A New Shore - Westvall

 
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Old Sep 26 '17, 2:24am
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A New Shore - Westvall

COD Embourg the Bright North - Forum
Dungeons & Dragons 4e
Estimated Members Requested: 6

Your people, the Haens, are in flight from their enslavers, the Mandricks. The history of your people may be long and storied already, but you know that mostly, it is just beginning. An enormous fleet of ships, rafts, and crafted islands has streamed out of the Paendraith for almost six years now. The Darkblood wars took the attentions of the Manricks away from their chattel and your ancestor heroes, now worshiped as gods, guide you to a new home on distant shores.

Along the oceans the other slave races of the Mandricks also sail for freedom. They are better shipwrights and sailors than your kind and you all, you Haens, are left with heavy rafts and barges mostly. Your people are a people of the Earth and divided into clansmen of the beast totems and townfolk Haens.

There is debate. The people are divided. A massive island has been found and settled now for all of six years. The land there is taken and not many were accommodated. Your rafts and barges are moving on. This land, this island is called Westvall and many of the wealthy and powerful Haens have settled here. You worry what that means. But your own elders assure you that more lands lie northward. Away you go.

Many months pass aboard ships. Many Haens starve and fall to piracy from others travelling the seas, your brothers, the Skaens now becoming infamous as pirates. You have good relations with your slant-eyed fellow slaves, the Dra-aen, and they sometimes help you defend your lesser vessels.

There is a mighty mystical storm one day and it lasts an entire week. The fleet is split and sundered. Your small group survives by the sacrifice of a great beastclan shaman who becomes one with the spirits of the sea and passes into the spirit world as a consequence, leaving the Coinin Saille clan bereft of its great leader. You are then attacked! Dozens of small vessels come from some new shore and they are filled with dog men of all shapes and sizes. The one great ship in your group is sunk by burning and the priestess of Devra Delaine is slain with her Knellish protectors. Your group is mostly leaderless excepting only Ghiotan Feola, a lowborn ruffian, who rules by violence and graft. Many of the remaining people despise him.

The flotilla makes for the shore, undoubtedly from whence the dog men came, expecting a fight. They find a great river mouth with dog men settlements everywhere. The spirits guide the people upriver. Many are lost in the passing of the mouth.

The north shore of the river is magical. The land there is covered in unnatural snows. Your remaining shaman and druids are confused at the sheer size of the area. Miles of riverbank go by and the spirits on the northern side are odd and silent. The river spirits say only, do not go there, it is cold.

Again the group comes to a massive island, this time in the river. The few dog men there flee when the whole of your group arrives. The island is big enough to build a town and your guiding spirits claim this is the place. The northern shore remains a snow clad wasteland but it is several leagues distance across a massive fjord teeming with eels, mussels, game, and fish. The island has two small hill chains and a pair of great peaks. So it is that the new town is named Great Peaks.

Within a few days dog men attacks begin from the southern shore. Wanderers and gatherers on the island meet new horrors and rumors of a tribe of men persist, skinny, pale men that flee at the first sign of a Haen. The caves under the great peaks are clearly vast and run deep, under the river but they are filled with ruins of some inhuman peoples that are trapped and lined with magic.

Before long the beastclan Haens set off and build two great camps, one for the Coinin Sialle nearby to the south amid the marshes and another for the Mac tire Dubh, across the Rockwall between the Great Peaks, and into the deep Forest of Sweet.

Everything is new and the spirits and inhabitants of this new shore and mostly disturbed by the Haens' arrival. What will you do? What will you become?

IGNORE all the campaign stuff that comes after this new shore section. All players will be Haens only. One player might convince me to play something else but that would come from the story above only and probably requires back knowledge of my world.

Game Description:

This Hybrid Roll20 game was given permission to me by Rodrigo and that is still active.

MeThe Chronicles of Daeron (COD) Introduction:

Greetings potential players! Daeron is the name I have given the Earth of my imagination. I have run this setting for my local gaming group for many years now and I have decided for many reasons to expose the setting to a larger audience.

Just so you’ll know, I have played D&D since before it had that name and in every incarnation since then. We will use the 4th edition rules as a guiding framework. I have a campaign goals/guidelines thread and an EXTENSIVE house rules thread within the game forum which I am sure is incomplete and will grow so please bear with me. You should absolutely read these threads before you try to create a character.

My gaming philosophy is probably “open” if such a term can be applied. I enjoy D&D (or any RPG) as a narrative art form rather than as a rules set per se. The rules are viewed by me as guidelines or a framework rather than absolutes. The spirit of the law always trumps the letter of the law.


Races
The Campaign will start within a human country that has a culture very similar to Medieval France. The names of people and places will have a familiar French sound to them at least in my estimation. The nation itself is named, Ethon. I will discuss the playable races here briefly.

At least 5 other types of human cultures interact with the Ethoni all the time. The Ethoni are now mixed in with their emancipators, the Haenish culture from the South, which corresponds roughly to Germanic European with a great many departures.

The Targ culture to the West is the progenitor culture for the Ethoni, and has its closest analog in the Greek culture of Europe. The Targs have recently undergone a burst of monotheism and that religion has spread to Ethon.

The Omp or gypsy culture is closely related to the Targs from which they came. They are nomadic as might be expected and mix freely with both Targs and Ethoni as well as other cultures across the continent.

The Crizolian empire is a decadent sorcerous magocracy from across the sea to the North. They have mostly fled Ethon and Targon after close to 150 years of occupation. The Haens are seen as barbaric and warlike by most cultures. The Crizolians correspond best to the Selucids or the Persians but you’d have to make those folks demon summoners …

The four per-book races:
Dwarves and Halflings are mixed in with the Ethoni and the Targs and have been for many centuries.

