Dungeons And Dragons - Revived
THE FOLLOWING IS NOT TO BE EDITED.
Hello, world!
With recent events, I really wanna make a D&D campaign within my own mythos and lore. It's not written; most of the lore I have about my own story is stuck up in my skull, but I want to expand on it and show you some of it through a campaign of mine.
I plan to have people of all interests play, but if you want to watch that's fine too.
IT WILL NOT START IF I DO NOT HAVE AT LEAST 5 PEOPLE. It is essential that I have an active and wanting playerbase, because I can't do this if I only have two people always wanting to play.
Now, to elaborate, I will play with fewer than 5, but we must start with five. I don't know why, but five is a nice number. I would go for 7, because I like that number a lot more, but chances are that I won't hit that number at all, so 5 it is!
Current Active Players:
- NavyEOD_24
- Vixenik
- Pyria Kelven
- Oktasqte
- Veltari Rowe
- Aleki Taueu
- Aeron Enosh
- Nimue Shi
- Alzaren Inithria
Below I will store (and allow editing of) points of interest and advice from other people who want to be in the campaign. If you have a Wikidot account and can access this page, you may edit below. If not, I'll be taking your sentences word-for-word and putting them here.
More info about the campaign will be in the third section.
<-Editing is permitted->
THE FOLLOWING IS NOT TO BE EDITED.
(This area is for the storyline, classes, and notes for me to remember.)
STORYLINE:
As this is a war, it will have a good deal of fighting; however I don't wish to bore you all. I've taken a good deal of experience from Karma's games, as they are very good at it, and I will include horror, sadness, economical, political, and social struggles, debates within the party, and other such turmoil along your journey.
"As the Second War in Heaven (dubbed rather boringly by the mortal men of Earth) came to a close, the Light-Beings persevered. They had beaten back the Dark, forcing them to retreat to their safety in the Void between the Realms. While the Light could not eradicate the Dark in its entirety, they sure could eliminate the worlds they resided on. This in itself was a massive blow to the Dark-Men of old, causing most of their forces to fall back to their main city and Capitol of Xalvecretia."
"Around 50,000 years have now passed with that war. The Light has tilted the balance into their favor so vehemently that worlds are now too full of animals. And, as there is no darkness to keep them in check, they run out of resources for their world's carrying capacity and either starve, kill each other for supplies, or find ways off of their world in hopes of reaching another planet that has enough food and water to keep them alive."
"In the midst of this turmoil, the Dark-Men of the Void are plotting to retaliate. Many of their high command have fallen, with their leader, Xalvicretis, the Primordial of Darkness, having his soul shattered. This alone has weakened the morale of many, but yet another devastating blow was the loss of Karthen, Supreme Commander of the Second Army of the Void. He was one that led forth many major assaults, being in command of 60% of troops within the Void. With his passing on, Fredrick, Supreme Commander of the Third Army and Keeper of the Vault has had to take them under his wing. Suffice to say, it has been difficult."
"Hadrian, Supreme Commander of the First Army and High Musician, has taken place as Overlord with the absence of Xalvicretis. He plans to equal out the Balance, which… well, for you, reader, it would be somewhat like the Force of old, or a power that exists throughout the Universe to keep it stable; a Yin-Yang of sorts. Every being has its balance, and with the Light-Beings pushing back the Void so violently, the Balance is heavily disrupted. Things must die, and they aren't; a tell-tale sign that something is wrong, no matter how nice it sounds."
"During a meeting of the Angelic Council, a familiar theme to many began to play. A tune that flies throughout the universe, a song that everyone knows but cannot sing. A song produced by only the greatest musician and roughest voice possible. The Council had halted their meeting and stepped outside, being greeted with the Black Legion, a order of thirteen that guard the Void. Swiftly they felled the Council, and with their flee only half remained. So began the Third War in Heaven, the greatest calamity to be brought upon the universe. The Dark-Men attacked, their black onyx bodies and modern day machine guns firing through scores of Light-Beings."
"In full they retaliated, wielding shields meant to stop Black Bullets and cease the creeping Void Flame. Swords that can parry shotgun blasts, and wings that can swoop back a whole platoon of Dark-Men. Cavalry dashed through the air, picking up and swiftly dropping their Dark-Men prey, their bodies breaking apart when they hit the ground. Tanks rolled through the dirt and jets soared through the skies, dropping heavy explosive ordinance. The Light retaliated once more, using ballistas and trebuchets, powerful enough and infused with magics to reach these planes and tanks, destroying them with many shots expended."
"Balanced were these two forces, and so balanced your team must be."
"A letter may arrive at your home. Perhaps someone in your local inn or bar tells you about a quest going throughout the universe. Maybe even a bringer of knowledge, who you mistook for speaking blasphemy, saying of a mythical quest to help you and your family. Whatever the case, you, the Party of the Prominade, must traverse through these hard times. Explore worlds abandoned by all light, and those also devoid of dark. Make your way through these events and perils, and you may be rewarded. Riches, power, possessions, and wishes can all be yours, should you make the right choices. Keep a keen eye and make sure to fight until your last breath."
"For the Primordials are never distasteful of entertainment."
RACES:
For this campaign, you have two choices for Races, should you not wish to be Mortal: Light-Beings and Dark-Men.
LIGHT-BEINGS
The Light-Beings of Angels, Deities, and all those of Holiness are ones made pure of heart. However, not all are resistant to the temptation of power. Yet, in the end, many view these creatures of bright rays and beautiful sunshine as saviors, and indeed most are. In robes they are clothed; beautiful, comfortable silk, and have wings of purity. They arrive when in most need, singing songs of calming tunes and light voices. At points, especially with more powerful Light-Beings, they can show their True Form, a mass of wonders that can surely terrify a mere mortal.
