"I came there to escape my previous life. I thought it'd be peaceful here – a remote village where my name was not heard of. I could probably plant a garden, sit on a chair and read a good book. The villagers seemed nice at first too. Kind, but not too familiar. A perfect place to disappear into. What a fool have I been. I would not go back there even if it meant receiving an amnesty. At the very least, I can find comfort in knowing that from tomorrow on, I will never have to remember that place again." – The last entry from a journal of a heretic sentenced to execution.
Hello all. I've had the idea of running a homebrew campaign for a while and looks like it might just actually happen. The fact that you're reading these lines is all the proof I can give you. Now, without further delays, let me tell you everything I think you need to know about this campaign.
Note: You don't have to read everything yet. I know this is a lot of text, it took me time to write as well. Most importantly, read the "My expectations…" part below. After that, you can decide if you want to read the rest or pass on this game. I do expect you all to at least read about the world and any information related to your class and race chosen. Everything beyond is a bonus.
My Expectations and Some More Information You Should Know: Alright, this is the most important part of all of this thread. Usually, this is discussed at session 0 after players are chosen. This time, though, I have some things I'd like you to know before you apply, otherwise, you're just wasting your, or both of our time.
This is going to be a psychological-themed game. What does it mean? Your characters' actions and words are not enough for me. I want to know what they think, what they feel… everything. If you can use the "Show, don't tell" method, that's great. If not, just saying "x is afraid. He doesn't like snakes. 'What if I just run away and leave them behind?' he thinks." Is just as good. While I'm not going to introduce stress metres and things like that into the game, you should always ask yourself: "What is my character's mental state?" Then, you should follow that by describing it in your posts. Don't want the others to know? Write the physical aspects (sweat? Shaking? Stuttering? Whatever you see fit) and send me the rest via PM, or put it in a spoiler.
Speaking of PMs, much of the gameplay will be done through DM-to-Player private messages, rather than in a main thread. Why? You won't always be a group. That's right. While I do expect you to end up working together eventually (which might be the slightly railroady, if your characters are all "Oh no, I'm a lone wolf who only speaks to rocks and animals."), you won't start the game together. You may even encounter each other, thinking you're NPCs at first. The benefits? Allows a more natural process of getting to know each other, as well as allow the thing I like the most about Psychological Thrillers and Psychological Horrors: Distrust. If you all come together, knowing each other for a long time, you'll always assume each one is innocent. What if you don't, though? You don't have to distrust the other players, but I expect you to be reasonable. The thought that someone must be innocent because they're PCs is not only bad for this type of game but also not necessarily right. On the other hand, don't be suspicious of everyone else just because you read these lines. I expect to see some thought behind your posts. Things that you as a player think and know are no the same things your character thinks and knows. If you read this, make sure you send me your application via a PM with a title that follows the following format so I know that you read this important part. "[Your DDB profile name]'s Rivulestice Application". For example, if I sent it, the title would be: "FireCat5's Rivulestice Application". No need for the quotation marks.
Lastly, I expect you to be active. You don't have to post five times a day, and I expect that due to differences in time zones it'll almost be impossible to ask such a thing. Once a day seems reasonable to me, though. If you're busy, or if you know you'll be out for a while, just say so in our OOC chat (there will be one at some point) and that will be fine. I know that life isn't always easy, but waiting on someone for days (and that's a good scenario. I've had a few times we waited for people for more than a month without knowing what's going on) without knowing if they're ever going to be back is very frustrating.
The DM: I've been playing 5e (my experience with other editions is insignificant) for a bit over a year, and have been a DM for two groups for nearly half that time, running DoIP for both. I found running modules a little problematic for various reasons, and also couldn't find a module that fit the type of game I wanted to run. Van Richten's Guide to Ravenloft offered a few interesting ideas, but neither of them was quite what I wanted. For that reason, I chose to try my hand at running a homebrew campaign. It's my first try at that, so things may not be perfect. Nonetheless, I'm determined to make this campaign as fun as I can.
The Game: The first thing one should know is that the main theme of this game would be Psychological Thriller/Psychological Horror. There will be a lot of RP and some combat. Exploration and Survival will not receive as much focus, though there will be parts with these as well. Mystery and Puzzle Solving will be embedded into the game, but you won't find them as obvious as a trap-filled dungeon. Probably.
One more thing I should mention: This game will be slightly railroady. Not too much, as little as I need to, actually, but it won't be a sandbox either. If you're looking to open a shop and play a game based on that, this is not the game for you. I'll cover this a bit more under "Character Creation", but don't come with a very clear goal in mind that isn't related in any way. Hopefully, we will neither get to the point where you actually feel railroaded nor to the point I must stop you and say: "Dude, I'm not going to run a farm simulator. This game is not going to be about growing tomatoes." That said, your character can definitely want to grow tomatoes as a hobby. They might even actually have a garden with a couple of tomatoes, which might actually yield fruit eventually. It will be a kind of tension reliever though. Something your character does during downtime. Not your only goal in this game.
The Players: I'm looking for 3-4 players. Not more, not less. Choosing may be hard for me, but I neither like to play nor DM large groups. Of course, that doesn't mean you'll need to make the most broken build just to pass the encounters. I'll try my best to make the encounters' difficulty match the party, not force the party to match the difficulty or die. That said, it's not going to be a walk in the park either. The players' characters will advance from 1 to 5 level. Depending on how things go, you might reach the 6 level, but don't count on that. More information in the 'Character Creation' section below.
The World: The world is a homebrewed world of my own making. It's far from complete, but it's not likely that will become a problem. Worst case scenario, the bright side of PbP's slow pace is that it gives me time to think of unexpected things the players do, rather than inventing everything on the spot. Now, more specific details:
Magic – This is a low-magic world. Not a no-magic world though. I'm not telling you that you can't play a Wizard, I'm telling you it's an uncommon sight, and people will behave accordingly. It is true to all casters; though different types are treated differently. Specific information will be given below, at the appropriate places (and I will also summarize it all in one place later for organization and comfortability's sake). Magical items exist, but they are scarce. Moreover, a magical item doesn't exist for no purpose. For example, it is more likely to find a weapon possessed by a spirit, which causes it to be magical than it is to find a Longsword, +1, being magical for no apparent reason. Most likely, though, you won't find either one. Similarly, you won't be fighting dragons daily. Your character is more likely to discuss whether dragons truly exist or are simply a myth than even seeing one. Do they exist at all? You simply don't know. It's impossible to prove something doesn't exist.
Language – The language Common does not exist. Instead, the Humanish language is spoken by humans, and other races speak their own languages. Due to that, many people speak more than a single language. Humanish and Dwarvish are the two most commonly spoken languages, but there's no guarantee a gnome would speak either. More on that in the 'Character Creation' part below.
Pantheon – Each race has its own pantheon, if at all. Some share resemblance to others, as cultures that live close to each other are never truly, completely distinct. Moreover, the pantheon of a race, in general (of course, some individuals always do things differently), is mostly the same. Spread across an entire continent, humans may give a god different names, but they mean the same. While not a perfect example, you can think of it as similar to the Greek and Roman pantheons. Everyone can clearly see that Zeus and Jupiter are more or less the same, as are Poseidon and Neptune. Variations in this world will be much less obvious than that, though. If a god or goddess are ever mentioned in a variation of their name, I will also put the common name in parenthesis to avoid confusion.
Specified in the spoilers below are the various pantheons.
Humans:
Humans often think about matters like life and death, good and bad, light and dark. Their gods represent that black-and-white grasp on the world. The humans believe in a pantheon comprised of major deities and minor deities.
Major Deities:
Oruthia – goddess of light, life, honour, peace, purity, modesty and other things one might consider as 'good'. Often portraited as a woman with bright, straight long hair which represents the sun's light, dressed in a white dress. She is considered to be compassionate, forgiving and caring. Common variations in the name could be Oruthea, Orusa, Orusy, Oracy and even Urithe.
Aleshi – goddess of darkness, death, calamity, impurity, lust and other things one might consider as 'bad'. Often portraited as a woman with dark hair that is so long it covers her body – the only thing covering it at all. She is considered temperamental, envious and lustful. Common variations in the name could be Alethi, Alles, Elleshy and sometimes El or Al, as a shortened version, mostly spoken by those who fear saying the full name. While offerings are given to her, and a shrine to her will always be present near the other shrines, all to avoid bringing Aleshi's wrath on the settlement, actually worshipping Aleshi is considered heretical by most Humans, much worse than worshipping the gods of a different race.
