Dungeons & Dragons 3.5 RPG Rules

Dungeons Dragons 3 5 Rpg Rules - D&D / Pathfinder Archive - Posted: 11th Mar, 2013 - 10:34am

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26th April 2024's Text Adventure:
Choose Your Medieval Fantasy Character:

Rogue
Rogue
Ranger
Ranger
Wizard
Wizard
Cleric
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Barbarian
Barbarian
Draconian
Draconian
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Post Date: 28th Dec, 2012 - 3:22pm / Post ID: #

Dungeons & Dragons 3.5 RPG Rules
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Dungeons & Dragons 3.5 RPG Rules

Warning: only the Dungeon Master can post in this thread. Any replies or comments will be deleted.

"A World Beneath A World."
This thread is for introducing the world of the fallen, the time is at the height of peace nearing the end of 100 years without war in any of the known kingdoms. You are from the planet of O"Taran. Most of the world is known, throw a few areas of land remain unmapped despite attempts of exploration.

I will be using "Dungeons & Dragons" To run this adventure campaign with me, KittenPunk as your Dungeon Master. The game is open to everybody, new and old players; I myself am relatively new to Dungeon Mastering and am more than willing to get feedback along the way. I will use the 3.5 edition with a fast pace to the game. I only want People whom are willing to post on a regular basis checking the game often.

Players will face combat however, role play, investigation and traps and puzzle solving are going to be the main impacting factors on this game. To play here you will need intelligence and wit as much as strength and endurance.

Most this campaign will take place in a dungeon- so if puzzles, traps, role play, and light combat are your thing, then you have come to the right place. Should you make it out alive; the option to explore the world and keep playing will become available. It is built in for the climax of the story arch that, should the players want to pick up a new main quest the game can become ongoing.

To the prospective player.
The question has become can you adapt. Can you survive in order to get free? Can you gather enough clues along the way in order to find out the truth of what's going on in your beloved and endangered kingdom? Will you seek justice? Will you seek revenge? Leave it all and take the gold? Will you topple the puppet and root out the real threat? Will you discover the evils of old, or bring about a new one? The time has come to untangle the web of lies that have grown so thick.
It's hard to know when making it out alive is your only concern for now. Danger lurks in every shadow, the mind plays tricks and the bodies will, must be strong. Do you have the strength to keep going? Can you gather friends and work together?

It's time to find out if you can!
So I welcome you to the world of O"Taran.

Setting.
Life in the capital city of Florana of the kingdom of Danica known as the kingdom of flowers, believed to be the most fair and lush a land in the world, is ideal and reminiscent of utopian qualities. Of late life's been getting a bit odd here. Though no one has risen up to question the new crown prince's new laws and harsh punishments for laws broken, civil morale has been low as the kingdom still grieves their older beloved Kings passing a mere six months ago. His eldest son the new crown prince Ivan, has had a strict law enforcement and harsher punishment creating a practically crime free city however, the severity of these punishments have caused a lot of people to wonder about his morals. Worse yet, people are starting to go missing and rumors of distrust begin to panic the populace.

You are member of this fine capital city, whatever land or kingdom you may have come from, no matter what your reasons for being here you've come to call the city home even if only temporarily while passing through. You're here nonetheless and everything's about to go terribly wrong, despite you having done nothing wrong. Without any warning your world is about to become deeper then you may ever dreamed it could be.

Technical information and how play will work.
After your character has been approved you may inter the world and begin posting in the in game thread- as you go about a typical and normal day.
Experience points will be awarded when the party achieves key tasks. They will be individually calculated. Rolls are to be made only when asked for, I will roll some of the actions for all fairness, and remember, winning an encounter doesn't always require combat.

Character approval
There is a separate thread for character approval in which you should post your drafted level 3 character. Do not fill in any gear or equipment armor or weapons rather, I would like to see a wish list of your favorite 3 magical items that you would like to see potentially turn up during the games play.

I will ask for information about your equipment after your character has been approved. Your character should have the standard information regarding class, race, gender, age, physical appearance, stats, abilities, skills, spells, feats, alignment and a detailed back story of how you came to be or why you are in the capital city of Florana, whet lands you hail from, what profession or kind of life you lead, and your political views on the new Crown Prince.

The world of O"Taran & World History.
The planet

The moon planet circles a large blue gas giant, the planet is believed to be the home of the gods ever present in the sky guarding over the world stretching the length of the horizon. A 2nd and much smaller moon is on an outer orbit. The rogue moon is only seen in the shared night sky every 3rd month, for 3 months at a time. Thus the moon seems to be guarding the seasons of fall and summer. Winter skies are dark with the absence of the rogue moon the sky lights up with the treasure of stars and in Spring, solar flares from the dwarf white sun- seem to eerily glow across the night sky, like Northern lights.

The war
Nearly 100 years ago was the end of the hundred year war, in this the world was devastated, and dragons became nearly extinct when the Co-stay Armada launched the biochemical synchronized attack and began the war. Magical technology took a leap in destruction and arms as the nations of the known world rose together to fight back against the Armada's assault. The empire of Co-Stay was a human kingdom whose leaders and populous had a deep hatred and belief that all magic was evil. It was their intent in the war to eradicate all nonhuman life and cut this flow of magic from the world. They deemed unnatural all nonhuman kind in all creatures whom had any ties to the ebb and flow of the mystic world. With the forging of a master weapon and United strength of the known kingdoms the forces of magic barely triumphed over Co-Stays efforts.