It is exceedingly rare but possible to run across a half-breed of fey or naugrim (orc) stock. Humanity has had nothing but war from the fey of any court and the naugrim fight everyone. As such either of these races, while playable, must endeavor at all times to hide their bloodlines. The skill Bluff would be almost mandatory. I do not recommend you play these races unless you strongly desire the challenge this will impose upon you. Be mindful that this will also impose a challenge on your group.


Blurb
Its been 4 years since the war of faiths. The “Bright North” of Ethon has weathered worse conflict but none so stirring to the hearts of each combatant. The “Dark South” has been put off martially and the people of the North, including your thriving port city of Embourg are now free to worship the one god if they wish. The simple piety of a common man is now a revered and sacred symbol alongside the many old icons of the Grand Dance.

Duke Renogam Axphaster III, the oft-named King of the North, a wiley man of distinction from his famed days of the emancipation, has just done the unthinkable. With Jean Clement, one of the “Enlightened 5” living in his city and nigh on the heels of the great success of the war of faiths, Renogam has issued the Proclamation of Open Faith. The people of the duchy are free to proclaim themselves a member of the faith of the one god, to worship the deities of the Grand Dance in fine Ethoni tradition, or even to follow the Haens in their worship of hero gods.

The city of Embourg, once only a glorified fishing village on the NorthWest shores of the Broken Sea, now almost thirty years after the rebellion from Crizolian imperial oppression, is at last beginning to stretch its legs. Mercantile efforts are everywhere and while imperial raids continue they are mostly small in scale. Even the tide of pro-emancipation armies to aid the Targs to the north and west has lessened, with the Crizolian city-state of Avatya in flames and all but secured in Targ hands.

Travelers of all kinds traffic the roads and, rather than fear, a new hope is seen. The port of Embourg has been mostly rebuilt though few ships yet grace its cleats. The Haenish sheriffs, the low elite, have brought much order to the rural areas and are accepted in the nations of the rebellion as sheriffs throughout Amdar. Yet and still, barbarian raids, at an all time low during the Crizolian occupation, are on the rise once again. Pockets of Crizolians still exist in now unsupported forts and encampments across the countryside turned to banditry and with unknown aspirations. Enterprising young men are making a name for themselves reclaiming and rebuilding old Ethon.

With Crizolian “leftovers”, Haenish and Targ “allies”, Omp gypsies, and a smattering of other races all present, the Bright North of Ethon faces the rise of a new mixed culture. Tensions are high but tempered by growth and the hopeful spirit of the age. What each person will make of it has yet to be seen …

__________________
Striving each day for roleplaying perfektion ...

Last edited by series0; Sep 26 '17 at 2:26am..
I usually like divine characters as well.

But the Gods are often jealous. This causes immense problems within good stories, refer to Greek mythology as an example here.

I have had players do the two gods thing before, but, it rarely works well. The player is usually doing that for a power grab and is surprised when each god stubbornly refuses access to powers leaving the character powerless for a time until they ... DO .... something. And then of course most God's demand center around ... OK, Smudge, you should decide, its me and my chainmail bikini or the Pilgrim's staff ... so what'll it be?

I'm sure some of the Gods might get along, although it depends on the individual one's I suppose. But, what kind of limitations of power would there be? Is there a more clearly defined methodology somewhere?

Like for instance, if I worshiped Moradin, I could justify say, Holy strike from the paladin at-will powers list, as it does more damage, but if I was corellon or pelor I could justify it for doing radiant damage and thus being about the light. It seems like it would mostly revolve around how you used the power or what is was used for more than anything; like for instance, Moradin favors hammers, so I'd have to use hammers or maces for attacks and so on. More of an outside style.

I like games like this because if you get to those high levels, you really feel like you earned every one of them.

I actually live in CST and I've been looking for a 4E game like this.

I'm thinking a fletcher turned archer due to necessity of the war.

Well first there are no deities except mine in the world. They are all defined in my campaign forum under religion, and in this campaign, it will be all the Haenish Ghrot. Now, a Haen could worship a deity from Ethon or some other place in my world, but, that would be very unusual and I do not see any easy means of justification.

Most beastclans Haens either just worship nature in general, e.g. spirits, or they worship Vanya, the Ghrot's nature goddess.

Nature powers in my world for Vanya would often just be martial, or have poison, or acid keywords. There is also a life keyword, earth, water, etc. Air and fire are taken mostly by Lhasha.

You will find that most divine powers are sort-of re-cast onto the God. Often I will make a new one up entirely.

Again, book gods and favored weapons are not relevant for my campaign. I like players to delve into their faiths as a part of play and leveling is an ongoing and mysterious process, partly, admittedly, so that I do not have to spec out every power of every deity when you start. As you invest, I invest. The process is all.

Yes, in my world, if you get something you usually do have that sense of earning it. Magic is mysterious and dangerous and a ritualist is something you simply must have in your party, and not usually an NPC. It is a significant investment. For my world ritualists are Clerics, wizards, and shaman. Druids are not. The bard class can be a ritualist on any source, arcane, divine, or primal. Anyone can take a ritualist feat if they have 13 int and 13 in the other requisite statistic, wisdom for divine and primal.

Looks like if everyone is still interested we are getting close.

Well, just create a concept and leave the details blank and we can begin going back and forth. It's important if you are divine sourced to choose a deity you think you like and then let the chips fall where they may because you do not know the world yet.

The classical situation of source books and source fantasy stories, you see jedi, you want to play one, you see blightbeast druid, you build towards it, is ... NOT HERE. The concept is fleshed out by the world limits with the best info you have being my posted world information and it cannot be pre-made or forecast, it's build as you go.




 

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