Tevek – god of nature, justice, twilight and other things one might consider as neither good nor bad. He is often portraited as a short and stout man, dressed in a colour that's connected to the season of the scenery (white for winter, green for spring, yellow for summer and brown for autumn) and with a ferret on one of his shoulders, on his head or between his legs. He is also always blindfolded. He is considered to be just to a fault and merciless. Common variations in the name could be Tefeg or Thavek. Though he is mostly portraited as a male, in some places the humans pray to the goddess Diev who is only a variation of Tevek. It is not commonly known for other races, but other humans will most likely know what one means if they refer to the goddess Diev.
Minor Deities:
While the major deities are very detailed and known throughout the human species, the minor deities are location-based. Usually, to signify things that are important to the land. For example, many who live near the sea might have a minor god or goddess they pray to who oversees the seas, oceans and other water sources. Meanwhile, people who have never even seen the ocean or any source of water larger than a small river won't feel a need for such a deity, and would simply consider it under Tevek's jurisdiction.
Dwarves:
Dwarves don't think about matters similar to those the humans think of. They have no defined gods whom all dwarves know. Rather, every dwarven community/clan usually worships the god of the mountain or hill they live in. If a clan expends so much to inhibit more than a single mountain, which isn't very common, they'd often have a single god or goddess for each mountain. Usually, these gods are considered blood-related or else wise connected. Dwarves who do not live underground will usually worship a god they consider the god(dess) of the earth itself. Much more common than humans are also dwarves who don't pray to a particular god, given their concept of such deities. Moreover, it is common to pay respects to the deity of the mountain or hill you entered, even if they're not the one you worship. If one – especially a dwarf – doesn't do so soon after entering a foreign dwarven settlement, the dwarven clan who resides there might take it as an insult.
Gnomes:
Gnomes are usually atheistic, though some of them worship science as some sort of religion. From new weapons, upgrades to carts, an instrument or a new type of food, every gnome has something at which they can proudly point and claim: "I invented this!" Until they do, the gnomes are considered (by other gnomes and usually themselves) as children, regardless of age. In some communities (though only rarely), the age of a gnome is represented by the number of things they've successfully invented.
Halflings:
Halflings don't have a pantheon. A Halfling will usually believe whichever belief is the most dominant in the area. For example, a Halfling settlement that is located near a human settlement will usually believe in the Human pantheon.
In the rare cases of secluded Halfling settlements, they will most likely have a concept either similar to the Elves' or of the Dwarves'.
Elves:
The Elves don't believe in a deity. Rather, they celebrate natural occurrences such as the change of seasons and each of these fey beings will usually pray to whichever aspect of nature they want to, and might change that any time.
When Elves tried to explain this concept to the humans, who failed to grasp it, the humans came up with Tevek. Most humans, at least those who didn't meet an Elf, believe the Elves worship Tevek only.
Orcs:
Orcs are monotheistic. They worship Krag, the god of everything. Krag has no appearance, as the Orcs avoid making any painting or statue of him. In addition, they consider all other beliefs heretical, though Orcs who live among other races usually keep such thoughts to themselves, or let them out as remarks from time to time. The more fanatical tribes of Orcs might take extreme measures such as killing every heretic or forcing them to change their beliefs.
Half-Orcs and Half-Elves don't have their own cultural gods. They usually either follow one of their parents' (Humans or the other race – Orc or Elf) faith, a combination of the two or none at all.
Geographics and Politics – The feudalistic kingdom of Meyus – governed by the Meyus royal family - isn't particularly large when compared to the neighbouring kingdoms, but it isn't small either. More than 80% of it is The Red Desert, though, so most of its population – which are mostly humans - resides in the northwest, on the banks of the Chilazon river. The Chilazon river is massive, going through multiple kingdoms before reaching the sea, and in some places, even eight kilometres (almost five miles) wide. Just a little before the border of Meyus, The Rivulet river splits off of it and flows southwestwards, into Meyus, through The Red Desert. The Rivulet is neither a long nor a wide river in comparison to the Chilazon, hence its name. A small number of human villages was built on the banks of the Rivulet, but most of the inhabitants in that area of Meyus are either Orcs, Dwarves or nomads. One of those villages populated mostly by humans is called Rivulestice. It's a remote village, three days' walk away from the closest settlement.
Calendar – In this world, the year is shorter, and so are the days and the seasons. The sun takes 324 days to circle the land, and each day is only 21 hours long. Each of the four seasons is roughly equal and lengths about 81 days. The Meyus calendar begins at the autumn equinox. Every "season" (rather than actual natural seasons, the seasons are bordered by the equinoxes and solstices) is divided into three Jurisdictions. It is believed that during a god's Jurisdiction, they hold a little more power than the other two. The order of Jurisdictions is always Oruthia->Aleshi->Tevek. Each Jurisdiction is 27 days long and is divided into three Nindays, each nine days long. So, for example, the first day of the year is "The first of Oruthia's Jurisdiction of the spring." If that is too confusing, think of Jurisdictions as months that are each 27 days long, without a special name for each.
Organizations – A few organizations are operating in Meyus, but not all of them are important. I think that the one you need to know about to get started is Oruthia's Sword. Oruthia's Sword is a religious order, featuring mostly humans (though there are also many Halfling and Half-Orcs), who is devout to Oruthia and seeks to make sure no one is following Aleshi, beyond the bare minimum done everywhere in order to keep her wrath away. If you wish to compare, it is similar to The Holy Inquisition in our world.
Time Period – In case I didn't make it clear through other sections, the world is set in a time similar to the Middle Ages. Especially as far as Human and Orcish religions go. It isn't the exact same in every aspect, but it's closer to that than it is to any other period.
Character Creation: Well, I hope you didn't skip everything I took my time to write above, but whether you did or not, here's what you should know about character creation.
Races: Non-PHB races (subraces not included, but I'll refer to those later) are not allowed, except for Orcs. Neither are Tieflings nor Dragonborn allowed. No dragonmarked subraces. Grey Dwarves are not allowed. Half-Elves only in their PHB version, but see the paragraph about Elves below. For elves, see below. Because of these limitations, I'll allow Tasha's stat rearrangement. In addition, since Common is now Humanish instead, not all races have to know how to speak it. You can instead choose to speak a different language, using Tasha's options to choose another language of the allowed races (Dwarvish, Gnome, Orc, Humanish (Common on the character sheets), Halfling or Elvish). Being unable to speak with the most common race in the kingdom might be a problem for you, but I'll allow it since, as previously mentioned, most people know more than one language. None of the other proficiency swaps is allowed, though.
Elves can be any of the PHB subraces, as well as the Eladrin and Eladrin (variant). However, there's something important you should know about Elves (and Half-Elves. I'll be referring to Elves for the remainder of this paragraph, but I mean Half-Elves as well). I'm not very keen on allowing Elves in this game. There are two reasons for that. First, the Elves in this world reside in forests, far to the north of Meyus. It is unlikely an Elf would reach Rivulestice. That's actually just an excuse, though, as my real problem is one of their racial traits colliding with part a few aspects of the game. If you really want to play an Elf or a Half-Elf, you can apply as one, but we'll talk about that matter and will most likely adjust that racial trait so it doesn't break the game (and ruin your fun, honestly).
Classes: All classes are allowed, but there are some restrictions, as written below. In case you want UA or homebrew, I'm not saying no outright, but you must run it through me first and the chances I'll accept are pretty slim. Tasha's optional features are mostly allowed but ask for specific features if you want them. I'm most likely to agree or even encourage some (Rangers, for example). All the ones with the "versatility", allowing you to change previous choices, however, will not be allowed.
Artificer:
Restriction: Gnomes only. All subclasses allowed. Relationship with society: By other gnomes, Artificers are considered geniuses. They are respected and sometimes idolized. By any others, Artificers are often dealt with caution. People usually fear them because they don't understand their craft. Especially since only gnomes have been able to do such things. Their inventions are occasionally bought by royalty or novelty, but even then the items bought are only basic items, such as a bag with endless space within, or goggles that will allow them to see in the night.
Barbarian:
Allowed to all races. Subclasses: The following subclasses are not allowed. Wild Magic, Storm Herald. Relationship with society: Not much to say, as Barbarians can be so many things. Those whose rage seems unnatural may sometimes be feared if people believe their powers come from a magical source, rather than whatever fuels their rage.