Recent history
It's only been within the last 20 years that sightings of fairies have begun to circulate, along with unicorns, Giants, and mermaids which were all believed to be extinct and driven out and killed off during the hundred year war. Where they were hiding and why they stayed hidden for the last 80 years of peace, no one knows, however the reemergence has brought increasing hope to the world in the last 2 decades.

Weapons of the past and the end of the war, the visitor from another world.
The main weapon being used by the Co-stay armada were tools of a craft called science, and bio hazardous technology driven, race targeting weapons that flowed over the land for a time in history called "The Red Mist years." Patches of the red mist have been discovered trapped in caves. After the war the original red Mist that lofted over the landscape was burned off in the holy uprising at the end of the war through the use of the dragon's blade. With the disappearance of the magical weapon that save the world and its wielder, creator, and "The child of the blue sky," The newly unearthed red mist has begun to drift over the countryside. Reports of towns where every scrap of magical and nonhuman life has been devastated disappearing and leaving nothing but piles of dust and blood overnight, have shaken the peaceful mines of the aligned kingdoms populace.

Child from the blue sky, was believed to be a creature unlike anything of this world, perhaps a manifested God from the blue planet above the sky, or just a visitor from another world or another plain of existence. The belief that it came from the blue gas giant in the sky were never founded, however this folklore has commonly been believed in some small religious Colts claim the blue sky child to hav been a manifested form of the combined power of all the gods working together, which all other religious paths view as blasphemy. The curiosity of what role it played in the end of the war has never been verified the only notable information about it is its description "Unlike anything from this world", and that its appearance and disappearance coincided with the wielder of the famed dragon's blade.

The end of the war was abrupt and sudden after 100 years of fighting many of the kingdoms had been devastated by to been lost on all sides, but the human nation of co-stay kept coming they had originally been the largest kingdom taking up nearly a 3rd of the known world. Their abundance in population and advanced medicines technologies and weapons made them very formidable indeed. The political red tape of the early years of the war prevented the joint nations from cooperating until coast stay had managed a successful assault within each of the nations. The end of the war was brought about in a meager 3 days. The appearance of a small band of adventurers and strangers from no land, a human boy will be the magical blade fabled to have the might and power of all the dragons and the blessing of the gods stepped forth onto the battlefield accompanied by the weapons creator and the blue child stranger. In this matter of 3 days they turn the tide of the war destroying the armies of the tyrant boy King Adam, of the Empire of co-stay and its armada of weapons. With the end of the war the legend is told that the land itself swallowed the kingdom whole, and the leaving a great scar upon the world.

The kingdom Danica was built in the lands where the Empire of Co-Stay once was. The capital city of Florana is legend to be the most splendors and wonderful of all the known world. For the scar where the dragon's blade touched O"Taran left a scar of healing rich farmland and endless wildflowers. The influx of magic was so strong, that the well and Spring water in this regain became enchanted with unrealistic healing qualities, after the war the sick and wounded made great pilgrimages from around the known world to settle and populate the new Kingdom. Founded by the compatriots of the wielder of the dragons blade, Danica's first royal families were chosen from heroes of the war believed to be deemed worthy by the gods. In 100 years most of the water in this region has returned to a natural state, except for select springs including the capital cities fountain in its main Marketplace Square which have retained their unnatural healing properties. To drink from this fountain acts as a purification spell, curing poison and other negative status affects, it also heels 1-D12 worth of hit points. The water losses its magical quality's after being bottled for more than an hour.

The dragon's blade.
The dragon's blade is a legendary weapon of unknown origin other than the claimed creator an old man, only known to the obsessed with tea. The weapon was described as a shining sword that could cut the very fabric of time and space, could change its appearance it will, take the form of any blade. It could not be broken or wielded by anyone but the one person it apparently had chosen. This human boy the wielder of the blade was unknown to the adventuring community and his name never shows up in any written text. A young female mage, "Rin Fisk" 1st Queen of Danica, believed to be his compatriot and possible lover, grief struck after the war, she vowed never to speak of him. Where his name was said to be recorded a void in the ink has been stated to appear, as if it is been erased from all of space and time. Even the statue a stone artist quickly rushed to make after having seen him rise in battle, was discovered to bare a blank face void of identifying marks, this faceless statue sits prominently atop the fountain in the Marketplace Square of the capital city. Even the memory of the boy's name in veteran soldiers of that time had gone blank. While they could recount in great detail his heroic actions in mastery over the blade's magic, and the blinding light that burned off the red mist, they could not recall his name.

The red mist.
The red mist, this unnatural gas like mist has been observed at a distance to be the color of blood. Noted to have a mind of its own and be able to move against the wind it's been theorized that it is living in some way. Observers whom have survived long enough to take note or from a distance and remain safe, have described the missed is eerie and unnatural; apparently giving off a light glow even on the darkest of nights. An unconfirmed report that the mist gives off a "Buzzing- humming" sound was only ever recorded in a mostly bloodstained notebook near pile of dust by an unknown observer.

