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!

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!

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:

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:

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.

Flame Trooper Table

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.

temp-starting-map
d&d-map1.png

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.



NOTES:

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