Bard:
Allowed to all races. Subclasses: All are allowed, but Glamour bards are restricted to Elves and Half-Elves. Relationship with society: Loved by all, until it is discovered they can use magic. Once that happens, they're usually feared more than most other magic users. The ability to affect people's minds, with or without their knowledge, frightens people more than the ability to create fire or close wounds. In fact, there was a time when music was forbidden in the capital city to avoid the risk of the royal family being affected by a bard's music from several streets away. That time had passed and music is allowed there again, but people still remember those dull times.
Cleric:
Allowed to all races but Elves.
Subclasses: Are restricted per race's belief. That means that, for example, a Human who doesn't have a specific subclass allowed can choose to believe in another race's pantheon to be allowed that subclass. I'm expecting a good backstory reason for that, though. Half-Orcs and Half-Elves are considered either Human or the other half, but they can always choose to believe in a different pantheon. The allowed domains for each race are:
Humans: Clerics must follow one of the three major deities. For those who follow Oruthia – Light, Life and Peace domains. For those who follow Aleshi – Death, Grave and War domains. For those who follow Tevek – Nature, Order, Tempest and Twilight domains.
Dwarves: Nature and Forge domains.
Gnomes are atheists, so no gnome clerics (unless they believe in another race's pantheon, of course). Gnomes who believe in another pantheon can also choose the Arcana or Knowledge domains if they can reason a way for that pantheon to make sense of it.
Halflings: While Halflings don't have their own pantheon, they often add or subtract from the original pantheon. Halflings can add the Trickery domain to whichever pantheon they believe in.
Orcs: Orcs believe in one god who oversees everything. Anyone believing in the Orcish pantheon can choose any domain except the Arcana domain.
Relationship with society: Depends on race and domain. Some are feared, hated or even called heretics and outlawed, while others are appreciated, though approached with care. If you want to play a cleric, you can ask me about the specific combination you wish to play for more information.
Druid:
Restriction: Elves, Half-Elves and Dwarves only. Subclasses: Elves can choose any, and so can Half-Elves. Dwarves can only choose the Circle of the Land (Mountain). Circle of the Land Elves can only choose Forest. Half-Elves can choose Desert, Grassland or Swamp. Relationship with society: The least feared of all casters, though considered heretical by all Orcs and many Humans.
Fighter:
Allowed to all races. Subclasses: Echo Knights, Gunslingers and Rune Knights are not allowed. Relationship with society: Nothing specific. Psi-Warriors are unheard of and Eldritch Knights are often mistaken for Paladins. Should anyone figure the difference, Psi-Warriors are treated similarly to Bards as people fear the Psi-Warrior could infiltrate their minds while Eldritch Knights are treated as Wizards who know how to swing a sword.
Monks:
Allowed to all races. Subclasses: Way of the Cobalt Soul and Astral Self are not allowed. Sun Souls must be Humans who worship Oruthia. Four Elements must be Elves or Half-Elves. Shadow must be Dwarves or Human followers of Aleshi or one of the minor gods under her. Relationship with society: Monks are accepted by all, even those who have various "magical" powers. Non-Orcish monks will most likely be considered heretics by Orcs, though. Shadow Monks are considered followers of Aleshi.
Paladins:
Allowed to all races. Subclasses: Conquest is restricted to Orcs, Half-Orcs and Humans. Devotion is restricted to Humans who follow Oruthia (though their relationship doesn't have to be that of a cleric) or a minor god who serves under her. Glory is allowed to all. Redemption is allowed to all. Ancients is restricted to Elves, Half-Elves and Humans who follow Tevek or a minor god who serves under him. Crown is allowed to all. Open Sea is prohibited. Watchers is prohibited. Vengeance is restricted to Humans who follow Aleshi or a minor god who serves under her. Oathbreaker is restricted to those who broke their oath. Relationship with society: Respected and honoured, or awe-striking and fearsome. It truly depends on the Paladin's own actions and beliefs. Oathbreakers and Vengeance paladins are often considered heretics, especially by humans.
Ranger:
Allowed to all races. Subclasses: All but Horizon-Walker. Gloom Stalkers must be Dwarves. Fey Wanderers must be Elves or Half-Elves. Words of advice: For those who want to play with Natural Explorer, most of the campaign will either be in an Urban area or in The Desert, which is a desert. Favored Enemy, if you choose to use it, is a bit tougher to say because the enemies you'll face will be varied. I don't want you to feel stuck though, so if you want Favored Enemy but don't have a specific enemy in mind, two Humanoid races is probably your best bet. Relationship with society: Those who use magic freely are considered Druids who use weapons a lot. Those who don't use magic as obviously are not considered much differently than a Fighter.
Rogue:
Allowed to all races. Subclasses: All are allowed. Orcs and Dwarves cannot choose Arcane Trickster. Religious humans who choose Arcane Trickster must follow Aleshi. Relationship with society: As Rogues are in any other game, more or less. Arcane Tricksters are treated as heretics by most humans. Soulknifes are unheard of, but revealing one's power may frighten people, as psychic powers always do.
Sorcerer:
Allowed to all races. Subclasses: Draconic Bloodline and Aberrant Mind are forbidden. Clockwork Soul is restricted to Gnomes. Relationship with society: Feared and revered by all. Their unexplained powers strike more fear in the hearts of all than Wizards do. Divine Soul is almost always considered heretical by Orcs but admired by most Humans, sometimes even treated as a minor god. Shadow Magic is associated with Aleshi by Humans.
Warlocks:
Allowed to all races. Subclasses: Only the following are allowed. Archfey to Humans, Half-Elves and Elves. Celestial to all but Orcs. Fiend is restricted to Human followers of Aleshi only. Relationship with society: Very rare, and never understood. Considered heretical by all except Elves (and some Half-Elves), though those might wonder why one would sacrifice their absolute freedom for power.
Wizard:
Allowed to all races. Subclasses: Chronurgy and Graviturgy are prohibited. For Humans, the schools of Necromancy, Illusion and Enchantment are all restricted to followers of Aleshi or a minor god who serves under her. Relationship with society: Wizards are feared by the common people. The magic they wield is not something people are used to and most people prefer to stay away from wizards for their safety. The schools of Necromancy, Enchantment and Illusion are all considered to be related to Aleshi. The school of Necromancy is considered heresy by all except gnomes.
Secrets – I like this idea used in ID: RotFM. The worst thing for a campaign of this sort is characters who have no secrets. If someone only says the truth, and everyone knows it, there will never be mistrust, paranoia, and everything else that make the genre enjoyable (to me at least, I hope for others as well). Each character will start with one or two (your choice) secrets.You can either take inspiration from the secrets presented in ID: RotFM, use/take inspiration from the few I offer below or invent an entirely new one.
Some secrets you can use as inspiration, or just as your choice:
Aleshi Follower (Prerequisite: Human). You are a follower of the major goddess Aleshi. You worship her and you would have preached her teachings if it didn't warrant a death sentence nearly anywhere you go. Choosing this secret is a prerequisite for taking any of the subclasses that require you to follow Aleshi.
Criminal. You are a criminal and have run away from the authorities, ending in Rivulestice because of how isolated this place is. People are still searching for you, though, and they hope to bring you to justice, which you know won't be good for you.
Serial Murderer. You have a pathological compulsion to kill. The more time has passed since you killed someone, the more you feel like you must spill blood.
Redemption Seeker. You have done something horrible in the past. It is not something that is strictly forbidden by law, but it shames you greatly. You've come to this remote place where you hope nobody would know and hope that you can do good in order to atone for that sin.
Crazy in Love. You've fallen head over heels for someone. Whether your love was met or not, you followed them to Rivulestice. You would do anything for their sake, or to get them to admit they feel the same way towards you.
Circle of Blood. Someone had done something horrible to you, and you're out for revenge. Whether aware that you're after them or not, they came to Rivulestice, and here is the perfect place for you to exact your revenge, away from the many watchful eyes in the major cities.
Inquisitor. You have come to believe that people in Rivulestice, whether in public or not, are worshipping Aleshi. You were sent by Oruthia's Sword to investigate and deal with the heretics around. That must not be discovered, however, or the heretics will know they must hide from you, and you'll never find them.
Backstory detail – Okay, the last thing before the form itself. You can hail from many places, even foreign countries if you so choose (we can work it out). However, none of you is local. That is important. At most, you can be returning to the place after being born here, but your parents and you left the place when you were three years old, at the latest.