Common knowledge on the red mist states clearly, "If spotted it should be avoided at all cost, it can penetrate magical barriers and is thought to be a living substance, and may act in a lowly intelligent way." It leaves nothing of its victims but a splash of blood, untouched clothing, and a small pile of dust like stand was identified by alchemists to be made of silicon and carbon compounds.

Alchemists developed a non-magical-based way of sealing off the mist from entering a building, however the main ingredient to create the substance that is applied like paint to be outside surface of the 'safe house" is rare, its main ingredient is the dust of the victims the mist leaves behind. The gray paint like substance is known as "Blood paint. Some religious factions called this dust like sand "The Sand of life" It is strictly regulated and extremely rare and despite its absolute necessity many consider the paint to be immoral.

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Post Date: 28th Dec, 2012 - 3:27pm / Post ID: #

Dungeons & Dragons 3.5 RPG Rules
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Rules RPG Dragons and Dungeons

The Varying Kingdoms of The Known World, a Geography Lesson.

The Forests of Dogwood (North West)
The forests of Dogwood is an outline mostly Elven kingdom to the northwest of the large continents. The Hon Mountains Trail across the north cut in the forest off. To the north of this mountain range the unexplored northern frost uninhabitable blanket of white and unmapped region of the land. The Dogwood forest originally contained many fabled creatures including a heavy population of Tree Ents and pixies. Only within the most recent years pixies began to be seen there again. It is believed that protect themselves the Tree Ents went dormant and it is strictly forbidden to harvest any wood from that forest from a tree appearing to predate the end of the war.

The Kolay Hon Monasteries of the Hon Mountains (Northern Stance)
Within the Hon Mountains monasteries and nomadic temples famed for their monks and strange flying objects of dormant craft have made this mountain range their home. Resent reports confirm that one of the last few dragons in known existence dwells somewhere within this range. This mountain range divides the main continent from the northern ice, within its monastery tribe nation the" Kolay Hon" which meaning is directly translated from Draconic, Kolay being the word for traveled and Hon meaning peaks, referring to the top range ridgeline of the mountains "Traveled Peeks".

The Evangrow Islands Merchanting Coalition (Western Tropics)
The Western Tropics are the land of Evangrow a collection of beaches and offshore islands this is a popular trade destination known for their unusual fruits rare plants and rumored black clothing. It is conglomerate or see of traded companies, wealthy businesses, form coalitions and the only government is a tribe or counsel of merchants that regulate the market in laws within the land rights. Home to barbarian's and mixed races, along with a healthy population of Halflings.

Western Sea
The waters of the West are largely treacherous, the razor waves and storms of the Tropic have sunk all ships destined for exploration. The only notable instance involving the Western Sea's report of lighthouse keepers and the island dwellers that in the last year of the war on one very stormy night a blindingly bright light filled the sky far to the west the spotted reports for this sighting spanned the length of the coast. Light was viewable in the distance across the sea for nearly an hour on the horizon. This strange light was seen nearly a year before the end of the war folklore within the area have belief that this light may have had something to do with the creation of the dragons played in potentially an unknown land. In the hundred years after the war many explorations have been sent to meet their watery graves at the waves of the untamed see.

The Crystal Crest Kingdome (Central Continental Plains)
The center of this continent is a series of farming lands rolling hills small force did areas in a couple of dangerous swamps. In the center a small mountain range nowhere near as tall as other mountain ranges in the known world, curves in a crescent moon shape around a large lake. Built into this lake is a giant towering city built on high a pedestal connected to the mountain range and low lands via a masterly crafted series of bridges. This lake is unusual as it is fed by many rivers and streams as well as mountain springs and within the lake a giant whirlpool continuously sucks the water deep into the world. Due to the defensive nature of this capital city for the kingdom of Crystal crest is one of the few nations whose capital city is nearly intact and predates the hundred year war. The bridges on the other hand which did suffered damage during the war have been rebuilt in all there splendor in the years after.

This odd mountain range is described as being shimmering like that of black glass and is the richest mining location for magically enchanted crystals and stone material metals and gold. The trade kingdom of the crystal crest has built its economy around the export of farmed goods and mind minerals magical stones were crystals and ore, it is also known to be the most magically technology advanced of all the nations. Most notable of which is a network of glowing crystals that supply the top of the power source and illumination within even the most poor of commoners homes, this magical power source runs everything from streetlamps the city's newest creation seen in the skies above it prototype flying chips powered by the same magic stones. These magical stones can be powered in several different ways including something called electricity generated from water mills built in the tower's base fed by the rapid currents of the lake.
This kingdom boasts a heavy population of dwarfs and gnomes

The Forbidden Swamps (Center)
Also found within the center of the continent and within the land rights of the crystal Crest, the forbidden swamps are a dangerous place to wander near. An ancient race of hags is believed to reside there, and seldom anyone who enters the swamps ever return. Of the lucky few who have survived the swamps seem to lost their mind with insane ramblings of man eating flowers dreams of death that stopped time in the mind, and eat the body alive. The folklore around the swamps seem to leave little want of anyone to enter their, the rust colored stained land clearly outlines the swamps territories. The local towns near the swamps post warning signs in every known language around the perimeter so a knowledgeable travelers will not stray pass their borders.