Many Light-Beings are of many races, meaning that any name and heritage can be used. As long as they are of Light, then they can be made of angelic form. Light-Beings are, mostly, human; meaning that many of them have human emotions and customs. However, many Light-Beings see humans and other Mortal races as inferior and Unworthy (which has a very different context between Light and Dark), meaning that they do not necessarily like talking to Mortal men. They will, of course, not show this most of the time, only making a disgusted face behind closed doors or to someone else in private.
All Light-Beings know to speak their natural language of Olicara, and also know the most common language.
Light-Beings are surprisingly good at sweet-talking their way out of things. As such, they naturally have a +1 bonus to their Charisma regardless of their current modifier. They can seem very sly or seductive, but that is just of their presence and natural form; they don't usually intend to be this way.
Miscellaneous Lore past this point; read if interested!
At the beginning of Creation, there were two. Two beings who had complete omnipotence over everything that was previously created, currently created, and those yet to be created. Eons later, these two would be known as the Primordials, yet that is too far ahead for this current tale. One of these beings was of pure light and life, and the other was of pure darkness and death. We will focus on the one of Light, who would soon call himself Calaxis, Primordial of Light.
Calaxis was a very charismatic and happy child during his growth. On the Lost Planet of Omega, he grew up with his brother, Xalvic. He tried countless times to have Xalvic interact with the Omega Walkers, however they never had good chemistry. He still had very good relations with the people of Omega, though, and he talked and lived with them for thousands, if not millions of years. He was very well known and happily accepted into homes and buildings, with many likening his presence to a family friend or close relative.
Whenever they were older, however, Xalvic and Calaxis had to leave Omega to do the duty they were meant to. Create a universe. Birth trillions upon trillions of species in a split second. And they did just that.
With their combined power they started the Big Bang, and millions of galaxies were formed instantaneously. The Milky Way, Andromeda, and the Sculptor Galaxy (which would later be known as the Home of the Primordials, as Omega was placed there) were the main interests, with the Milky Way soon forming what would be known as Earth. However, the Primordials had many, many places to visit and many, many worlds to observe. Calaxis mainly took great interest in the living planets (as expected), and personally saw their development, Earth being one of them.
While Calaxis was watching planets form and grow, he saw that his brother was forming a plane of existence for himself. The Void was his now, the realm of nothingness that fills in the space between planets. This was quite the surprise, and Calaxis thought that he should have the same. If not to rival his brother, keeping the balance was an important ideal of his. He created the Lands Above, bright and peaceful planes of grass and trees. This is where we get the legend of the Garden of Eden, and it was indeed Adam and Eve that created you, Mortals.
Calaxis was quite proud, in fact. He and his brother planned to create humanity, and technically they did, with the creation of Adam and Eve. With the birth of Humanity on Earth Calaxis took great interest, watching it intently and providing services to the planet. He saw that, while the humans were primitive and somewhat stupid, they praised gods and goddesses. With enough thought and sacrifices given to these gods they formed in the Lands Above. The thought alone wasn't what created them, though; the souls of the beings the Humans sacrificed formed most of its personality, along with a slight touch of approval from Calaxis himself.
This is how Gods were formed. As you may suspect, some of them conflict with one another in terms of similarity, but there are most certainly more powerful gods than other ones. Jesus, Shiva, the Buddah, and other such praised deities are given much more power upon the Lands Above due to Human faith. The more powerful a god becomes, Calaxis will allow them to own more of the Lands Above. Said mentioned gods before own massive counties, each of them having continent-sized cities filled with Light-Beings. Remember, all beings across the universe are included in the Lands above and the Void Below; you will find much diversity between the two.
Light-Beings on their own right are quite self-sufficient. While the Void Below focuses on industry and modern equipment, the Lands Above prefer to work with their hands and small tools. Many are farmers, lumber workers, messengers, wine brewers, and tavern-keeps. There are more specific jobs, such as miners, forgers, blacksmiths, and weaponsmiths, but these are much rarer in terms of common jobs. There is hardly any war in the Lands Above, as the Dark-Men have only ever once marched on the Lands with the help of their Primordial. There's no reason for Light-Beings to worry of war, frankly.
Things aren't all bright and happy in the Lands Above, however. Light-Beings are, at the end of the day, still people with wants, desires, and greed. Crime is pretty rampant in some larger cities, and while the Knights of Light do their best, they are stretched thin sometimes. Gods are required to get involved in their own cities, and when they don't the Light-Beings residing inside feel the pain.
Overall, Light-Beings are a great people who focus on self-sustenance along with serving their Gods. They are formidable, determined, and independent people that love helping others and serving a greater cause.
DARK-MEN
The Dark-Men of old, these beings have little soul and hard, rocky bodies of black onyx. Empowered with special magics, their forms are not true, and it is a fact that once a Dark-Man is "killed," their soul simply flies away to find another rock to inhabit. Their true forms are hidden within, hardly ever wanting to release them. All about them is black as void, except two white dots that represent their eyes. These creatures are fierce on the battlefield, and should you be fighting an Army it would be better to take your own life.
The Dark-Men are more rough around the edges, literally and metaphorically. They are made entirely of black onyx, yet retain a more human form, mainly out of convenience and habituality. Many Dark-Men are created from the souls of Man, but there are many other races within the ranks of the Black Army, too many to include in this segment. All Dark-Men speak in Shadow-Rune, a language none have ever recorded, yet they also know the most common language of wherever they are stationed.
Almost all Dark-Men are within the Black Army, meaning that they naturally have a Strength advantage (+1), and due to their tough bodies they also have a Dexterity advantage (+1). However, being that they are feared by many, Dark-Men have a Charisma disadvantage (-1), and need to hone their persuasion skills if they want to achieve a common goal or get a better price in the market. Being a musically-driven race, all Dark-Men are able to use their vocal cords (literally by grabbing them and using them as strings, not painful) to Inspire their team. Music played by Dark-Men lets you take one less damage per every turn it is playing. The Dark-Man playing the music must throw away their turn (and any turns afterwards) to be able to continue inspiring their team.