The Application Form: So, you've (hopefully) read over 5000 words and still want to join? Great! Here's what I need to know about your character:
Name: Self-explanatory. Race: And subrace, if there is, or starting feat in case you're a V. Human. Class: And subclass, if you know what you're aiming for. If not, that's okay too. Ability Scores: Roll 4d6 drop the lowest one for each score, and assign however you want. No rerolling 1s, and only roll one set. If you're not happy with the result, you can choose Point-Buy instead. Background: The Custom Background option presented in the PHB is fine as well. Secret: Choose, modify or invent one, or two. Backstory: This will be the deciding part. That said, quality over quantity.
I will be taking applications until the 17th of June (including), maybe the 18th if someone asked me an important question during the last week (during which I won't be online at all. Don't fret because I don't reply). That's a lot of time, so don't rush your application needlessly.
The Questions: Got any? Feel free to ask. If someone asks an important question that I feel everyone should know the answer to, I'll put it here.
Lywein Dreao was born into a cult. Specifically, a major cult of Aleshi. He worked as an spy, and because of his intellectual properties, he quickly rised in power within the cult. He was sent out on his first mission in four years, in which he may have waned in physical power… and nearly got himself killed. Because shadow monks are known within the cult, he followed their training regiment to make himself stronger. He now is sent out on a next mission to ‘corrupt’, or as they say show others the (lack of) light of Aleshi.
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
...and there's the problem with rolling stats. Although I know it shouldn't matter, I'd feel underpowered with Point-Buy compared to the rolls others have. Damn ego. lol
FC5, this sounds awesome. Congratulations on creating such a detailed world. I would throw my hat in, but I know I don't have the time to devote to such a grand undertaking. I wouldn't do it justice.
(Dice roller wasn't working so I tried it again which is why it now says potentially manipulated results. I think I'll just stick to point buy anyway.)
Alright. I've received multiple applications, but I stand true to my words and keep this thread open until the 17th of June, including. I won't be available from now on, though, so I won't answer any questions/reply to any posts. In case someone asks me some important question and they can't finish their application without that answer, I'll give them an extension of a day or two after I reply to their question. Only to those people, though, not all.
...and there's the problem with rolling stats. Although I know it shouldn't matter, I'd feel underpowered with Point-Buy compared to the rolls others have. Damn ego. lol
If it's a personal feeling about being "underpowered", there's not much I can (or willing, I guess) to do about it. I'll just say that, since I'll eventually choose only 3-4 players, each will be significant and important, even without exceptional stats (as some people have rolled. Honestly, this game has some really lucky people).
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
I'm interested in this one. Sounds like you've put a lot of work in. I'll roll some ability scores and see what I can think up.
Ability scores: 131818101013
Name: Darvin Creststriker Race: Variant Human (taken Skulker as feat). Class: Rogue (plan on going Thief at 3rd) Ability Scores: As above with +1 to Wisdom and Intelligence. Background: City Watch/Investigator (not from PHB but works well with character concept. Can change it to Soldier if need be.) Secret: Previously worked in the city watch (for another city as you'd said we're not from Rivulestice) until he had a close call trying to steal something. He wasn't caught, but didn't want to risk it and left the city. He is known by the watch in that city, but not as a criminal. Backstory: After years of service in the city watch, boredom and disinterest set in Darvin's mind and he found himself at a crossroad in his life but not knowing where to go. While on duty one day, he caught a young pick-pocket. After a small chase, he got hold of the young boy who pleaded with him as he only stole to get some food for himself and the other street kids he stays with. Curiosity struck Darvin and rather than turn the boy in, he made a deal that the young street kid teach him how he swiped the coin so effortlessly. After a while Darvin himself got quite apt at lifting coin and items off others, though he maintained a code as to who he stole from. No one poor. No one sick. And no one of the clergy unless they proved themselves to be dishonest and unworthy of their post. One night however, after breaking in and stealing a small trinket, Darvin only closely escaped being caught out and decided he best find greener pastures for his new past-time. Something about this little trinket pointed him towards Rivulestice though, and so he decided to follow the thread here. Character Sheet: https://ddb.ac/characters/52070964/W6dGFD
Ability Scores: 14131311109 Background: Folk Hero Secret:
Modified from the ID:RotF table of secrets Escaped Prisoner Avion was being held prisoner after being arrested for treason. The last time the leadership changed, Avion supported a challenger to the throne and when they lost, all of their supporters were killed or taken captive to avoid dissent. While on a work detail, maintaining the roads, he managed to escape and fled into the desert, where he has been ever since. Haunted Recently Avion has been plagued by nightmares. When he is in the presence of corpses of those who died of unnatural causes, he hears whispers, people pleading for another chance at a life left unfinished. There is a chance that any humanoid he kills will return as an undead in 0-5 days. This is universally seen as a curse, and if people were to know, they would turn you away from their communities.
Backstory:
Avion Dustwalker does not exist. At least, he has not existed for long. In a former life, he was Korbin Blackfist. Socialite and free thinker. He was part of a movement to bring reform to his people. Hoping to raise the dwarven star amongst a world dominated by humans. People were often surprised by his political stance, as first impressions were that he was a brute who would rely on his strength. But he had learned that strength means nothing if you are pushing in the wrong direction. Still, he had backed the wrong person. Unfortunately, right did not always win, and in this case, the roots of tradition ran too deep. To challenge the leadership was treasonous. So Korbin, along with his fellow free thinkers, were arrested. Some resisted and were killed. Others acquiesced; they were spared, instead sentenced to a life of servitude to the state.
Korbin spent almost four years in prison, with many nights in solitude, before he was deemed compliant enough to join the work gangs. Each day they were taken out into the fields to tend the farm or driven by cart along the highways to repairs roads and dig ditches. After years of confinement, there was a sense of freedom simply being outside. Korbin was grateful for the change and leaned eagerly into his work. It was a chance to move, stretch and regain the energy he once had.
Korbin's strength quickly became an asset as he moved more, carried further and worked longer than his companions. Over time, the guards worried less about him, even giving him responsibilities over the other prisoners. Little did they know, though, that while his actions might be compliant, his mind was not.
He bade his time until the right opportunity arose. Then, one morning, the carts took them further than they had travelled in some time, out to the edge of the desert, where the roads, though seldom used, were crucial for trade and defending their lands. Throughout the day, the heat intensified, the guards became weary, and Korbin saw his opportunity.
Slipping behind a small dune, he used the available tools to free himself from the leather shackles. Their guards had imagined the desert to be a prison in itself, not the opportunity Korbin would see for freedom. As the bonds hit the ground, he decided that to be truly free, he must also rid himself of any connection to the past. In that moment, Korbin Blackfist died, and Avion Dustwalker was born.
Avion wandered the shifting sands of the Red Desert for many days, following any signs of life he could. Stunted trees and birds flying indicated the possible presence of water. Lizards and beetles made meals that, while not filling, sustained him. Soon, time began to meld together as one foot after another he stepped through the dunes. Rocky outcrops gave brief respite from the sun. He learnt to walk at night, to stay warm. During the day, he would rest, sometimes even sleep, in whatever shade he could find.
Eventually, he stumbled around a bend in a valley of sand and before him, he saw an unexpected sight—a barracks. For the first time that he could remember, he was welcomed in, fed, bathed, and slept with a roof over his head. Avion Dustwalker may have been born when he fled the road, but this is where he truly found life.
Avion became a warden of the waste. A wanderer in the desert looking for lost souls, mapping the shifting sands, allowing troops to travel safely. For a decade now, he has called this place home, and home is what it has indeed become, for, if he were to return to his people, his days would be numbered.
That's it, recruitment closed. I'll be passing over the applications now, which will take me time. Have some patience, I will hopefully be able to give answers within the next 24 hours. Whether I do or not manage to decide within 24 hours, I'll send a message here once I do decide, to let those who weren't chosen know. Those chosen will be contacted via PM.
Alright, I have made my choices. The chosen players have been informed. I wish those who didn't manage to get in good luck in getting into other games in the future, I'm sure you'll find others.
Rivulestice
Hello all. I've had the idea of running a homebrew campaign for a while and looks like it might just actually happen. The fact that you're reading these lines is all the proof I can give you. Now, without further delays, let me tell you everything I think you need to know about this campaign.
Note: You don't have to read everything yet. I know this is a lot of text, it took me time to write as well. Most importantly, read the "My expectations…" part below. After that, you can decide if you want to read the rest or pass on this game. I do expect you all to at least read about the world and any information related to your class and race chosen. Everything beyond is a bonus.
My Expectations and Some More Information You Should Know: Alright, this is the most important part of all of this thread. Usually, this is discussed at session 0 after players are chosen. This time, though, I have some things I'd like you to know before you apply, otherwise, you're just wasting your, or both of our time.