The Kingdom of Sand-Da Bar (South)
To the south is a vast desert, and the kingdom of Sand De Bar. Often referred to as, the sand of lies and Arabian kingdom of nomads and desert dwellers this desert hosts 3 large cities and small Gypsy encampments near the spotted inhabitable oases. This kingdom is led by Princess known to be wise and lovely beyond compare. His kingdoms matriarchal hierarchy has only been structured this way since the end of the war. Prewar this nation was known to be male-dominated and led by as Sultan was thrown was always passed on to male born.

How and why the leadership power changed from patriarchal to matriarchal remains undisclosed. An odd magnetic field causes a severe disturbance within the limits of the desert it throws off normal navigation using a compass making travel marginally more difficult. The only forms of navigation that work within the confines of this desert are magical spells to determine direction, and specialized compasses attuned to this field that would not work outside of the desert. These instruments are complex to create and are referred to as a "Lying compass".

Most desert travel is done by camel caravans and sand sled. Sand sleds are wind powered ships that ride the sand like the waves of the notion. The heavy winds that allow the use of Sand sleds also present a high frequency of sandstorms. Of the 3 cities within the desert the deepest and largest is the capital city of Al Da Bar.
Which, reports a 2nd desert with the sand is made of glass and the wind with fire, a mountain range is reported to have been seen in the distance far to the south is never been reached or explored. Exploration groups since further south than the capital city have never been heard of again, it is unknown if they ever made it there but the Sands swallowed them before they could. The lesser 2 cities are called "Is Da Bar" meaning "First Truth" which is the nearest to the edge of the desert, and "Ra Da Bar" meaning "Bright Truth" which is the mid most of the 3 cities. The capital city "Al Da Bar" means "Last Truth", the translation of Sand Da Bar means sand of truth, so the inhabitants take offense to the out landers nickname of their home. This land is heavily populated by half-elves, half-orcs, and humans and Barbarians. Reports of one of the last few dragons have been spotted flying south deep into the sands lends hope is further proof mergers that some dragons survived the cataclysmic start of the war.

Post Date: 28th Dec, 2012 - 3:28pm / Post ID: #

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Dungeons & Dragons 3.5 RPG Rules Archive Pathfinder / D&D

Elder wood Forest (North East)
To the northeast of the Hon Mountains, where they trail off into a dense forest called Elder Wood is the nation of the Drow. This deeply magical place is considered holy and for bidding to outsiders, that don't have the blessings of the resident kingdom that resides there. Very little of the inner forest is known about other than the writings of one prewar Explorer, this nearly 300-year-old book states claims of life bearing places within the forest with a clock of time once backwards in the waters can grant you an immortality. This book is believed to be fake and the wild claims made within it have led many people to attempt to enter the forest without the consent of the Drow nation. Every year the elder would releases a lengthy list of names of persons caught to be trespassing whom have been sentenced to death for this crime. The lists are circulated to the other kingdoms to families with missing fortune seekers may grieve. This land is primarily inhabited by Drow, if you wish to play another race from here; you must have a good backstory of how you came to be from there.

The Kingdom of Danica (East)
To the East most of the large continent is the kingdom of Danica where you come to make your home. Danica is the youngest of all the kingdoms, and known more famously for having been the land from which the Co-Stay Empire had originally been. This land is supple and rich, a bounty of agricultural markets lush farmland and a diversity of races spotlights the peaceful times in the many years after the war. Strong trade agreements with many other kingdoms supply power and wealth to this kingdom as they in turn supply spring, summer, fall, and winter crops all year round. The land seems to grow any seed put to bear within it except one.

Drugs and Global Law
The one seed that does not grow within the lands of Danica, is a that of a drug, the leafs of which ground down and ingested with the addition to water steeped much like one would make tea, purple in appearance. This plant and seed is referred to as a narcotic and, banned in most lands except Danica. Danica most recently legalized its use within the new Crown Prince's reign. The seed is called dream seed even if referring to the plant an active part of the drug. The origin of this plants grow is unknown, suppliers of it all tell the same story, where they have lack of any memory of where they got it, only recalling desire to obtain it and have having coin enough to pay for. As would be expected when something just mysteriously appears the coin to pay for it mysteriously vanishes at the same time. Within Danica under the new legalized substance laws use of this drug is restricted only by age and frequency.

The effects of the "Dream Seed" makes the user lack any need of sleep for 3 days, while able to obtain the ability to re-memorize spells and retain stamina. However, the drug makes the user craved food eating up to 3 times as much per day as one would need to survive on rations. And, on the 4th day the usual be rendered unconscious in a deathlike sleep for a full 24 hours. One of the main reasons the drug is outlawed is that the deathlike slumber has led to many life burials and cremations of individuals recovering from the effects of the drug. Prolonged use of this drug is known to leave permanent staining around the lips and eyes of its user, purple leave veins begin to appear growing under the skin's surface, turning the mouth black in the eyes gray void of color. This drug was used during the war while the nations turned a blind eye to it, in order to give soldiers and upper hand in key battles allowing them to push forward while their enemy becomes weakened and tired.