Miscellaneous Lore past this point; read if interested!
When Xalvicretis' soul was formed whole, he was quite well known for bonding with his fellow Dark-Men, if a bit hard. As he was alone in himself during early birth (which yes, Primordials grew just as you and I), his conversational skills were very, very lacking. His brother, Calaxis, was quite the opposite, being quite charismatic and quick friends with other beings on a planet known as Omega. These beings were named Omega Walkers, and the stories on the Lost Omega Walkers could last a lifetime. The fact remains that Xalvicretis himself was quite alone, and when he tried to interact with these Omega Walkers they were quite hesitant to talk back. He was seen as an uneasy threat; not about him towards their own safety, but concerned for his own.
At the time, making beings from nothingness was considered Black Magic and dangerous to the surrounding land. True it was, and as the first Dark-Man was made, that being a primitive form of Hadrian, his first body retaliated at the thought of being controlled and went on a spree of violence. The rock was hard to conquer, but with the help of his brother Xalvicretis was able to stop it. The Omega Walkers held no hate, and understood it as a mistake, however they thought it was best if he was separated from themselves; and Xalvic agreed.
He cast himself to the Void and claimed that as his territory.
I won't waste too much more of your time, so I will keep most of this history quite brief. As the eons came and went, Xalvicretis became more adept at building bodies for wandering souls who could not find their way. He took them under his protection, and soon enough the first six bodies were formed. The first was Hadrian, who lives to this day as the greatest musician and the Son of Xalvicretis. The other five were known as Stalkers, who were close friends of Hadrian before being lost in an expedition within the Void. It is still not known where these five are, and legends around the Void state that in a time of great need they will return.
Afterwards, Xalvecretia was formed, along with the arrival of Fredrick, another great power within the Void armies. He was but a soldier at one point, however his talents had impressed the Dark Primordial. He was put to the test, and with great struggle and many injuries he again stunned Xalvic. He was knighted and named Supreme Commander of the Third Black Army, specializing in… well, specialized fields. Aircraft, snipers, engineering, and the Vault. A massive and non-Euclidian space that holds the Universe's most dangerous and uncontrollable beings; for the Primordials are not all controlling. He was put in charge of it and actually designed most of the Vault itself, being in such an ancient Shadow-Rune that many today cannot read it.
Much time later, after Xalvecretia had grown to a tenth of what it is today, another more interesting figure came to form. A female fighter taking a male form, with teeth visible on the outside of the mouth. His name was Karthen, and both Hadrian and Fredrick saw great things within this formation. After going through the same training as Fredrick and wanting more, Hadrian took it upon himself to fight Karthen. Of course, it was not a fair fight, but Karthen held his ground, and that proved to Hadrian and Xalvic that he was ready enough to lead. He became the leader of the Second Black Army, housing most of the infantry and standard units.
As time went on, Xalvic found it hard to form vessels for those wandering he found. He decided it was time for a better alternative, one that would be natural to those who could not find their way. It is unknown how he did this, but implemented it was, and Xalvic no longer had to work his hands tired for thousands of bodies at a time to form.
Many Dark-Men who first arrive are greatly confused, horrified, or curious about their new whereabouts. Their bodies have been replaced with rock, yet it feels natural. Black onyx or obsidian is the closest mortal material that can be related to the new bodies of souls that find themselves formed as a Dark-Man. It is not known how Dark-Men are formed, nor where their bodies come from in the expansive Void, however they never arrive in the same location. Every Dark-Man that is formed must walk through the Plane to find their way towards civilization.
Said civilization mainly exists in one location within the Void, created in the exact center of its creation: the City of Xalvecretia. Named after the Primordial of Darkness and Nothingness, Xalvecretis, it is the largest and most populated point in the Void's nothingness. Being the home of over 15 trillion Dark-Men, Xalvecretia expands thousands of miles and able to hold much more than its current residence. It's stated in Mortal and Light-Being rumor that you could spend an eternity walking through Xalvecretia itself and never find a similar place, and while that is not necessarily true, as many Dark-Men will confirm, it is quite large. The main means of transportation is a method called "Relocation," where a Dark-Man will dig themselves into the ground and appear at a completely different, predetermined location.
This Relocation has no determined limit, and it's assumed that Dark-Men could travel across the void. However, many Dark-Men choose to travel relatively small distances with relocation, as it wears on their psyche and form.
Dark-Men inside of Xalvecretia mainly work and live around the military. While it is not the only job within Xalvecretia, as there are restaurants, workshops, stores, and many other jobs that are wanted within the City. All Dark-Men are enlisted within the Black Army, however with much downtime on their hands, they entertain themselves in many ways that Mortal men do. The largest event taken up by Dark-Men in their leisure time is the Rotation of the Primordial, an ancient celebration of Xalvecretis' birthing in the Universe. Almost if not all Dark-Men are participants, as they view their Primordial as a close friend and ancient ally; which by all accounts is true.
Many Dark-Men reside at around six feet tall, and many are of human descent; however other Dark-Men races are not unheard of. Many are natural fighters and warriors, yet many take natural, mortal jobs in place for entertainment or to serve another purpose. Dark-Men also remember much of their past lives, making habits form from muscle memory or faint glimpses of the past, however as living in stone can disorient some, memory loss is not uncommon. Many state that they somehow remember doing an act as if it were natural, and most of the times this can save one's life. A very welcome trait when living in the Void.
CLASSES:
Many classes will be homebrews. If they are of original taste, I will refine them to fit this campaign.
LIGHT-BEINGS
All Light-Beings have a natural resistance to basic magics. You are immune to light-based attacks. You are vulnerable to Void-Flame, Void-Touch, Dark-Spells and Black Magics. All Light-Beings have 25 meter walk speed and small bundles unless specified otherwise.
For Light-Beings: Many of them are of medieval background, so if you wish to be a Light-Being and want to be a barbarian or druid, that is allowed.
