fire. They usually appear as the dead bodies of children, burnt black. They appear at midnight, usually seen holding a lit torch while running down a village street singing a stupidly bad song. Anyone who dares to poke their nose out of their front door will be set on fire. There are cases of adult sized cursed arsonists leading a group of little arsonists down the village path. The temperature of their fire is usually the same as the fire that killed them, but stronger arsonists can make hotter flames. They appear to have authority over cursed forecasters
Cursed Thunderers-Those electrocuted to death by blessed lightning.They appear as they did moments before they died, carrying drums.They thunder and drum around isolated houses when a storm is going on, and if the residents go out to check, the storm produces a lightning bolt that hits their house, setting it on fire. The voltage of the lightning is usually equal to the lightning bolt that killed them, though stronger thunderers can make lightning bolts with much more voltage. They appear to have authority over cursed arsonists and cursed forecasters
Cursed Botanists-Those who died eating poisonous plants watered by bless rain. They appear in a variety of forms, hunching over a small sapling. If you disturb them or the sapling, they will kill you and use your body as fertilizer. The sapling is usually the plant that killed them, though stronger botanists can change the plant into a bigger one, attracting more attention
Cursed Alchemist-Those who died from the sickness they got from drinking polluted blessed water. They appear in a variety of forms, but all wearing a lab coat, looking stupidly at a vial containing a muddy substance. If you try to disturb them, they will use their array of chemical weapons to kill you. The substance in the vial is usually the same as the substance that killed them, but stronger alchemists can change the substance to attract more attention
Cursed Forecasters-Those who suffocated in the smoke from blessed fire.They appear in a variety of forms wearing a suit and tie. They will step up on knock on someone's door. If they don't respond, the forecaster kills them. If they respond, then the forecaster will say that it's the exact opposite weather that is actually happening. If they agree, they are now immune to forecasters, even if they don't respond, and the forecaster that they agreed with will targeting their enemies. If they disagree, the forecaster will pull out a knife and kill them. The weather in which they appear is usually the same as the same as the weather they died in, though stronger forecasters can change the weather they appear in to knock on more doors.
Cursed Snowman-Those frozen to death in frozen blessed rain. They appear as little children clutching a straw cloak, with miniature icicles hanging from them. They will knock on the door of homes during snow storms, and ask to enter. If they are denied entry, they usually leave, but sometimes they go into the home anyway. At nighttime, when everyone is asleep, they will crawl into the fireplace, if the fireplace is out, they make fire. They sit in there, making loud noises of content, and when someone goes to look, they are frozen solid. The temperature is the usually the same as the temperature they died in, though stronger snowmen can make it colder
Hybrid Cursed-Those who died of two different things at the same time
Now these cursed may sound trivial "I'll just kill them when they're not hunting!" but this won't work, as they have an even more acute sense of their magic than storm blessed, tenfold, even. So when you need to kill one, be prepared for a struggle
"I was born in the southern hemisphere, and it wasn't until 16, that, for a research project, I embarked on a journey into the northern hemisphere, and what I saw-indescribable"-Allan of the High Command
The northern hemisphere contains many remote islands, unlike the southern hemisphere, containing large continents.
Stonebrook, Stormdriven town-Stonebrook is built on the North Pole, with magical abilities keeping the residents warm. Due to the movement of the Storm, a portion of Stonebrook will be under influence of the Storm. However, the middle of Stonebrook and the North Pole, about 50 feet in radius, is a circle the Storm never touches. From here, the headquarters of the High Command was built. Stonebrook residents contain the families of High Command officers, as well as the families of politicians visiting the High Command.
(*) indicates notes lost to weathering
"(****************), Me and my par(**), have finally reached the North Pole. It's horrible here, with the forsaken Storm lo(*****)g over us, but boy, what a st(*)ry to tell our families! Some of our men have mapped a "dead spo(*)" where the Storm never goes. We can't exactly confirm it, no ones going to stay there and see, but its something to note." -Thor, leader of the original High Command
Accursed Archipelago-A group of islands and raft towns. This area reports an abnormally high concentration of storm cursed and dungeons. It is said that once upon a time, a ship full of starving children and women docked at the archipelago, and were turned down refuge, for there were too many mouths to feed. A woman onboard was a witch, who cursed the archipelago. This is a folk story, and the real reason for the dungeons is because of water corroding through the island, creating tunnels in which dungeons formed.