Another drug within the world is a rare fruit believed to be slightly poisonous, and also forbidden within all known lands. Noted side effects of the use of this drug which is called "Blind Barry" are that with prolonged use the user will go blind, the skin will turn white as stone; the earliest of the noticeable effects are a permanent stain of white tear marks under the eyes and blurred vision. Positive effects while under the influence of this drug are rumored to allow prophecy like visions and fortune-telling of great accuracy. This drug is highly addictive and withdrawal from it can lead to heart attack and stroke, often though not always resulting in death.

Blind Barry is believed to be the fruit of the goddess Saliva and fit only for her consumption; followers of Sylvia believe the use of this drug to be an offense punishable with death.

Necromancy.
Necromancy is banned in all law-abiding areas, the standardized law requiring all bodies upon death to be burned unless resurrection is being attempted within a timely manner.

This law gives leeway for bodies to be transported and given ceremonial proceedings with family, when it can be done so. However, the law prohibits the bearing of new bodies into the ground. Ancient gravesites and cemeteries remain undisturbed and light amounts of undead are still reported around the continent though never in a amount enough to warrant concern.


The Serpent's Spine. (Eastern Sea)
Off the coast to the east pass the shores of Danica's kingdom, there is small continent and island chain. The island chain is known as the serpent spine, and is barbaric home to cannibalistic tribes of barbarians and nomads. The serpent spine is the only unaligned territory from the Allied kingdoms of the main continent. The small grouping of islands is considered dangerous but the inhabitants of it seemed a little concern or desire to interact with or venture to the main continent. Individuals from the main continent who have ventured in attempts to make trade with this island chain tend end up being dinner, and so it is left alone.

The calm waters near the islands offer some of the best fishing in what little of the tame sea vessels can navigate. Fishermen tend to steer clear of the islands while fishing the surrounding waters. And the fish markets of Danica's coast are famed across the continent. The greater seas of the world are unmapped as serpents of gigantic size, razor reefs, swirling vortexes some large enough to swallow a ship hole, others just rip them to shreds, and storms render most of the waters untamed. All vessels foolish enough to attempt the crossing have made a new home at the bottom of the waves in a watery grave.

The Fangs Tooth Island (South East Sea)
Not actually an island but believed to be a small continent this landmass has been spotted at a distance from the mainland and island chain. This continent is unmapped and believed to be volcanic, historical documents suggest that blankets of dark clouds have been cited stretching the length of the sky originating from that chunk of land surrounded by razor reefs.

Unclear nights and eerie glow of red and gold has been seen from far away as the mainland. This landmass was given the name things to as recently as 50 years ago. Named for the foreign ship of unknown design that washed up on the shores of a razor reefs 50 years ago, the ship was not much more than Driftwood upon its discovery. There is no sight of bodies or any inhabitants left on the vessel and little more than some legible words in a foreign script upon its side, the only distinguishing marking was a painted detailed symbol of a fang dripping in blood over a black background. The ship is believed to come from that small continent, however there is no proof of this in the belief is little more than speculation. It is never been given a proper name to the ship wreck was discovered, before that it had only been referenced as the leading island. Local folklore believed it had been waiting to become part of their world and will remain waiting for a very long time.

To the player:
Like the world? A little confused I went the world information is so vast if this campaign will be taking place in the dungeon? Well here's your answer. This is all basic knowledge about the world that any educated adult might be aware, because all the kingdoms are allied a shared history, economics, agriculture, and geography lesson are offered to the populace, in the hope's that an educated future will prevent the tragedies and bigotry of the past. Since you will need this common knowledge in order to put clues together within the dungeon, all having to do with the main plot, I've put here for easy reference. You will rely on being able to draw on such information when solving puzzles in determining how to play your character depending on what region of the land you might hail from.

And, should you make it out alive you will have the option for this campaign to become ongoing, and explore the world. Seeking revenge, save the kingdom, or topple it depending on what you desire. All of this awaits you should do survive.

Religions coming soon!
I will be adding a section on religions shortly, likely tomorrow.

Post Date: 30th Dec, 2012 - 9:28am / Post ID: #

Dungeons & Dragons 3.5 RPG Rules
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Rules RPG Dragons and Dungeons

Religions of the world of O"Taran

Greater Deities
Salvia

Goddess of magic, Arcane Knowledge, Balance and Foresight
Generally depicted as a human woman in all white flowing robes with a blindfold across her eyes, and a glowing aura of pure magic.
Symbol: a white book on a black background
Demeanor is Neutral without sway, wise beyond reason and incredibly powerful, and extremely polite.
Alignment: True Neutral
Domains: Magic, Knowledge, Mind, Oracle, and Rune.
Favorite weapon: Spellbook.
Area of Influence: All-over but is believed to favor Danica in the most recent years having been sited there in the capital city twice, in the past year alone, drinking water from the fountain of healing in the marketplace square of the capital city. These sightings have brought many followers on pilgrimage to the land that was scarred with magic.