- Swordsman
Being a Swordsman for the Light is a basic job; you go around and deal with shit that the Royal Guard doesn't wanna do. Other than responding to arms, you're pretty normal. You start with a sword, and, if you roll high enough, a shield. Your starting AC is 7, and you have an advantage at Strength Saving Throws. Not much more to say, honestly.
- Knight
A Knight is a Swordsman but cool™. You have the same benefits as a Swordsman, however, as a Knight, you must choose a House for your extra stats.
HOUSE FULLAGAR
House Fullagar is a newer bloodline, and many of their Knights use stealthier tactics to get behind enemy lines and take out key figures in their ranks. Fullagar usually wears light plate-mail armor, nothing other than shoulder and thigh guards, with leather and chain-mail to protect them from other threats. Important stats to remember: AC 7, starting with steel-plated leather armor, small bundle, shortsword.
HOUSE RAVALON
The oldest and most noble of the four houses, Ravalon is the epitome of quality over quantity. The few of Ravalon that fight can kill swiftly and efficiently, wearing heavy armor and wielding large swords. Important stats to remember: AC 15, full steel-plate armor, no storage, claymore.
HOUSE RELIGAN
The rangers of the Light, these knights set out on year-long journeys across the Lands to discover new areas and take care of threats. They wear naught but leather armor, a cloak, and swift boots. Important stats to remember: AC 5, leather armor, large rucksack, longbow, quiver.
HOUSE NARIEL
Almost all frontline knights come from House Nariel. The largest of the four, they boast a massive army that assists the Angelic Military on invasions and defense campaigns. They wear full plate armor on their chest, having a sturdy helmet and gauntlets. Their thighs and upper arms are protected, however they lack lower leg armor and side protection to keep good mobility and to better conserve resources. Important stats to remember: AC 10, steel-plate armor, small bundle, longsword.
- Scout
Similar to the Rangers of House Religan, Scouts are light, nimble on their feet, and can fly! Almost all Angels and Light-Beings have wings, however the weight of what they wear (and the general lack of need to fly) does not allow them to lift off the ground. Scouts are of keen vision, however once they are hit, they usually do not survive. Important stats to remember: AC 3, cloth armor (basically robes, normal clothes), daggers, horn, medium bundle. Fly speed: 45 meters.
- Cavalry
The Flying Saviors of the Angelic Military, Cavalry are ones that swoop down on the battlefield with long spears or javelins. They are adept at taking a few blows and clearing scores of enemies, and their wings are very strong. Their weakness is ground battling, as they train to be solely airborne fighters, not brawlers on the ground. Important stats to remember: AC 15, full steel-plate armor, small bundle, spear/javelin. Fly speed: 40 meters.
For brevity:
| Class |
Description |
Hit Die |
Primary Ability |
S.T. Proficiencies |
Armor and Weapon Proficiencies |
| Swordsman |
The standard warrior of Light-Beings, Swordsmen are ready to answer the call of war at a moment's notice. |
2d4 |
Strength |
Strength and Constitution |
Broadsword, Light and Medium Armor, Shields (can vary), common swords. |
| House Fullagar Knight |
Swift assassins, the Knights of House Fullagar are adept at entering and leaving without a trace. |
1d6 |
Dexterity |
Dexterity and Charisma |
Daggers, Light Armor, martial weapons. |
| House Ravalon Knight |
Royal Knights of the Angelic Order, the Knights of House Ravalon are the strongest to offer, being the specialists in many respects. |
2d6 |
Strength |
Strength and Constitution |
Swords, Medium Armor, simple swords, martial weapons. |
| House Religan Knight |
Known as the Bright Riders, these Rangers use bow and arrow to shoot their foes from afar and with good accuracy. |
1d8 |
Dexterity |
Dexterity and Intelligence |
Bows, Light Armor, martial weapons. |
| House Nariel Knight |
Boasting the largest forces, the Knights from House Nariel overpower their enemies with sheer numbers. |
1d6 |
Strength |
Strength and Constitution |
Swords, Light or Medium Armor, simple swords, martial weapons. |
| Scout |
The Seers of the Light, Scouts are able to see far, far ahead and warn their friendlies of coming dangers. |
1d6 |
Dexterity |
Dexterity and Wisdom |
Daggers, Light Armor, martial weapons. |
| Cavalry |
The Riders of the Wind, Cavalry are able to arrive from the skies and are adept at aerial combat. |
1d8 |
Strength |
Strength and Dexterity |
Javelins, Spears, Polearms, etc., Heavy or Medium Armor, martial weapons. |
DARK-MEN
All Dark-Men have a resistance to ranged attacks. You are immune to mortal poisons. You are vulnerable to all types of light-based magic. All Dark-Men have a large rucksack and have a walk speed of 20 meters unless stated otherwise.
- Rifleman
The largest initiate within the Armies, Riflemen are just that; riflemen. They hold a rock model of the MK18 rifle, having around five extra magazines and a pistol on their side. They have a basic clothing setup, not being much more than a vest over their rocky bodies and a helmet on their head. Important stats to remember: AC 7, Rock-Body, rifle, pistol. Rifle = 1d6, pistol = 1d4.
- Breacher
A more specialized but still very common unit, Breachers hold rock versions of the SPAS-12 semi-auto shotgun. They also have better armor, actually covering important parts of their body aside from their chest and head. Their shotguns are brutal in close quarters, but they aren't too good at range. Important stats to remember: AC 10, Breacher-Armor, shotgun. Shotgun = 2d6 when within five meters.
- Juggernaught
The big boys of the Dark-Men for the Second Army, these hunks of rock walk through the battlefield and soak up damage while also dishing out damage of their own. However, this comes at the price of being very tired afterwards, and not being able to run, reduced to a jog if anything. They wear massive backpacks of ammo (which is not utilized in game, only there for your weapon), and cannot carry items of their own unless owning another form of storage. Important stats to remember: AC 17, Juggernaught Armor, chaingun. Chaingun = 20d4 divided by 3. Cannot fire for one round afterwards. Walk speed of 3 meters.