This is going to be a psychological-themed game. What does it mean? Your characters' actions and words are not enough for me. I want to know what they think, what they feel… everything. If you can use the "Show, don't tell" method, that's great. If not, just saying "x is afraid. He doesn't like snakes. 'What if I just run away and leave them behind?' he thinks." Is just as good. While I'm not going to introduce stress metres and things like that into the game, you should always ask yourself: "What is my character's mental state?" Then, you should follow that by describing it in your posts. Don't want the others to know? Write the physical aspects (sweat? Shaking? Stuttering? Whatever you see fit) and send me the rest via PM, or put it in a spoiler.
Speaking of PMs, much of the gameplay will be done through DM-to-Player private messages, rather than in a main thread. Why? You won't always be a group. That's right. While I do expect you to end up working together eventually (which might be the slightly railroady, if your characters are all "Oh no, I'm a lone wolf who only speaks to rocks and animals."), you won't start the game together. You may even encounter each other, thinking you're NPCs at first. The benefits? Allows a more natural process of getting to know each other, as well as allow the thing I like the most about Psychological Thrillers and Psychological Horrors: Distrust. If you all come together, knowing each other for a long time, you'll always assume each one is innocent. What if you don't, though? You don't have to distrust the other players, but I expect you to be reasonable. The thought that someone must be innocent because they're PCs is not only bad for this type of game but also not necessarily right. On the other hand, don't be suspicious of everyone else just because you read these lines. I expect to see some thought behind your posts. Things that you as a player think and know are no the same things your character thinks and knows. If you read this, make sure you send me your application via a PM with a title that follows the following format so I know that you read this important part. "[Your DDB profile name]'s Rivulestice Application". For example, if I sent it, the title would be: "FireCat5's Rivulestice Application". No need for the quotation marks.
Lastly, I expect you to be active. You don't have to post five times a day, and I expect that due to differences in time zones it'll almost be impossible to ask such a thing. Once a day seems reasonable to me, though. If you're busy, or if you know you'll be out for a while, just say so in our OOC chat (there will be one at some point) and that will be fine. I know that life isn't always easy, but waiting on someone for days (and that's a good scenario. I've had a few times we waited for people for more than a month without knowing what's going on) without knowing if they're ever going to be back is very frustrating.
The DM: I've been playing 5e (my experience with other editions is insignificant) for a bit over a year, and have been a DM for two groups for nearly half that time, running DoIP for both. I found running modules a little problematic for various reasons, and also couldn't find a module that fit the type of game I wanted to run. Van Richten's Guide to Ravenloft offered a few interesting ideas, but neither of them was quite what I wanted. For that reason, I chose to try my hand at running a homebrew campaign. It's my first try at that, so things may not be perfect. Nonetheless, I'm determined to make this campaign as fun as I can.
The Game: The first thing one should know is that the main theme of this game would be Psychological Thriller/Psychological Horror. There will be a lot of RP and some combat. Exploration and Survival will not receive as much focus, though there will be parts with these as well. Mystery and Puzzle Solving will be embedded into the game, but you won't find them as obvious as a trap-filled dungeon. Probably.
One more thing I should mention: This game will be slightly railroady. Not too much, as little as I need to, actually, but it won't be a sandbox either. If you're looking to open a shop and play a game based on that, this is not the game for you. I'll cover this a bit more under "Character Creation", but don't come with a very clear goal in mind that isn't related in any way. Hopefully, we will neither get to the point where you actually feel railroaded nor to the point I must stop you and say: "Dude, I'm not going to run a farm simulator. This game is not going to be about growing tomatoes." That said, your character can definitely want to grow tomatoes as a hobby. They might even actually have a garden with a couple of tomatoes, which might actually yield fruit eventually. It will be a kind of tension reliever though. Something your character does during downtime. Not your only goal in this game.
The Players: I'm looking for 3-4 players. Not more, not less. Choosing may be hard for me, but I neither like to play nor DM large groups. Of course, that doesn't mean you'll need to make the most broken build just to pass the encounters. I'll try my best to make the encounters' difficulty match the party, not force the party to match the difficulty or die. That said, it's not going to be a walk in the park either. The players' characters will advance from 1 to 5 level. Depending on how things go, you might reach the 6 level, but don't count on that. More information in the 'Character Creation' section below.
The World: The world is a homebrewed world of my own making. It's far from complete, but it's not likely that will become a problem. Worst case scenario, the bright side of PbP's slow pace is that it gives me time to think of unexpected things the players do, rather than inventing everything on the spot. Now, more specific details:
Magic – This is a low-magic world. Not a no-magic world though. I'm not telling you that you can't play a Wizard, I'm telling you it's an uncommon sight, and people will behave accordingly. It is true to all casters; though different types are treated differently. Specific information will be given below, at the appropriate places (and I will also summarize it all in one place later for organization and comfortability's sake).
Magical items exist, but they are scarce. Moreover, a magical item doesn't exist for no purpose. For example, it is more likely to find a weapon possessed by a spirit, which causes it to be magical than it is to find a Longsword, +1, being magical for no apparent reason. Most likely, though, you won't find either one.
Similarly, you won't be fighting dragons daily. Your character is more likely to discuss whether dragons truly exist or are simply a myth than even seeing one. Do they exist at all? You simply don't know. It's impossible to prove something doesn't exist.
Language – The language Common does not exist. Instead, the Humanish language is spoken by humans, and other races speak their own languages. Due to that, many people speak more than a single language. Humanish and Dwarvish are the two most commonly spoken languages, but there's no guarantee a gnome would speak either. More on that in the 'Character Creation' part below.
Pantheon – Each race has its own pantheon, if at all. Some share resemblance to others, as cultures that live close to each other are never truly, completely distinct. Moreover, the pantheon of a race, in general (of course, some individuals always do things differently), is mostly the same. Spread across an entire continent, humans may give a god different names, but they mean the same.
While not a perfect example, you can think of it as similar to the Greek and Roman pantheons. Everyone can clearly see that Zeus and Jupiter are more or less the same, as are Poseidon and Neptune. Variations in this world will be much less obvious than that, though. If a god or goddess are ever mentioned in a variation of their name, I will also put the common name in parenthesis to avoid confusion.
Specified in the spoilers below are the various pantheons.
Humans:
Humans often think about matters like life and death, good and bad, light and dark. Their gods represent that black-and-white grasp on the world. The humans believe in a pantheon comprised of major deities and minor deities.
Major Deities:
Oruthia – goddess of light, life, honour, peace, purity, modesty and other things one might consider as 'good'. Often portraited as a woman with bright, straight long hair which represents the sun's light, dressed in a white dress. She is considered to be compassionate, forgiving and caring. Common variations in the name could be Oruthea, Orusa, Orusy, Oracy and even Urithe.
Aleshi – goddess of darkness, death, calamity, impurity, lust and other things one might consider as 'bad'. Often portraited as a woman with dark hair that is so long it covers her body – the only thing covering it at all. She is considered temperamental, envious and lustful. Common variations in the name could be Alethi, Alles, Elleshy and sometimes El or Al, as a shortened version, mostly spoken by those who fear saying the full name. While offerings are given to her, and a shrine to her will always be present near the other shrines, all to avoid bringing Aleshi's wrath on the settlement, actually worshipping Aleshi is considered heretical by most Humans, much worse than worshipping the gods of a different race.
Tevek – god of nature, justice, twilight and other things one might consider as neither good nor bad. He is often portraited as a short and stout man, dressed in a colour that's connected to the season of the scenery (white for winter, green for spring, yellow for summer and brown for autumn) and with a ferret on one of his shoulders, on his head or between his legs. He is also always blindfolded. He is considered to be just to a fault and merciless. Common variations in the name could be Tefeg or Thavek. Though he is mostly portraited as a male, in some places the humans pray to the goddess Diev who is only a variation of Tevek. It is not commonly known for other races, but other humans will most likely know what one means if they refer to the goddess Diev.
Minor Deities:
While the major deities are very detailed and known throughout the human species, the minor deities are location-based. Usually, to signify things that are important to the land. For example, many who live near the sea might have a minor god or goddess they pray to who oversees the seas, oceans and other water sources. Meanwhile, people who have never even seen the ocean or any source of water larger than a small river won't feel a need for such a deity, and would simply consider it under Tevek's jurisdiction.
Dwarves:
Dwarves don't think about matters similar to those the humans think of. They have no defined gods whom all dwarves know. Rather, every dwarven community/clan usually worships the god of the mountain or hill they live in. If a clan expends so much to inhibit more than a single mountain, which isn't very common, they'd often have a single god or goddess for each mountain. Usually, these gods are considered blood-related or else wise connected. Dwarves who do not live underground will usually worship a god they consider the god(dess) of the earth itself.