Er-u Tan
God of nature, the elements, animals, the forest, and storms
Generally depicted as a great wind and a small boy, often seen crying in the woods on stormy nights, if you are wandering the plains in the spring it is said you can hear his laughter on the wind. And in the fall the sound of him crying sends shivers down the spine of homesick travelers.
Symbol: the 4 elements in a shape of a diamond, fire on top, water on the left, wind on the right, and earth on the bottom.
Alignment: Chaotic Good
Domains: Earth, Fire, Air, Plant, Animal, Water,
Favorite weapon: Spiked Chain: While one handles this item, it can flow like water, strike like stone, hurt like fire, and whistle like the wind- perfect element weapon.
Area of Influence: Allover, believed to favor the unpopulated areas and the plains.
Notes: a common way to end a prayer to Er-u Tan is to say "Yt In-ved, Fo" Er-u Tan". It is kind of like saying "Amen", and many religions songs giving him praise start off with the same line, so it is believed to be a greeting or salutation, possibly the full name of the god, though this is all speculation.

Mini Quest: If any one solves what it really means they win free EXP, along with plot.
"Yt In-ved, Fo" Er-u Tan" (Easy)

Intermediate Deities
Tazzier

God of darkness, murder and thieves
Generally depicted as a hooded man, believed to have domain over crows and use them for his bidding.
Symbol: A Murder of Crows (that is what a group of crows is called.)
Demeanor is cold uncaring and unpredictable
Alignment: Neutral Evil
Domains: Darkness, Death, Trickery, Evil, Chaos
Favorite weapon: Dagger
Area of Influence: Allover, mostly in pirates, thieves, criminals and people of that sort. Among his followers crow feathers are thought to be a symbol of his favor, sometimes also left as a calling card after they have killed or robbed someone.

Melfesses
God of the sun, light, healing, order and law
Generally depicted as often seen in the form of a fat yet fit man dressed in political vestments with a white beard and balding head
Symbol: A yellow sun on a blue background
Demeanor is strict political, careful, observant, mindful, tactile, and passionate.
Alignment: Lawful Neutral.
Domains: Law, Liberation, Sun, Healing, and Glory
Favorite weapon: The Hammer: any type
Area of Influence: Major cities, and anywhere with political influence, thought to favor the merchanting empire to the west, and the ship ports of the east, often reported- though never confirmed to be seen walking their marketplaces, shopping for fish. Believed to be his favorite food.

A"Lora
Goddess of forests, woodlands, flora & fauna, and fertility, and water.
Generally depicted as an ethereal ghost, an Elven woman made of dancing lights that move and swirl and pass through objects or interact with them at will.
Symbol: a white wilted lily flower on a green background
Demeanor is carefree and silent- believes to be unable to be heard she has been reported to move her mouth but there is no sound, she is often spotted where lovers are and in riverbeds splashing around
Alignment: Neutral Good
Domains: Animal, Good, Plant, and Water.
Favorite weapon: rapier: it is quick and agile and seems like a dance with the weapon.
Area of Influence: Allover, mostly in the wooded areas and plains. Her followers tend to worship near fresh water whenever possible.

Kal Roux
God of leadership, kings, and the warrior within.
Generally depicted as a well-built tall man clad in golden armor, atop a glowing white horse. His armor encrusted with gems of every type, and bearing his mark across its breastplate. His shield is said to be twice the size any normal man could dream to carry and yet as light as a feather. His helm has never been seen removed so his physical appearance remains unknown. Once witnessed to remove his gloves he is known to have tan skin, and his voice is booming deep and strong easily heard at a distance, and bares no accent.
Symbol: A gold crown on a red shield over a white background.
Demeanor is robust, confidant, happy but stern, collected and strategic, slightly stubborn.
Alignment: Lawful Good
Domains: Strength, Charm, Community, Nobility, and Glory
Favorite weapon: The Greatsword, the tower shield, preferably of master craftsmanship, but never a bow. Area of Influence: Allover, mostly in powerful areas of influence, such as city's, but not farmlands.

De Bar Ren
God of truth, trust, wisdom, and emotion.
Generally depicted as a tan older human male, with a walking stick. Dressed in Arab robes adorned with a turban hiding a balding head, the wiry gray beard, a crooked smile, and bright wide eyes.
Symbol: 2 serpents symbolized both horizontally facing an opposite directions stacked one over the other using wiggly lines the top snake is gold the bottom snake is silver the background is always brown.
Demeanor is Unknown, the only interaction with him has been at a distance he is known to be spotted waving, beckoning at lost individuals within the desert. Whether to lead them into trouble, or out of it at his fancy. His physical description has been confirmed with the use of the telescope.
Alignment: Chaotic Good
Domains: Charm, Community, Glory, Knowledge, and Mind.
Favorite weapon: Falchion and a bow of some kind- type unknown.
Area of Influence: Allover, but mostly in the south and, far south.