"(****************), our last stop before the North Pole! Due to the denizens showing remarkable hospitality, we decided to adventure through the dungeons. It doesn't hu(**) for us to get a (*)it more gold and materials before we se(*) o(**) to (***)"-Thor, leader of the original High Command
"For from the storms we have appeared and symmetrically it's the storms that takes us back. And even if it is not the storm that kills us, it is those blessed by it. For it, the driven storm we have named our world, for it, the driven storm, our world shall cease" -Allan of the High Command, on an interview discussing his path that led him to the High Command
Stormdriven is a home-brew world that I am creating for future DMs to use, if no one uses this world, I will keep it as a hypothetical
Most guilds and dungeons are insignificant and is yours to make, there are parts where I will guide you, and you will know it when I do.
Table of contents:
Article 1-Inherent Arcana
Article 2-Storm's Blessings
Article 3-Guild work
Article 4-Dungeons
Article 5-Storm Cursed
Article 6
Part 1-Northern Archipelago (1/2)
The sole protecter of the Rage Technique
Enter Stormdriven:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
(self styled) Greatest twist a wish player.
Article 1-Inherent Arcana
"... and I find that, honorable, somewhat, no matter what the possibilities there are, my soul is still here, intact, and I think, that is a little of what lead me to join High Command." -Allan of the High Command
There are three primordial gods, Incarnus, Dectructus, and Reventist, with their notable servants, Death and Life. When someone dies, Death takes their souls to live in Incarnus's palace for 1000 years or shorter, before they are sent into new bodies by Life. If there are more souls than bodies then Dectructus destroys souls to match the number of bodies, and if there are more bodies than souls, then Reventist makes more souls. Lesser gods are insignificant except for Death and Life and Storm.
The Storm is the most important part of this world. It is a massive group of clouds and tornadoes that covers about a quarter of the world, which quarter is up to the season. The Storm contains many, many magical properties. All slightly magical items were forged either within the Storm or forged from items that came from the Storm. The Storm is the only source of Arcana is this world, excluding divine powers. It is said that all wizard families are descended from The Great Burlin who was struck by lightning of the Storm. While this is not veritable, it is true that wizards have either been blessed by the Storm or descended from those blessed by the Storm.
The sole protecter of the Rage Technique
Enter Stormdriven:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
(self styled) Greatest twist a wish player.
Article 2-Storm's Blessings
"My father had a blessing of earth, and from that, from my blessing and education, I learned all types of magic discovered. A part of how I was able to join the High Command." -Allan of the High Command
Having an elemental blessing allows you to instantly master a level 1 spell of the element the blessing is of, as well as an easier time learning magic types of the same element.
General Blessing-The blessing given immediately to those with elemental blessings already as well as those descended from blessed ones. Allows you to learn magic spells.
Rains Blessing-Water elemental blessing, obtained by bathing in blessed rain, appearing from time to time in the Storm
Blazing Blessing-Fire elemental blessing, obtained by surviving a burn from the blessed fire ignited by blessed lightning, appearing from time to time in the Storm
Thunder Blessing-Electricity elemental blessing, obtained by surviving getting struck by blessed lightning, appearing from time to time in the Storm
Earth Blessing-Earth elemental blessing, obtained by eating a plant grown from blessed rain, appearing time to time in the Storm
Noxious Blessing-Poison elemental blessing, obtained by surviving sickness from polluted blessed rain, appearing time to time in the Storm
Wind Blessing-Wind elemental blessing, obtained by nearly suffocating but surviving blessed smoke from blessed fire ignited by blessed lightning, or by surrounding your body of blessed mist of blessed rain, these appearing time to time in the Storm
Frozen Blessing-Ice elemental blessing, obtained by surviving intense storms of blessed snow or hail, produced from freezing temperatures freezing blessed rain, appearing time to time in the Storm
Forge Blessing-With General Blessing, you are able to forge magical items, as long you have the skill to do so and have magical materials on hand. It is also handy to have Blazing Blessing if you want to forge.
The sole protecter of the Rage Technique
Enter Stormdriven:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
(self styled) Greatest twist a wish player.