Much more common than humans are also dwarves who don't pray to a particular god, given their concept of such deities. Moreover, it is common to pay respects to the deity of the mountain or hill you entered, even if they're not the one you worship. If one – especially a dwarf – doesn't do so soon after entering a foreign dwarven settlement, the dwarven clan who resides there might take it as an insult.
Gnomes:
Gnomes are usually atheistic, though some of them worship science as some sort of religion. From new weapons, upgrades to carts, an instrument or a new type of food, every gnome has something at which they can proudly point and claim: "I invented this!" Until they do, the gnomes are considered (by other gnomes and usually themselves) as children, regardless of age. In some communities (though only rarely), the age of a gnome is represented by the number of things they've successfully invented.
Halflings:
Halflings don't have a pantheon. A Halfling will usually believe whichever belief is the most dominant in the area. For example, a Halfling settlement that is located near a human settlement will usually believe in the Human pantheon.
In the rare cases of secluded Halfling settlements, they will most likely have a concept either similar to the Elves' or of the Dwarves'.
Elves:
The Elves don't believe in a deity. Rather, they celebrate natural occurrences such as the change of seasons and each of these fey beings will usually pray to whichever aspect of nature they want to, and might change that any time.
When Elves tried to explain this concept to the humans, who failed to grasp it, the humans came up with Tevek. Most humans, at least those who didn't meet an Elf, believe the Elves worship Tevek only.
Orcs:
Orcs are monotheistic. They worship Krag, the god of everything. Krag has no appearance, as the Orcs avoid making any painting or statue of him. In addition, they consider all other beliefs heretical, though Orcs who live among other races usually keep such thoughts to themselves, or let them out as remarks from time to time. The more fanatical tribes of Orcs might take extreme measures such as killing every heretic or forcing them to change their beliefs.
Half-Orcs and Half-Elves don't have their own cultural gods. They usually either follow one of their parents' (Humans or the other race – Orc or Elf) faith, a combination of the two or none at all.
Geographics and Politics – The feudalistic kingdom of Meyus – governed by the Meyus royal family - isn't particularly large when compared to the neighbouring kingdoms, but it isn't small either. More than 80% of it is The Red Desert, though, so most of its population – which are mostly humans - resides in the northwest, on the banks of the Chilazon river. The Chilazon river is massive, going through multiple kingdoms before reaching the sea, and in some places, even eight kilometres (almost five miles) wide.
Just a little before the border of Meyus, The Rivulet river splits off of it and flows southwestwards, into Meyus, through The Red Desert. The Rivulet is neither a long nor a wide river in comparison to the Chilazon, hence its name. A small number of human villages was built on the banks of the Rivulet, but most of the inhabitants in that area of Meyus are either Orcs, Dwarves or nomads. One of those villages populated mostly by humans is called Rivulestice. It's a remote village, three days' walk away from the closest settlement.
Calendar – In this world, the year is shorter, and so are the days and the seasons. The sun takes 324 days to circle the land, and each day is only 21 hours long. Each of the four seasons is roughly equal and lengths about 81 days. The Meyus calendar begins at the autumn equinox. Every "season" (rather than actual natural seasons, the seasons are bordered by the equinoxes and solstices) is divided into three Jurisdictions. It is believed that during a god's Jurisdiction, they hold a little more power than the other two. The order of Jurisdictions is always Oruthia->Aleshi->Tevek. Each Jurisdiction is 27 days long and is divided into three Nindays, each nine days long. So, for example, the first day of the year is "The first of Oruthia's Jurisdiction of the spring."
If that is too confusing, think of Jurisdictions as months that are each 27 days long, without a special name for each.
Organizations – A few organizations are operating in Meyus, but not all of them are important. I think that the one you need to know about to get started is Oruthia's Sword. Oruthia's Sword is a religious order, featuring mostly humans (though there are also many Halfling and Half-Orcs), who is devout to Oruthia and seeks to make sure no one is following Aleshi, beyond the bare minimum done everywhere in order to keep her wrath away. If you wish to compare, it is similar to The Holy Inquisition in our world.
Time Period – In case I didn't make it clear through other sections, the world is set in a time similar to the Middle Ages. Especially as far as Human and Orcish religions go. It isn't the exact same in every aspect, but it's closer to that than it is to any other period.
Character Creation: Well, I hope you didn't skip everything I took my time to write above, but whether you did or not, here's what you should know about character creation.
Races: Non-PHB races (subraces not included, but I'll refer to those later) are not allowed, except for Orcs. Neither are Tieflings nor Dragonborn allowed. No dragonmarked subraces. Grey Dwarves are not allowed. Half-Elves only in their PHB version, but see the paragraph about Elves below. For elves, see below. Because of these limitations, I'll allow Tasha's stat rearrangement. In addition, since Common is now Humanish instead, not all races have to know how to speak it. You can instead choose to speak a different language, using Tasha's options to choose another language of the allowed races (Dwarvish, Gnome, Orc, Humanish (Common on the character sheets), Halfling or Elvish). Being unable to speak with the most common race in the kingdom might be a problem for you, but I'll allow it since, as previously mentioned, most people know more than one language. None of the other proficiency swaps is allowed, though.
Elves can be any of the PHB subraces, as well as the Eladrin and Eladrin (variant). However, there's something important you should know about Elves (and Half-Elves. I'll be referring to Elves for the remainder of this paragraph, but I mean Half-Elves as well). I'm not very keen on allowing Elves in this game. There are two reasons for that. First, the Elves in this world reside in forests, far to the north of Meyus. It is unlikely an Elf would reach Rivulestice. That's actually just an excuse, though, as my real problem is one of their racial traits colliding with part a few aspects of the game. If you really want to play an Elf or a Half-Elf, you can apply as one, but we'll talk about that matter and will most likely adjust that racial trait so it doesn't break the game (and ruin your fun, honestly).
Classes: All classes are allowed, but there are some restrictions, as written below. In case you want UA or homebrew, I'm not saying no outright, but you must run it through me first and the chances I'll accept are pretty slim. Tasha's optional features are mostly allowed but ask for specific features if you want them. I'm most likely to agree or even encourage some (Rangers, for example). All the ones with the "versatility", allowing you to change previous choices, however, will not be allowed.
Artificer:
Restriction: Gnomes only.
All subclasses allowed.
Relationship with society: By other gnomes, Artificers are considered geniuses. They are respected and sometimes idolized. By any others, Artificers are often dealt with caution. People usually fear them because they don't understand their craft. Especially since only gnomes have been able to do such things. Their inventions are occasionally bought by royalty or novelty, but even then the items bought are only basic items, such as a bag with endless space within, or goggles that will allow them to see in the night.
Barbarian:
Allowed to all races.
Subclasses: The following subclasses are not allowed. Wild Magic, Storm Herald.
Relationship with society: Not much to say, as Barbarians can be so many things. Those whose rage seems unnatural may sometimes be feared if people believe their powers come from a magical source, rather than whatever fuels their rage.
Bard:
Allowed to all races.
Subclasses: All are allowed, but Glamour bards are restricted to Elves and Half-Elves.
Relationship with society: Loved by all, until it is discovered they can use magic. Once that happens, they're usually feared more than most other magic users. The ability to affect people's minds, with or without their knowledge, frightens people more than the ability to create fire or close wounds. In fact, there was a time when music was forbidden in the capital city to avoid the risk of the royal family being affected by a bard's music from several streets away. That time had passed and music is allowed there again, but people still remember those dull times.
Cleric:
Allowed to all races but Elves.
Subclasses: Are restricted per race's belief. That means that, for example, a Human who doesn't have a specific subclass allowed can choose to believe in another race's pantheon to be allowed that subclass. I'm expecting a good backstory reason for that, though. Half-Orcs and Half-Elves are considered either Human or the other half, but they can always choose to believe in a different pantheon. The allowed domains for each race are:
Humans:
Clerics must follow one of the three major deities.
For those who follow Oruthia – Light, Life and Peace domains.
For those who follow Aleshi – Death, Grave and War domains.
For those who follow Tevek – Nature, Order, Tempest and Twilight domains.
Dwarves:
Nature and Forge domains.
Gnomes are atheists, so no gnome clerics (unless they believe in another race's pantheon, of course). Gnomes who believe in another pantheon can also choose the Arcana or Knowledge domains if they can reason a way for that pantheon to make sense of it.