Meera
Goddess of secrets, spies, spinner of fate, the queen of spiders, the dark blood god, and guardian of the elder forest.
Generally depicted as a dark Elven woman or Drow, with dark skin but, black hair, and red eyes. Her untold beauty is supposed to be rivaled only by her demanding nature and secretive allure.
Symbol: A black spider over an outline of a web on a red background.
Demeanor is seductive, secretive, demanding, calculating, and regal.
Alignment: Chaotic Evil
Domains: Arachnids(spiders), Charm, Evil, Death, Destruction, Knowledge, Plant, and Scalykind.
Favorite weapon: The Whip.
Area of Influence: Allover, most of all within the Elder Wood. Patron god of the Drow, though she will not turn away followers of other races.

Small note: Kids nursery rhyme, often sung by Drow and followers of Meera as babies/kids:
"Meera, Meera on the wall, tiny spider where you crawl. All the secrets you will keep, all the knowledge in the deep. Forests tall and web so wide, guard the dreamer where you hide." Set to the tune of "Twinkle, Twinkle, Little Star."

Lesser Gods and Goddesses of the world
Fendrill

God of the sky, the blue bird of crafting, curiosity, luck, and joy or celebration
Generally depicted as a man shaped bird, with blue feathers covering his entire body. He has with black eyes, a yellow beak on his face, and gray chest feathers. He has long wing like feathers from his arms. He wears a black silk sleeveless long vest jacket, and has yellow scaled legs from the knee down with large talon like feet. Also known to take the form of a giant blue colored bird seen flying in the sky.
Symbol: A blue feather on any color background
Demeanor is inquisitive, jolly, trusting, caring, happy, wiser than her appears or acts.
Alignment: Neutral Good
Domains: Luck, Birds, Travel, Artifice, Trickery, Air, Animal
Favorite weapon: anything with a blade, preferably master crafted, and shiny. A direct quote, "Oh Good the shinies! The shinies. Give me the shinies? Fendrill likes shinies."
Area of Influence: Allover, has been known to attend festivities and drink- chase the ladies but always remain polite. (More like the ladies chase him, they tend to find his charm irresistible.). It is a common thought that the offering of blue feathers as a poor man's gift at weddings is a blessing of his followers that their marriage will be joyous and lasting. Travelers often tie blue feathers to their traveling gear as a form of charm or luck bringing token.

Zockroe
God of lies, trickery, con artists, and manipulation
Generally depicted as A tall thin greasy haired human man the long curly mustache small beady eyes, a large nose, and the large pronounced crooked grin. Wearing a long black trench coat over a fine suit. Twirling the coin in his hand.
Symbol: Of a hand twirling the coin in any color on any color background
Demeanor is Sly, a gambler and con artist slick and silver tongued, prone to manipulation lie whenever he can get away with it, but his honor bound by "his word" or any "Signed contract".
Alignment: Lawful Evil
Domains: Evil, Law, Trickery, Charm, Luck, Travel, Artifice
Favorite weapon: Guisarme
Area of Influence: Allover, but strongly followed by marauders and thieves in the south sands, bandits in the plains, and pirates at sea. Those that are bearing his mark have been known to frequently rob caravans, travelers, ships having somehow tricked them into a trap, and the caravans tend to take the most generous offer of his followers word, that the caravans owners may leave with their lives should they sign over the rights to their cargo. "A fair trade don't you think?"

Agatha
Goddess of the hags
Generally depicted as an elder hag, old hunched over woman, with a sheer black veil hiding her face. She has thin long bony hands, and is known to frequent marketplaces around the world, attempting to sell her cursed artifacts.
Symbol: a black colored open lily flower on a orange background, the flower is often but not always outlined in a thin line of red.
Demeanor is manipulative, kind in a half hearted way, silver tounged, calm, but prone to outbursts when she does not get what she wants.
Alignment: Chaotic Neutral (though many of her followers thinks she is chaotic evil.)
Domains: Chaos, Plant, Trickery, Darkness, Death, Artifice, Travel
Favorite weapon: Sickle, preferably poisoned.
Area of Influence: The forbidden swamps and other low-lying marshlands, but her followers have founded small cults across the known lands. Though most heavily in and around the center of the continent in the farmlands and towns adjacent to the forbidden swamps.

Gen Rin
God/goddess of the hunt, the wild, and the untamed and unmapped lands
Generally depicted as an Elven man or a woman hunter, clad in a vest of fur with bar arms showing tattoos of tribal design.
Symbol: 3 arrows clasp all pointing up, crossing in the mid-section, the arrows images are multi colored and they can be on any color background.
Demeanor is rough happy but watchful,kindhearted, and believes in a merciful kill, the hunt is a matter of survival, not entertainment, and this god has been known to turn the bow on hunters that become too greedy or wasteful.
Alignment: Neutral
Domains: Animal, Liberation, Sun, Strength, and Luck.
Favorite weapon: A Bow of any kind, thrown daggers, and spear
Area of Influence: the wild, the plains, the forests, the mountains and even the fishing coasts, sometimes spotted spear fishing.