Article 3-Guild work
"I love guilds, that's all there is to say"-Allan of High Command
Gold peeler Guilds-Guilds that venture into dungeons specifically for riches. Never gets into combat
Adventurer Guilds-More daring gold peelers who aren't afraid to get into a fight or two
Crusader Guilds-Guilds with a vengeance: specifically guilds who only get into combat and don't care for gold
Trade Guilds-Technical guilds who monitor trade between previously mentioned guilds
Conventional Guilds-Guilds that enforce laws in dungeons, all controlled by the Supreme Conventional Guild, under supervision of High Command
Vagabond Guilds-Guilds that have not yet signed up for registration under conventional guilds
Hunter Guilds-Guilds that take side in quarrels (side taken often depends on pay) between guilds and resolve conflicts violently. Most often seen jailing vagabond guilds.
High Command-Center of guild work. Most members used to be presidents of Conventional Guilds
Hybrid Guilds-Guilds that serve multiple purposes. Most often gold peelers claiming to be adventurers to gain benefits
The sole protecter of the Rage Technique
Enter Stormdriven:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
(self styled) Greatest twist a wish player.
Article 4-Dungeons
"I have been long petitioning to rework our classification for dungeons, there is a proposition for it going through High Command right now, in fact" -Allan of the High Command
Dungeon are created when several circumstances forces a pool of arcana to gather. Dungeons are usually underground because they are often formed from arcana found in blessed rain, and water moves down, right? Besides, monsters prefer the dark
Dungeon levels
Level 1-Critters and low their monsters make nests
Level 2-Small bands of crusaders enter the dungeon and make quick work of the monsters
Level 3-Around this time, most dungeon flooring collapse, deepening the dungeon. Gold begins to unveil itself, attracting gold peelers and adventurers, High Command takes notice at around this time
Level 4-Monsters begin dragging treasures into the dungeon, building up the amount of gold. High Command begins taxing gold peelers
Level 5-Around this time, local conventional and trade guilds appear. Higher level monsters enter the dungeon, stakes have been raised
Level 6-Around this time, High Command commissions crusaders to clear enemies. The dungeon is now known for miles around, attracting dozens of guilds
Level 7-The dungeon shifts around, eventually...
Level 8-Shifts above ground, causing monsters to flood out, High Command commands adventurer and crusader guilds to clear the monsters so their protection under conventional guilds isn't revoked.
Arcana levels
Level 1-Bare minimum arcana to create a dungeon
Level 2-Within the dungeon, monsters begin developing elemental powers
Level 3-Certain objects gain sentience, these include mimics and gelatinous cubes
Level 4-Arcana fills the dungeon, putting it under spell
Level 5-Dungeon maxes out on arcana, any further interference and...
Level 6-The dungeon collapses. A new dungeon is created from leftover arcana.
The sole protecter of the Rage Technique
Enter Stormdriven:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
(self styled) Greatest twist a wish player.
Article 5-Storm Cursed
"I pity the Storm Cursed. Even though the Storm has supplied us with magic, we cannot ignore the dangers of it."-Allan of the High Command
The Storm Cursed are those who died from the blessed effects of the Storm. Their damaged souls have delayed or fractured departures to heaven
Cursed Siren-Those who drowned in blessed rain. They appear as normal people and sit in the pools that they died in. If that pool has since their death dried up they will replenish it with magical water. They beckon weary travelers into the pool, which now has no blessing to bestow. When the travelers enter, the sirens use water magic to kill them. Sirens usually must drown victims, though stronger sirens can kill victims however, as long as the death involves water. They appear to have authority over cursed botanists and cursed alchemists and cursed snowmen
Cursed Arsonist-Those burned to death by blessed fire. They usually appear as the dead bodies of children, burnt black. They appear at midnight, usually seen holding a lit torch while running down a village street singing a stupidly bad song. Anyone who dares to poke their nose out of their front door will be set on fire. There are cases of adult sized cursed arsonists leading a group of little arsonists down the village path. The temperature of their fire is usually the same as the fire that killed them, but stronger arsonists can make hotter flames. They appear to have authority over cursed forecasters
Cursed Thunderers-Those electrocuted to death by blessed lightning.They appear as they did moments before they died, carrying drums.They thunder and drum around isolated houses when a storm is going on, and if the residents go out to check, the storm produces a lightning bolt that hits their house, setting it on fire. The voltage of the lightning is usually equal to the lightning bolt that killed them, though stronger thunderers can make lightning bolts with much more voltage. They appear to have authority over cursed arsonists and cursed forecasters