Halflings:
While Halflings don't have their own pantheon, they often add or subtract from the original pantheon. Halflings can add the Trickery domain to whichever pantheon they believe in.
Orcs:
Orcs believe in one god who oversees everything. Anyone believing in the Orcish pantheon can choose any domain except the Arcana domain.
Relationship with society: Depends on race and domain. Some are feared, hated or even called heretics and outlawed, while others are appreciated, though approached with care. If you want to play a cleric, you can ask me about the specific combination you wish to play for more information.
Druid:
Restriction: Elves, Half-Elves and Dwarves only.
Subclasses: Elves can choose any, and so can Half-Elves. Dwarves can only choose the Circle of the Land (Mountain).
Circle of the Land Elves can only choose Forest. Half-Elves can choose Desert, Grassland or Swamp.
Relationship with society: The least feared of all casters, though considered heretical by all Orcs and many Humans.
Fighter:
Allowed to all races.
Subclasses: Echo Knights, Gunslingers and Rune Knights are not allowed.
Relationship with society: Nothing specific. Psi-Warriors are unheard of and Eldritch Knights are often mistaken for Paladins. Should anyone figure the difference, Psi-Warriors are treated similarly to Bards as people fear the Psi-Warrior could infiltrate their minds while Eldritch Knights are treated as Wizards who know how to swing a sword.
Monks:
Allowed to all races.
Subclasses: Way of the Cobalt Soul and Astral Self are not allowed. Sun Souls must be Humans who worship Oruthia. Four Elements must be Elves or Half-Elves. Shadow must be Dwarves or Human followers of Aleshi or one of the minor gods under her.
Relationship with society: Monks are accepted by all, even those who have various "magical" powers. Non-Orcish monks will most likely be considered heretics by Orcs, though. Shadow Monks are considered followers of Aleshi.
Paladins:
Allowed to all races.
Subclasses:
Conquest is restricted to Orcs, Half-Orcs and Humans.
Devotion is restricted to Humans who follow Oruthia (though their relationship doesn't have to be that of a cleric) or a minor god who serves under her.
Glory is allowed to all.
Redemption is allowed to all.
Ancients is restricted to Elves, Half-Elves and Humans who follow Tevek or a minor god who serves under him.
Crown is allowed to all.
Open Sea is prohibited.
Watchers is prohibited.
Vengeance is restricted to Humans who follow Aleshi or a minor god who serves under her.
Oathbreaker is restricted to those who broke their oath.
Relationship with society: Respected and honoured, or awe-striking and fearsome. It truly depends on the Paladin's own actions and beliefs. Oathbreakers and Vengeance paladins are often considered heretics, especially by humans.
Ranger:
Allowed to all races.
Subclasses: All but Horizon-Walker. Gloom Stalkers must be Dwarves. Fey Wanderers must be Elves or Half-Elves.
Words of advice: For those who want to play with Natural Explorer, most of the campaign will either be in an Urban area or in The Desert, which is a desert. Favored Enemy, if you choose to use it, is a bit tougher to say because the enemies you'll face will be varied. I don't want you to feel stuck though, so if you want Favored Enemy but don't have a specific enemy in mind, two Humanoid races is probably your best bet.
Relationship with society: Those who use magic freely are considered Druids who use weapons a lot. Those who don't use magic as obviously are not considered much differently than a Fighter.
Rogue:
Allowed to all races.
Subclasses: All are allowed. Orcs and Dwarves cannot choose Arcane Trickster. Religious humans who choose Arcane Trickster must follow Aleshi.
Relationship with society: As Rogues are in any other game, more or less. Arcane Tricksters are treated as heretics by most humans. Soulknifes are unheard of, but revealing one's power may frighten people, as psychic powers always do.
Sorcerer:
Allowed to all races.
Subclasses: Draconic Bloodline and Aberrant Mind are forbidden. Clockwork Soul is restricted to Gnomes.
Relationship with society: Feared and revered by all. Their unexplained powers strike more fear in the hearts of all than Wizards do. Divine Soul is almost always considered heretical by Orcs but admired by most Humans, sometimes even treated as a minor god. Shadow Magic is associated with Aleshi by Humans.
Warlocks:
Allowed to all races.
Subclasses: Only the following are allowed.
Archfey to Humans, Half-Elves and Elves.
Celestial to all but Orcs.
Fiend is restricted to Human followers of Aleshi only.
Relationship with society: Very rare, and never understood. Considered heretical by all except Elves (and some Half-Elves), though those might wonder why one would sacrifice their absolute freedom for power.
Wizard:
Allowed to all races.
Subclasses: Chronurgy and Graviturgy are prohibited. For Humans, the schools of Necromancy, Illusion and Enchantment are all restricted to followers of Aleshi or a minor god who serves under her.
Relationship with society: Wizards are feared by the common people. The magic they wield is not something people are used to and most people prefer to stay away from wizards for their safety. The schools of Necromancy, Enchantment and Illusion are all considered to be related to Aleshi. The school of Necromancy is considered heresy by all except gnomes.
Secrets – I like this idea used in ID: RotFM. The worst thing for a campaign of this sort is characters who have no secrets. If someone only says the truth, and everyone knows it, there will never be mistrust, paranoia, and everything else that make the genre enjoyable (to me at least, I hope for others as well). Each character will start with one or two (your choice) secrets. You can either take inspiration from the secrets presented in ID: RotFM, use/take inspiration from the few I offer below or invent an entirely new one.
Some secrets you can use as inspiration, or just as your choice:
Aleshi Follower (Prerequisite: Human).
You are a follower of the major goddess Aleshi. You worship her and you would have preached her teachings if it didn't warrant a death sentence nearly anywhere you go.
Choosing this secret is a prerequisite for taking any of the subclasses that require you to follow Aleshi.
Criminal.
You are a criminal and have run away from the authorities, ending in Rivulestice because of how isolated this place is. People are still searching for you, though, and they hope to bring you to justice, which you know won't be good for you.
Serial Murderer.
You have a pathological compulsion to kill. The more time has passed since you killed someone, the more you feel like you must spill blood.
Redemption Seeker.
You have done something horrible in the past. It is not something that is strictly forbidden by law, but it shames you greatly. You've come to this remote place where you hope nobody would know and hope that you can do good in order to atone for that sin.
Crazy in Love.
You've fallen head over heels for someone. Whether your love was met or not, you followed them to Rivulestice. You would do anything for their sake, or to get them to admit they feel the same way towards you.
Circle of Blood.
Someone had done something horrible to you, and you're out for revenge. Whether aware that you're after them or not, they came to Rivulestice, and here is the perfect place for you to exact your revenge, away from the many watchful eyes in the major cities.
Inquisitor.
You have come to believe that people in Rivulestice, whether in public or not, are worshipping Aleshi. You were sent by Oruthia's Sword to investigate and deal with the heretics around. That must not be discovered, however, or the heretics will know they must hide from you, and you'll never find them.
Backstory detail – Okay, the last thing before the form itself. You can hail from many places, even foreign countries if you so choose (we can work it out). However, none of you is local. That is important. At most, you can be returning to the place after being born here, but your parents and you left the place when you were three years old, at the latest.
The Application Form: So, you've (hopefully) read over 5000 words and still want to join? Great! Here's what I need to know about your character:
Name: Self-explanatory.
Race: And subrace, if there is, or starting feat in case you're a V. Human.
Class: And subclass, if you know what you're aiming for. If not, that's okay too.
Ability Scores: Roll 4d6 drop the lowest one for each score, and assign however you want. No rerolling 1s, and only roll one set. If you're not happy with the result, you can choose Point-Buy instead.
Background: The Custom Background option presented in the PHB is fine as well.
Secret: Choose, modify or invent one, or two.
Backstory: This will be the deciding part. That said, quality over quantity.
I will be taking applications until the 17th of June (including), maybe the 18th if someone asked me an important question during the last week (during which I won't be online at all. Don't fret because I don't reply). That's a lot of time, so don't rush your application needlessly.
The Questions: Got any? Feel free to ask. If someone asks an important question that I feel everyone should know the answer to, I'll put it here.
Varielky
This sounds like a blast.
Placeholder while I work on Silao Diafol, Human.
Ability scores: 14 9 11 15 16 18
Yuck, point buy it is.
13 16 11 11 10 16 (racial bonus added)
PM sent
Panic is a mechanism that strengthens the gene pool.