- Sniper
Long range hunters, Snipers carry Intervention rifles. They love staying back at range and not getting close to the fight, as if they did they wouldn't stand much of a chance. They're nimble on their feet, able to quickly relocate and shoot from another location. However, if they move, they must wait one turn before firing to make sure they hit their mark. If they do not, then they risk missing. Important stats to remember: AC 5, Thin-Body, Sniper Rifle. S.R. = 1d20 piercing. Walk speed of 30 meters.
- Rocketeer
Destroyers of metal and fellers of walls, the Rocketeers are exceptionally skilled in the art of explosions. All sorts of detonations can be used by them, however they greatly prefer the M32 Rotary Grenade Launcher, a six-cylinder lobber that thumps grenades through the air for a satisfying explosion. After three turns of firing, they must wait one turn to reload. They must also be careful, as if they fire within two meters of a friendly, they will take damage. Important stats to remember: AC 10, Rock-Body, grenade launcher. G.L. = 2d8 blast.
- Flame Trooper
The most feared of the Black Army, Flame Troopers are those who have little emotion and are designed to kill. They carry large tanks on their backs and huge tubes held by a handle, wrapping around their arm. They spew Void-Flame, burning anyone and anything that comes in front of them. None survive this lethal and horrific fire, as, since it is of Void-Make, those who die by Void-Flame are marked forever on their own soul with scars of where they were burned the most violently. Important stats to remember: AC 15, Flame-Trooper Armor, flamethrower. F.T. = 1d12 burning. Walk speed of 15 meters.
For brevity:
| Class |
Description |
Hit Die |
Primary Ability |
S.T. Proficiencies |
Armor and Weapon Proficiencies |
| Rifleman |
The most basic of the Dark-Men forces, Riflemen are not to be underestimated in their numbers and accuracy. |
1d6 |
Dexterity |
Dexterity and Intelligence |
Rifles, Pistols, Light and Medium armor, martial weapons. |
| Breacher |
Filling the air with pellets, Breachers use their shotguns to good effect and clear small groups of enemies by themselves. |
2d6 |
Strength |
Dexterity and Strength |
Shotguns, Pistols, Light and Medium Armor, martial weapons. |
| Juggernaught |
Some of the most feared on the battlefield, Juggernaughts are slow, impenetrable fortresses that creep across the battlefield, leaving nothing behind. |
20d4/3 |
Dexterity |
Strength and Dexterity |
Heavy Weaponry, Heavy Armor, martial weapons. |
| Sniper |
Long range demons, Snipers are able to annihilate an enemy from afar and never be seen. |
1d20 |
Intelligence |
Intelligence and Dexterity |
Sniper Rifles, Pistols, Light Armor, martial weapons. |
| Rocketeer |
Specialists in explosions, Rocketeers launch high-explosive weaponry and are adept at detonating the battlefield; and possibly their own friends, if not careful. |
2d8 |
Intelligence |
Intelligence and Wisdom |
Special Weaponry, Pistols, Light and Medium Armor, martial weapons. |
| Flame Trooper |
The bane of many Light-Being's existence, Flame Troopers are inhuman beings that burn anyone they wish alive in a black flame. |
1d12 |
Strength |
Strength and Dexterity |
Medium Armor, Flame Weaponry, Pistols, martial weapons. |
Juggernaught Table
I will only be making tables for races and classes which are being used. It'd be too much work for me to do all of them and have no one use them.
Foreword: As a Juggernaught and Dark-Man, you cannot learn nor read Mortal spells. You cannot read or use scrolls. You can only use spells of Dark-Man origin. You may only use spells three times a battle, and continuing to do so after said limit will harm you.
| Level |
Proficiency Bonus |
Features |
| 1st |
+2 |
Fighting Style, Vessel Repairs |
| 2nd |
+2 |
Burst-Fire, Incendiary Belts, HVAP Belts |
| 3rd |
+2 |
Obsidian Bulwark, Chunks of a Vessel |
| 4th |
+2 |
Ability Score Improvement, Suppressing Fire! |
| 5th |
+3 |
Last Round, Get Back Up! |
| 6th |
+3 |
Ability Score Improvement, First Aid Kit |
| 7th |
+3 |
Multi-Targeting, Take Cover! |
| 8th |
+3 |
Ability Score Improvement, Vessel Enhancements |
| 9th |
+4 |
Extra Attack |
| 10th |
+4 |
By Order of the Emperor |
| 11th |
+4 |
Shadow Rune Reinforcement |
| 12th |
+4 |
Ability Score Improvement |
| 13th |
+5 |
Vessel Reinforcement, Expanded Capacity |
| 14th |
+5 |
Ability Score Improvement, Autoloader |
| 15th |
+5 |
Titanic Vessel, Artillery Strike |
| 16th |
+5 |
Ability Score Improvement |
| 17th |
+6 |
Logistical Corrections |
| 18th |
+6 |
Ability Score Improvement |
| 19th |
+6 |
Empty the Pack! |
| 20th |
+6 |
Wrath of the Second Supreme Commander |
Fighting Style
- You can adopt another fighting style of your choice, and you cannot change this choice.
- Dueling
- Two-Weapon Fighting
Vessel Repairs (Spell, Cantrip)
- You can pass one of your turns to recover parts of your broken body. You can regain 1d4 health. This can be done twice before needing a short or long rest.
Burst Fire
- You are able to use a bonus action to fire five shots into a target. You can only use this once, and you must take a short or long rest to recover this.
Incendiary Belts, HVAP Belts
- For both belts, you must declare before your attack which belts you wish to load. Incendiary belts will allow you to deal 1 damage on another player's turn due to burning. If your roll to hit was a three point difference, you can damage the target regardless if you hit. High Velocity Armor Piercing belts will allow you to attack and give you +2 to your AC roll. Changing belts will require you to pass one turn.