Rox
God of the blood lust, 'the hunger" and the sea
Generally depicted as a silver serpent with blue ice colored eyes. Or, as a silver haired young man, with eyes deeper and colder than the waters of the north frost. He is the god of the sea and the Northern Frost.
Symbol: a spiraling snake with its tail in the center, and his head on the top outermost part of the spiral, with its tongue out.
Demeanor is cold and prone to tantrums, lustful and childlike, cruel and fickle.
Alignment: Chaotic Neutral
Domains: Water, Strength, Chaos, ice, wind, lighting, and weather.
Favorite weapon: Greatspear
Area of Influence: lightly in The Hon Mountains, the Northern Frost, and considerably present in all the Ocean and Sea, most of all the serpents spine islands, with rare exception.

Dead or ancient gods: not active, though still worshiped.
Fusru

God of ancient knowledge, ancient magic, magical items, and madness
Generally depicted as colored fellow in wizards" robes with a white beard and round glasses.
Symbol: A crystal-like rock with a curved, jagged line encircling it to symbolize it glowing, the stone and outline are represented as a light blue, on a gray background.
Demeanor is a trickster and practical joker he was the mad hat of the party, but always in the spirit of fun, a generally happy fellow and light hearted.
Alignment: Neutral Good
Domains: Luck, Artifice, Madness, Repose, Magic, Knowledge, Rune, Protection
Favorite weapon: quarterstaff
Area of Influence: all over, but only within small cults anymore. His disappearance coincided within the wars last year, it's been theorized that he is dead. What can kill a god no one knows but his followers have greatly tapered off in the past 100 years, as his influence has faded from the world.

History Lesson: Before his disappearance and his influence faded from the world, Fusru was believed to be the checks and balances within the gods, he was a major deity and had a strong following before the war. his paladins and archmages where some of the best, but sadly the death count of the war dwindled his believers down to a 10th of what they once were. Before he seemingly vanished from the world, it was said at one time that he created the 1st magic item, and taught all the other gods and goddesses how to make their own.

Mini Quest: If you can discover where he died, how he died, if he is alive, or resurrect him, then you will gain something of great power in the game. And a free level no matter what level or when you solve this. (Hard)

Dungeons & Dragons 3.5 RPG Rules
Dungeons & Dragons 3.5 RPG Rules (Hover)

Post Date: 31st Dec, 2013 - 1:54am / Post ID: #

Dungeons & Dragons 3.5 RPG Rules
A Friend

Rules RPG Dragons and Dungeons

The [following] corresponds with the information in the image above.

Religious crests:


Salvia, Er-u Tan, Tazzier, Melfesses

A"Lora, Kal Roux, De Bar Ren, Meera

Fendrill, Zockroe, Agatha, Gen Rin

Rox, Fusru, blank, the fangs tooth

Flags:

The Forests of Dogwood, The Kolay Hon, The Evangrow Islands, The Crystal Crest.

The Forbidden Swamps, Sand-Da Bar, TheElder wood Forest, Danica

The Serpent's Spine, Cp-Stay, Flag of the United Lands (Flag of peace), Unknown (unknown)

Post Date: 4th Jan, 2013 - 2:49pm / Post ID: #

Dungeons & Dragons 3.5 RPG Rules
A Friend

Dungeons & Dragons 3.5 RPG Rules

Mini Quest: "Yt In-ved, Fo" Er-u Tan" (Easy) has been salved. And is now no longer eligible for a prize from.

The winner was sgtlee, whom salved the riddle
His prize 300 exp to start with toward next level, and the other item will be gained in game as part of your "Starting Equipment" as a plot device.

I will be adding more Mini Quests later today.

Make sure to SUBSCRIBE for FREE to JB's Youtube Channel!
Post Date: 4th Jan, 2013 - 5:41pm / Post ID: #

Dungeons & Dragons 3.5 RPG Rules
A Friend

Dungeons & Dragons 3.5 RPG Rules

Mini Quests.

The dream seed.
Can you ponder the seed that won't grow in the ground? Where must it be sown to sprout such a drug as it becomes? Who grows it? And, in what garden will it take root?
Can you discern the production of this drug, where it comes from, and who it is that takes the memory of its perches with delivery? (hard) Reward EXP and plot.
Clue: Where is the madness of morality twisted by the dreams of the dead?

The stolen voice.
The goddess Alora's words can not be herd, why is this, and where is the sound for this ghostly lady's lovely tone? Can you un-vale the mystery of why her words cannot reach this plain of life? And why her form allays appears to be lacking physical form? (hard) Reward EXP and Plot- (favor of the goddess)
Clue: Why dose the boy god of the sea cry?

Name that boy
Can you find-out the name of the wilder of the dragons blade? (hard) Reward EXP, plot and 1 free stat point to add to any stat you want.
Clue: its thought this knowledge is only left in the minds of elders Dragons, if there are even any of them left to keep it.

Post Date: 11th Mar, 2013 - 10:34am / Post ID: #

Dungeons & Dragons 3.5 RPG Rules
A Friend

Dungeons & Dragons 3.5 RPG Rules D&D / Pathfinder Archive

Main quests:
1
Escape the dungeon
2
Resurrect a god
3
Revenge? Retribution? Justus? Revolution? Concur? Flee?

+  1 2 

 
> TOPIC: Dungeons & Dragons 3.5 RPG Rules
 

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