Cursed Botanists-Those who died eating poisonous plants watered by bless rain. They appear in a variety of forms, hunching over a small sapling. If you disturb them or the sapling, they will kill you and use your body as fertilizer. The sapling is usually the plant that killed them, though stronger botanists can change the plant into a bigger one, attracting more attention
Cursed Alchemist-Those who died from the sickness they got from drinking polluted blessed water. They appear in a variety of forms, but all wearing a lab coat, looking stupidly at a vial containing a muddy substance. If you try to disturb them, they will use their array of chemical weapons to kill you. The substance in the vial is usually the same as the substance that killed them, but stronger alchemists can change the substance to attract more attention
Cursed Forecasters-Those who suffocated in the smoke from blessed fire.They appear in a variety of forms wearing a suit and tie. They will step up on knock on someone's door. If they don't respond, the forecaster kills them. If they respond, then the forecaster will say that it's the exact opposite weather that is actually happening. If they agree, they are now immune to forecasters, even if they don't respond, and the forecaster that they agreed with will targeting their enemies. If they disagree, the forecaster will pull out a knife and kill them. The weather in which they appear is usually the same as the same as the weather they died in, though stronger forecasters can change the weather they appear in to knock on more doors.
Cursed Snowman-Those frozen to death in frozen blessed rain. They appear as little children clutching a straw cloak, with miniature icicles hanging from them. They will knock on the door of homes during snow storms, and ask to enter. If they are denied entry, they usually leave, but sometimes they go into the home anyway. At nighttime, when everyone is asleep, they will crawl into the fireplace, if the fireplace is out, they make fire. They sit in there, making loud noises of content, and when someone goes to look, they are frozen solid. The temperature is the usually the same as the temperature they died in, though stronger snowmen can make it colder
Hybrid Cursed-Those who died of two different things at the same time
Now these cursed may sound trivial "I'll just kill them when they're not hunting!" but this won't work, as they have an even more acute sense of their magic than storm blessed, tenfold, even. So when you need to kill one, be prepared for a struggle
The sole protecter of the Rage Technique
Enter Stormdriven:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
(self styled) Greatest twist a wish player.
Article 6 Part 1-Northern Hemisphere (1/2)
"I was born in the southern hemisphere, and it wasn't until 16, that, for a research project, I embarked on a journey into the northern hemisphere, and what I saw-indescribable"-Allan of the High Command
The northern hemisphere contains many remote islands, unlike the southern hemisphere, containing large continents.
Stonebrook, Stormdriven town-Stonebrook is built on the North Pole, with magical abilities keeping the residents warm. Due to the movement of the Storm, a portion of Stonebrook will be under influence of the Storm. However, the middle of Stonebrook and the North Pole, about 50 feet in radius, is a circle the Storm never touches. From here, the headquarters of the High Command was built. Stonebrook residents contain the families of High Command officers, as well as the families of politicians visiting the High Command.
(*) indicates notes lost to weathering
"(****************), Me and my par(**), have finally reached the North Pole. It's horrible here, with the forsaken Storm lo(*****)g over us, but boy, what a st(*)ry to tell our families! Some of our men have mapped a "dead spo(*)" where the Storm never goes. We can't exactly confirm it, no ones going to stay there and see, but its something to note." -Thor, leader of the original High Command
Accursed Archipelago-A group of islands and raft towns. This area reports an abnormally high concentration of storm cursed and dungeons. It is said that once upon a time, a ship full of starving children and women docked at the archipelago, and were turned down refuge, for there were too many mouths to feed. A woman onboard was a witch, who cursed the archipelago. This is a folk story, and the real reason for the dungeons is because of water corroding through the island, creating tunnels in which dungeons formed.
"(****************), our last stop before the North Pole! Due to the denizens showing remarkable hospitality, we decided to adventure through the dungeons. It doesn't hu(**) for us to get a (*)it more gold and materials before we se(*) o(**) to (***)"-Thor, leader of the original High Command
The sole protecter of the Rage Technique
Enter Stormdriven:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
(self styled) Greatest twist a wish player.