Obsidian Bulwark
- If there is an ally within 5 meters and they are about to take an attack, you can block this attack. You will, no matter the AC roll, be hit, and take the damage flat.
Chunks of a Vessel
- You increase your Health by 3 points.
Ability Score Improvement
- When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Suppressing Fire!
- When you decide, the Juggernaught can lay down a barrage of bullets. None of them will hit enemies, but it will scare them and not allow the enemies to attack. Best used when teammates are low health and need to retreat. Can be used once before needing a rest.
Last Round
- When on a Death Saving Throw, should it be a Strength or Dexterity ST, instantly deal 1d4 damage to the target that downed you. This can only be used once, and you must take a short or long rest to regain this. This cannot be used at the same time/in the same turn as "Get Back Up!"
Get Back Up!
- When downed, you can immediately bring yourself out of a Death Save, however you are at one Health, cannot attack, and have 2 AC removed for one turn. This can only be used once, and you must take a short or long rest to regain this. This cannot be used at the same time/in the same turn as "Last Round."
First Aid Kit
- As a bonus action, you are able to either heal yourself for 3 Health or heal an ally for 2, however you are Vulnerable. This can be used twice in a battle before needing a short or long rest.
Multi-Targeting
- Instead of firing at one target, the Juggernaught can choose multiple, up to three. The result of your hit roll (20d4/3) will be divided again by 3, and all targeted enemies receive this damage.
Take Cover! (Spell, Reaction)
- At the cost of five Health, you can call on the power of the Void to raise a wall of black onyx in front of an ally. This can only be used once, and you must take a short or long rest to regain this.
Extra Attack
- You are able to make another attack during your turn.
Vessel Enhancements
- You receive another 5 permanent Health points.
By Order of the Emperor (Spell, Continuous, Verbal)
- By sacrificing your attacks and becoming Vulnerable, three enemies of your choosing cannot heal, and they have disadvantages on blocking.
Shadow Rune Reinforcement (Spell, Ritual, Verbal)
- After dedicating two turns to chant, summon three Riflemen. They can attack for two turns before being destroyed. This can only be used twice before requiring a long rest.
Vessel Reinforcement
- You gain another 10 permanent Health points.
Expanded Capacity
- Your hit die changes from 20d4/3 to 25d4/3.
Autoloader
- You can now switch between Incendiary and HVAP belts as a bonus action.
Titanic Vessel
- You have been blessed by the Dark Primordial, increasing your health by a further 25 points.
Artillery Strike (Spell, Instantaneous, Verbal)
- As a bonus action, you can call in an artillery bombardment from nearby forces through a spatial rift. After two turns, deal a flat 15 health damage to all enemies. If there is an ally nearby, they will take 5 damage if failing a Constitution ST.
Logistical Corrections
- Your First Aid kit can now self-heal for 7 and heal an ally for 5. Your HVAP and Incendiary belts now do +3 AC roll and 3 burn damage.
Empty the Pack!
- Once per battle, you can change your hit die to 10d20/2. This can only be used once before requiring a long rest.
Wrath of the Second Supreme Commander (Spell, Instantaneous)
- You are imbued with the power of Karthen, your fallen Supreme Commander. You are able to go into a berserker rage, ignoring all damage for one turn and able to deal 3d10 as melee damage. You ignore AC rolls, automatically hitting your target. Afterwards, you must rest for one turn, as the power of Karthen was not made for your body. You lose 5 Health.
Flame Trooper Table
| Level |
Proficiency Bonus |
Features |
| 1st |
+2 |
Fighting Style, Mask Replacements |
| 2nd |
+2 |
Tube Cleaning, Thermite Grenade |
| 3rd |
+2 |
Fence Them In! |
| 4th |
+2 |
Ability Score Improvement, Special Toxins |
| 5th |
+3 |
Refined Fuel, Feel No Pain! |
| 6th |
+3 |
Ability Score Improvement, Nozzle Adjustments |
| 7th |
+3 |
Sidearm Quick-shot |
| 8th |
+3 |
Ability Score Improvement, Flame Assault |
| 9th |
+4 |
Immolation, Last Stand! |
| 10th |
+4 |
Napalm Strike, Burn Them All! |
| 11th |
+4 |
Fireproof Vessel, Determination through Pain |
| 12th |
+4 |
Ability Score Improvement |
| 13th |
+5 |
No One Escapes! |
| 14th |
+5 |
Ability Score Improvement |
| 15th |
+5 |
Flamer Modifications, Arm Plating |
| 16th |
+5 |
Ability Score Improvement |
| 17th |
+6 |
Overlord's Vessel |
| 18th |
+6 |
Ability Score Improvement, Chalice of Molten Souls |
| 19th |
+6 |
Sword of the Executioner |
| 20th |
+6 |
Authority of the First Supreme Commander |
Fighting Style
- You can adopt another fighting style of your choice, and you cannot change this choice.
- Dueling
- Two-Weapon Fighting
- Two-Handed Weaponry
Mask Replacements
- The Flame Trooper's mask is replaced with a newer model, giving him a +1 to hit.
Tube Cleaning
- The Flame Trooper has his breathing tubes cleaned and filters replaced, allowing him to breathe better and giving him 3 permanent Health points.
Thermite Grenade
- Instead of using his Flamer, the Flame Trooper can throw a thermite grenade onto a heavily armored target, dealing extra damage to it over a long period of time. Inflicts 4 burn damage per turn over 2 turns, and removes 2 AC once complete.
Fence Them In!
- Using your turn, the Flame Trooper can point his Void-Flamer into the air and ignite it, locking off a section of the area to both allies and hostiles. Can break the concentration of spellcasters. This lasts for two turns, and can be used twice before needing a short or long rest.