I’ll join in the fun
Ability scores: 11 12 16 12 15 11
Lywein Dreao was born into a cult. Specifically, a major cult of Aleshi. He worked as an spy, and because of his intellectual properties, he quickly rised in power within the cult. He was sent out on his first mission in four years, in which he may have waned in physical power… and nearly got himself killed. Because shadow monks are known within the cult, he followed their training regiment to make himself stronger. He now is sent out on a next mission to ‘corrupt’, or as they say show others the (lack of) light of Aleshi.
Name: Lywein Dreao
Race: Half-Elf (never met his elven mother)
Class: Monk (Shadow or Long Death)
Ability Scores: See above
Backround: Custom, Spy/Cult follower
Secret: Yep I’m evil and part of a cult
Backstory: See above
Allignment: Neutral Evil
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Nice
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
https://www.dndbeyond.com/profile/Bluepanther512/characters/51890443
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Ability scores: 12 13 10 17 18 16
Or point buy.
holy cow nice ability rolls...
will work on a character and send via PM. Loved the detail and concept of the above.
I'm interested. Ability scores:
Ability scores: 13 13 13 11 16 7Well, that's not very good. Going with point buy. I've sent my application to you via PM as requested.
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
I'm interested in this one. Sounds like you've put a lot of work in. I'll roll some ability scores and see what I can think up.
Ability scores: 13 10 9 13 16 14
Ability scores: 9 6 12 13 10 8
...and there's the problem with rolling stats. Although I know it shouldn't matter, I'd feel underpowered with Point-Buy compared to the rolls others have. Damn ego. lol
"Not all those who wander are lost." - J.R.R. Tolkien
Ability scores: 10 15 12 7 13 9
FC5, this sounds awesome. Congratulations on creating such a detailed world. I would throw my hat in, but I know I don't have the time to devote to such a grand undertaking. I wouldn't do it justice.
Good luck to all!
Placeholder... Love these types of campaigns, so let me see what I can end up with.
Ability scores: 13 12 16 11 18 5
Bring out your inner chatacter class...
Ooh, this looks epic.
Here is a placeholder with some ability scores:
Ability scores: 15 14 11 13 13 7
(Dice roller wasn't working so I tried it again which is why it now says potentially manipulated results. I think I'll just stick to point buy anyway.)
Application PMed
A completed pbp forum game:
Harley Atheonaikie in Frozen Sick
-
Current pbp forum games:
Delilah Rose in Rivulestice
Tragedy Whispers (Previously: A Deep & Creeping Darkness & Waterdeep: Dragon Heist)
Alright. I've received multiple applications, but I stand true to my words and keep this thread open until the 17th of June, including. I won't be available from now on, though, so I won't answer any questions/reply to any posts. In case someone asks me some important question and they can't finish their application without that answer, I'll give them an extension of a day or two after I reply to their question. Only to those people, though, not all.
If it's a personal feeling about being "underpowered", there's not much I can (or willing, I guess) to do about it. I'll just say that, since I'll eventually choose only 3-4 players, each will be significant and important, even without exceptional stats (as some people have rolled. Honestly, this game has some really lucky people).
Varielky
ahurm me ahurm...
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Name: Darvin Creststriker
Race: Variant Human (taken Skulker as feat).
Class: Rogue (plan on going Thief at 3rd)
Ability Scores: As above with +1 to Wisdom and Intelligence.
Background: City Watch/Investigator (not from PHB but works well with character concept. Can change it to Soldier if need be.)
Secret: Previously worked in the city watch (for another city as you'd said we're not from Rivulestice) until he had a close call trying to steal something. He wasn't caught, but didn't want to risk it and left the city. He is known by the watch in that city, but not as a criminal.
Backstory: After years of service in the city watch, boredom and disinterest set in Darvin's mind and he found himself at a crossroad in his life but not knowing where to go. While on duty one day, he caught a young pick-pocket. After a small chase, he got hold of the young boy who pleaded with him as he only stole to get some food for himself and the other street kids he stays with. Curiosity struck Darvin and rather than turn the boy in, he made a deal that the young street kid teach him how he swiped the coin so effortlessly. After a while Darvin himself got quite apt at lifting coin and items off others, though he maintained a code as to who he stole from. No one poor. No one sick. And no one of the clergy unless they proved themselves to be dishonest and unworthy of their post. One night however, after breaking in and stealing a small trinket, Darvin only closely escaped being caught out and decided he best find greener pastures for his new past-time. Something about this little trinket pointed him towards Rivulestice though, and so he decided to follow the thread here.
Character Sheet: https://ddb.ac/characters/52070964/W6dGFD
Name: Avion Dustwalker
Race: Mountain Dwarf
Class: Fighter
Ability Scores: 14 13 13 11 10 9
Background: Folk Hero
Secret:
Modified from the ID:RotF table of secrets
Escaped Prisoner
Avion was being held prisoner after being arrested for treason. The last time the leadership changed, Avion supported a challenger to the throne and when they lost, all of their supporters were killed or taken captive to avoid dissent. While on a work detail, maintaining the roads, he managed to escape and fled into the desert, where he has been ever since.
Haunted
Recently Avion has been plagued by nightmares. When he is in the presence of corpses of those who died of unnatural causes, he hears whispers, people pleading for another chance at a life left unfinished. There is a chance that any humanoid he kills will return as an undead in 0-5 days. This is universally seen as a curse, and if people were to know, they would turn you away from their communities.
Backstory:
Avion Dustwalker does not exist. At least, he has not existed for long. In a former life, he was Korbin Blackfist. Socialite and free thinker. He was part of a movement to bring reform to his people. Hoping to raise the dwarven star amongst a world dominated by humans. People were often surprised by his political stance, as first impressions were that he was a brute who would rely on his strength. But he had learned that strength means nothing if you are pushing in the wrong direction. Still, he had backed the wrong person. Unfortunately, right did not always win, and in this case, the roots of tradition ran too deep. To challenge the leadership was treasonous. So Korbin, along with his fellow free thinkers, were arrested. Some resisted and were killed. Others acquiesced; they were spared, instead sentenced to a life of servitude to the state.
Korbin spent almost four years in prison, with many nights in solitude, before he was deemed compliant enough to join the work gangs. Each day they were taken out into the fields to tend the farm or driven by cart along the highways to repairs roads and dig ditches. After years of confinement, there was a sense of freedom simply being outside. Korbin was grateful for the change and leaned eagerly into his work. It was a chance to move, stretch and regain the energy he once had.
Korbin's strength quickly became an asset as he moved more, carried further and worked longer than his companions. Over time, the guards worried less about him, even giving him responsibilities over the other prisoners. Little did they know, though, that while his actions might be compliant, his mind was not.
He bade his time until the right opportunity arose. Then, one morning, the carts took them further than they had travelled in some time, out to the edge of the desert, where the roads, though seldom used, were crucial for trade and defending their lands. Throughout the day, the heat intensified, the guards became weary, and Korbin saw his opportunity.
Slipping behind a small dune, he used the available tools to free himself from the leather shackles. Their guards had imagined the desert to be a prison in itself, not the opportunity Korbin would see for freedom. As the bonds hit the ground, he decided that to be truly free, he must also rid himself of any connection to the past. In that moment, Korbin Blackfist died, and Avion Dustwalker was born.
Avion wandered the shifting sands of the Red Desert for many days, following any signs of life he could. Stunted trees and birds flying indicated the possible presence of water. Lizards and beetles made meals that, while not filling, sustained him. Soon, time began to meld together as one foot after another he stepped through the dunes. Rocky outcrops gave brief respite from the sun. He learnt to walk at night, to stay warm. During the day, he would rest, sometimes even sleep, in whatever shade he could find.
Eventually, he stumbled around a bend in a valley of sand and before him, he saw an unexpected sight—a barracks. For the first time that he could remember, he was welcomed in, fed, bathed, and slept with a roof over his head. Avion Dustwalker may have been born when he fled the road, but this is where he truly found life.
Avion became a warden of the waste. A wanderer in the desert looking for lost souls, mapping the shifting sands, allowing troops to travel safely. For a decade now, he has called this place home, and home is what it has indeed become, for, if he were to return to his people, his days would be numbered.
That's it, recruitment closed. I'll be passing over the applications now, which will take me time. Have some patience, I will hopefully be able to give answers within the next 24 hours. Whether I do or not manage to decide within 24 hours, I'll send a message here once I do decide, to let those who weren't chosen know. Those chosen will be contacted via PM.
Varielky
Alright, I have made my choices. The chosen players have been informed. I wish those who didn't manage to get in good luck in getting into other games in the future, I'm sure you'll find others.
Varielky