Ability Score Improvement
- When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Special Toxins
- Imbue the Flame Trooper with a specially-crafted toxin, giving him regeneration over four turns for four health, with one health point per turn. Can be used once before needing a short or quick rest.
Refined Fuel
- The fuel within the Flame Trooper's tanks are chemically changed, forcing a hotter burn. Damage is modified by +2.
Feel No Pain!
- On a d6 roll of 4 or higher, the Flame Trooper can disregard all incoming damage for one turn. Can only be used once before needing a short rest.
Nozzle Adjustments
- Modifies and upgrades the Flame Trooper's Void-Flamer nozzle, making it shoot farther and in a more focused stream. Gives him +1 to hit.
Sidearm Quick-shot
- The Flame Trooper receives a pistol sidearm, which allows him to use it as a weapon during his battle phase. 1d6 hit die.
Flame Assault
- The Flame Trooper can call on nearby allies, with two other Flame Troopers arriving in the battle. For one turn, they can flame one enemy each. Can be used once before needing a rest.
Immolation
- The Flame Trooper, once at low health, erupts into Void-Flame, causing him to burn everyone and everything in a 20 meter radius. Automatic 20 damage to all enemies and friendlies, 10 if they succeed in a Dexterity Saving Throw. Can be used once before needing a long rest.
Last Stand!
- The Flame Trooper can delay his death by one turn, able to make another attack before death. Can be used once before needing a long rest.
Napalm Strike
- The Flame Trooper, as a bonus action, can call in a napalm strike from a nearby army. The ear-deafening sound of jet engines roar across the sky as the field is covered in flames. The fire lasts for two turns, dealing 10 damage each turn for any living being in the vicinity. Teammates in front of the Flame Trooper will be caught in the blast.
Burn Them All!
- Instead of attacking one target, the Flame Trooper can burn three enemies near him for 1d12/2. Can be used three times before needing a short or long rest.
Fireproof Vessel
- The Flame Trooper's body is enhanced, giving 20 health and making him immune to all fire damage. Fire attacks from Light-Beings still apply.
Determination through Pain
- The lower health the Flame Trooper is, the higher his damage becomes. When the Flame Trooper reaches 10 health, his damage is increased by a flat 10 points.
No One Escapes! (Spell, Ritual, Nonverbal)
- Instead of normally attacking, the Flame Trooper can dedicate two turns for a ritual. Once complete, the entire arena is surrounded in black fire. No living organism can retreat or fall out of combat for three turns. Can only be used once before needing a short or long rest.
Flamer Modifications
- The Void-Flamer is fine-tuned and extended, providing the Flame Trooper with a longer reach and changing his hit die to 2d10.
Arm Plating
- The Flame Trooper's left arm, usually unused except for a sidearm, is equipped with a thick plate meant to deflect attacks. He can use this in response to enemy attacks, however must continue to do so and is unable to attack. Should he stop, he will become Vulnerable.
Overlord's Vessel
- The Flame Trooper's body is greatly enhanced, giving him 30 health and 3 AC.
Chalice of Molten Souls (Spell)
- The Flame Trooper can summon a chalice, drinking it to regenerate 20 lost health. This can only be used once before needing a short or long rest.
Sword of the Executioner (Spell, Verbal)
- Summon a sword from the Void, slamming down into the earth in front of the Flame Trooper. Upon using it, the Flame Trooper can use this greatsword as a one-handed weapon (with disadvantage), rallying his allies and giving them 4 extra damage. The Sword and its effects last for two turns. This can be used once per battle before needing a short or long rest.
Authority of the First Supreme Commander (Spell, Instantaneous, Verbal)
- The Flame Trooper is imbued with the power of Hadrian, the First Supreme Commander and Overlord of the Void. The Flame Trooper can attack anyone at any range, dealing a flat 20 damage and changing the hit die to 1d20 for one turn. No enemies can move, block, or heal for the rest of his turn. Afterwards, the Flame Trooper must fall into a death save state.
MORTALS
You can use any original D&D class, or a homebrew if you fancy. Use the stats from their respective pages. This page is a very good resource.
MAPS:
Since it'll be very hard to make my own maps (even though I plan to draw them), I will describe in detail many aspects of said maps that will be available soon.
WORKINGS OF THE GAME:
A Notice:
This section contains unbearable amounts of spoilers. I highly, highly suggest that you do not read these sections. They are mainly there for me, because if I do not write it down then I will forget it.
Session 1: The Beginning of a Journey
Our party will find themselves gathering at an inn of sorts, in a sizeable kingdom known as Fulgran. It is not known who will arrive first; this will be determined by a initiative roll. Highest numbers will arrive first, and lower numbers will arrive last. Identical numbers will arrive at the same time. By the time half of the party arrives, people will take notice of other people holding a letter with a similar marking, that of which is the spinning logo on this webpage. It is marked on the front of the envelope.
By the time Aleki and Pyria arrive, the entire tavern takes notice. People go silent. A Light-Being and Dark-Man beside each other is never a good combination, and many start to leave as the two are integrated within the party. This may change depending on the initiative roll, which I will have prepared for. By the time everyone arrives, the letters will henceforth open themselves, showing the following message:
Greetings, travelers.
I am glad to have chosen you all for this long and possibly painful journey. As you all are aware, the Third War in Heaven is upon us. I expect for our lovely planets to take a great burden across the universe. Earth is a major strategic stronghold for both sides of the war, and I, as many others also wish, want neither side to approach this safe haven.
To do this will not be easy. Hadrian, Dark Commander of the Void, is relentless, and plans to storm on Earth as quickly as he can. He will cover the planet in Void-Flame, and I do not believe any of us want to be scarred for the rest of existence. Calaxis, Primordial of Light, will draw his beautiful armies upon the Earth, and while we would live, we will have flourished too heavily. We could not sustain ourselves, and natural calamities will destroy our planet before we are able to choose a side.
Along with this fact, the Great Kingdoms of Earth are about to head to war, as the War in Heaven also affects us. Some kingdoms have already chosen a side, and as you can suspect this will create a great turmoil among the countries of Man. This is why I have called you all to the neutral kingdom of Fulgran, as if they had known about the Light-Being Pyria or the Dark-Man Aleki, we would have much trouble.
There are also the non-negotiable races to take into account. The Elves have closed their doors to all not aligned with the Light, and Orcs are beginning to flow from the Lost Kingdom of Helisivi, praising the Dark Lord. They will surely prove difficult to deal with in your future. I suspect that many of Man that I have collected will give Pyria and Aleki the view of Humanity, along with the Great Bear Groa, which, while strange to bring along in a party of sensible people, will prove useful.
Now accustomed with the weight of your situation, I give you your quest: Find the Lost Planet of Omega.
To many of you, this may mean naught to your memory. Omega is forgotten by modern Mortals, and only the Light-Beings or Dark-Men of Old will remember this planet prophesized in myth. It is the birthplace of the Primordials, and by most accounts the start of the universe as we know it. It is notoriously hard to reach, and those few across all of Life that have reached it were never heard from again.
I have plans to get you there. While most of you may protest, I have connections with the Dark-Men. The Void-Walkers will help you now that you have a Dark-Man in your band. It was the one condition they required from me, and I pulled some strings to get both Aleki and Pyria to be… away from their duties.
Who I am, if you are wondering, is not important. Just know that I am elderly, wise, and powerful.
Be safe on your journey. I will be able to provide advice in times of need. Hold up this letter, high in the sky, and the emblem will glow. A new message will show itself on the parchment.
Regards,
From here the story can really go wherever the party chooses. They can leave the city of Varin and head to one of five locations: the town of Jericho, the military headquarters city of Namesh, trek to the hillside town of Leri, stay in the port city of Varin, or the Capitol of Fulgran, Tilia. Should they stay in Varin, they can look through the ports, armories, markets, or other areas that can prepare them for the journey ahead.
IF DESTINATION = JERICHO
Traveling to Jericho is somewhat easy, however they will encounter threats along the way. The biggest of which is an Orc pack, which will assault them on the road and try to kill them. Orcs have no real goal unless guided by a Warlord, which this pack is not. Each enemy will have 7 health, and two will have 13 due to them being Wargs. Orcs hit die: 1d6, Warg hit die: 1d8. There are six enemies in total. After this raid, should they succeed and need to heal, there will be a campfire beside a fort ruin for them to take a long rest at and heal their injuries.
They will continue onward with not too much trouble, reaching Jericho with welcome arms; but suspicious stares are not absent from the guards. Jericho is a poorer city within Fulgran, seeing more poverty and darker streets than that of Varin. There are more beggars too, with people coming to them and asking for coin or bread. Sad to see, but you have a journey to complete. Jericho does not seem to have too much interest, but there is a tavern; and where there's a tavern there's information, work, or trouble.
Should they enter the tavern, they will find it packed. Aleki and Pyria's presence stops some chatter, but none really take mind, wanting to drink ale and beer over concerning themselves with deities and rock men. If they request food and drink, they will get it. Asking the tavernkeep for information will prove somewhat useful, however not too important to your quest. There is an abandoned location that many don't go to anymore, said to have a necromancer inside. Pretentious, but interesting.
Should they decide to enter the location, they will find themselves in an abandoned catacomb. If a Paladin is amongst them, or one of Faith, they smell the reek of dark and black magics. Eventually, after finding an extinguished torch and lighting it to provide their way, they find a large pile of bones and armors. If they advance past this point, the corpses will animate and attack them. A total of ten enemies, each with 15 health that regenerates by 1hp per turn due to being a reanimated corpse. Skeleton Warrior hit die: 1d6 slashing.
After defeating this group of skeletons, they progress through the catacombs. Investigations/Perception rolls don't give much other than some coin and torn scrolls. They find this necromancer, which attacks them immediately. They have only 5 health, but their defenses of skeletons keeps them away from arms reach. Ten more skeletons, these ones stronger at 25 health each. Same hit die. Once defeating the skeletons the Necromancer will attack them with black magic in the form of a Black Arrow. This will do 1d6 to a Mortal, but it will greatly harm Light-Beings or those of Faith, taking 2d6. Dark-Men are hardly affected, taking only 1d4.
Killing the Necromancer will release an eruption of magic, as the Necromancer was a conduit to the darker worlds. All will be blown back if they fail a Strength roll, and afterwards the room will fall silent. The Necromancer will have left behind a Book of Black Magic and a Sacrificial Dagger Tainted with Dried Blood. The uses of these are debated among the party.
Leaving the catacombs and providing proof of the dead Necromancer will have them revered in the town, and a total of 350 gold will be distributed among the party. The party decides who gets what amount of money.
If the party wishes to stay, they may do so. DM will play on-the-spot.
Should they leave, DM will ask the party if they want to travel to another city or quit the campaign. All players who leave due to time constraints or scheduling issues will have the cover story of staying in Jericho, and the party will continue without them to reconvene later.
ELIF DESTINATION = NAMESH
Main points of interest: little to no people. Only one tavern/guild hall. The city looks in ruins after a large battle. News might've never left this location, leading many to never return. The party, should they continue, find a mass of bodies, both human, orc, elvish, and more burned. Pyria and Aleki both will know who caused this; a Flame Trooper. It is not advised to stay, however if they do they will find scraps of paper, recordings of the events, a few golden coins, and some weapons. There is no more life in this area, and trekking to Namesh was most likely a lost cause.
ELIF DESTINATION = LERI
In the town of Leri is where Hobbits live within this kingdom. That's about it lol. You've read enough Hobbit and Lord of the Rings, just wing it.
ELIF DESTINATION = VARIN
ELSE = TILIA
NOTES: