Mael's Standard
The StoryThe village of Elren’s Rest lies on the fringes of the Federation of Humanity, a handful of loosely bound kingdoms and city-states that for centuries have fought amongst one another for power while fighting their mortal foes, the High Elves to the north, the Wood Elves to the south, and the Stone Tribes, orcs and goblins, from the Underworld that have plagued the world for countless ages. Elren for the most part has peacefully existed for nearly a century along the river Elren’s delta. The High Elves, from the deserts and oasis’ to the north, have marched near Elren more than once, but for the most part the quiet town has been overlooked.
Peace may exist for Elren’s Rest, but the village is a stagnant home to a once great religious order. Humanity, in its endless struggle against its foes and each other, has begun to lose itself, the great lands once controlled by humans now lost to the wilds, or worse, the foes of Humanity. The religious orders of old are only mere shadows of what they once were, a few Templar’s of the Order’s parade about in fine dress and arms, but they do not fight for humanity, they do not fight for their gods. They have become weak. Many of Elren’s Rest are no better, they say the prayers, they pay the taxes, and they even live up to some ideals. Yet they do not have fervor for their god, and it might not even be their fault. Who is there to lead the pious? Who is there to restore the faith?
Perhaps there are those in Elren who are just those capable of restoring the faith in Elren…and maybe even beyond.
An aging man nods to a few townsfolk of Elren’s Rest, guiding the reins of the horses leading his wagon skillfully toward the town center. The majority of homes of Elren are made of neatly cut planks of wood and fresh straw roofs; they are modest but well crafted buildings. At the town center, however, the largest of the buildings lay, truly the heart of the village. The Temple of the Gods stands three stories high, well cut stones forming it simple square shape, looking as much a militaristic structure as it looks a temple. A cobbled village square sits out in front of it, and it is here the merchant stops his wagon, the handful of other wagons in his caravan joining him, circling outside the temple so that all wagons can show off their goods. A handful of well armed guards make for the tavern, except two who are left behind to keep watch, though the village folk look safe enough. More than one guard, and merchant, looks as if they have seen a fight during their travels, one wagon sporting scorch marks, while another wagon is left covered, though it is easy enough to see inside the high topped wagons to notice the two fellows resting in beds, one heavily bandaged, the other with a broken leg. Already the village council is coming out, made up of the clergy in the village, one of the more skilled clerics going off to tend to those hurt in the wagons.
“Evening,” the merchant says as the council nears, “I am Lias of Cree,” Lias says with a bow to the elders. Cree, a well known city state in the south of the Federation, is known for its many merchants, though most travel via ship. “We come from the Dwarven Cities, our wagons are open for trade, and I will make a gracious donation to your fine Temple, both for the aide you are giving to my companions, and for the cause,” he says elegantly, a charming smile of a well practiced merchant.
The merchant and the elders talk amongst themselves, setting the conditions of the trade, and the ‘donation’, before allowing the villagers, many coming in from the fields as the sun begins to set, to go to the wagons to barter. There is a good deal of fuss over dwarven metal goods, though little need for weapons, the pots and pans go first, some jewelry and books as well. One of the eldest of the merchants, a worn looking man who had a shallow gash across his cheek that seemed fairly fresh, nodded warmly to the small group of villagers looking over his wares. One villagers seems to have an eye for a standard laying in the bed of the wagon.
“Ah, now that…that there has quite the story,” he says with that same worn smile, touching the gash on his cheek lightly. “We were traveling back from the Dwarven Cities when we spotted walls in the distance. Now, we had gone by land to the Dwarven Cities before, but not often, and in truth few do. The Elves use to plague the land, but the past few years they have skulked back to their lands,” he said not unhappily. “Well, we decided to investigate and found it to be abandoned…one of the lost cities. I am not sure which…there are so many and I fear we only know a fraction…and who knows how many still stand.” He sighed, and then shook his head, “But that is another thing entirely. Well yes, we had gone into the city’s walls, and seeing as there seemed to be none living there we made camp along the inside of the city’s walls. It was only midday when we decided to stop. There was good water in pools outside, and we figured a day of rest would be good, so I went exploring to the heart of the city. Bless the gods for seeing fit to give me the wisdom to bring one of the horses,” he said as he looked down to the old battle standard he held.
“I went inside one building at the center of the city, a compound to be exact. There were many, they looked not unlike the Temples of the Orders in the great cities we still have, and so I went in. I was quite surprised to see it in such good condition…there was not much of worth there, probably picked clean long ago, but I was curious and so looked around more. I went into the depths of the Temple, most of the doors must have been made of wood because they were long gone from rot I suspect. Then I found myself in a very regal room, though it could have done with a tidying. Across the entrance stood two statues of Templar’s, and between them a door made of metal. It had rusted some, but I could make out some old writing naming the room inside a Cloister for the Templar’s of the Temple who had a great need to commune with their god.
“Well as I was touching the door, brushing away some rust to better read the texts, I must have pushed too hard because the two doors began to part a hair. I was surprised it was unlocked, and though I knew it was a holy ground and knew I should not enter, I admit curiosity had the better of me.” He smiled fondly as he eyed the standard, “And there in the center, barely illuminated by my torch, was a statue of the god holding this, as if bestowing it upon me.
“As I was leaving, this standard in hand, I heard something down the street. It had gotten dark so I wasn’t sure what it was, it was beyond the torch light. I mounted the horse, getting ready to go toward the being because I thought it was the other merchants searching for me, when I felt something graze my cheek. Then I felt the warmth of my blood run down my cheek, realizing it had been an arrow fired at me. I turned my horse and spurred him on toward the wagons just as I heard a guttural shout…Stone Tribe goblins came out of the shadows and chased me down the streets. When I got to the wagons they were fighting their way out of the gates, two wagons burning and left behind, as well as seven men, one our only cleric, while we struggled to keep the rest of the wagons and our companions. I certainly was lucky.
“The standard be quite the thing…magical, though the man who looked at it said it didn’t have any use, but I am not sure.” Looking down at the villager who seems particularly keen on the standard he notices that the holy symbol of Mael hangs around the villagers neck, and he gives it a thoughtful look and pushes the standard firmly but gently iinto the villagers hands. “It’s a good thing that is…but Mael is not the god I hold most Sacred, and it was his Temple I found myself in…and this is his standard. I think your god meant for it to be returned to its followers,” he said in a slow thoughtful voice. “It was a gods work that got me out of the city with that standard…and so I return the favor and return it to one of his followers who seems to have a healthy fervent look.”
One of the villagers looks up asking where this city is, many of the villagers listening in curiously, as the old merchant explains where the city had been. “But it be dangerous...the damned goblins surprised us, or else we would have killed more, but there could be a good deal there…ifin any of you be looking to go to the city.” Looking up he noticed other customers eyeing his other wares and sighed, “But I should be getting back to my work,” he said with a tip of his hat, turning to go and do business.
The World, The AdventureThis is, as said in title, a D&D 3.5 game based in my homebrew little world. I will have maps and other such stuff up in due time, but I wanted to post…because I can. As you might have guessed you are the villagers that have shown interest in this relic, and in showing interest in the relic you have a desire to know more of this lost Temple of your Order, and the lost city. Stone Tribe goblins or no, religious fervor, a duty toward humanity, the desire for riches, for fame, for glory, something drives your desire to seek out what else can be found, and to perhaps aide your Order and your people and begin the movement back toward the glory of old.
In essence this game is a Kingdom Builder, where the PC’s will have a chance to inspire humanity to take up the causes of their religion and their people once more. This means the PC’s can be zealots, crusaders, noble warriors, witty adventurers who see a chance to obtain glory, in essence gain something. As for “humanity”, this does not actually just include the human race. “Humanity” in this world consists of Humans, Halflings, half-orcs, and half-elves. Half-elves/half-orcs are often shunned because of their relation with the Stone Tribe orcs, or the elves (either high elf, desert elf, or wood elf).
The Dwarves are a ‘friendly’ race, as in they don’t really care about humans one way or another, though they do not like elves. Elves have two major groups, the Southern Elves, which consist of dozens/hundreds of wood elf tribes that live in cities built into tree tops, or roam the forests. The Northern Elves are the high elves/desert elves. The high-elves are not actually from this area, but rather an unknown continent across the ocean, but it is here long ago they landed and settled in the deserts of the land along the massive and lush oasis’. The desert elves were assimilated into the high-elf society (assimilated as in enslaved, and over time some still are nomadic, some are still enslaved, and others are just looked down on).
For character creation you will be starting off at Level 1. Having never really been far from the village (or at least if you have, you never did anything really exciting, as in no you are not famous, you aren’t experienced, very well traveled, or really all that special. You might be the son of a merchant who lived in a city like Cree and traveled to Elren when young, but you certainly did not cut your way to the village through hordes of Stone Tribe’s) it makes sense to start at level 1.
The initial adventure (to the city) will be a more traditional campaign, with a pseudo-fixed path (pseudo, as in kind of but not really. I am not going to put your one foot in front of the next just so you move in a certain direction). However as time goes by and your characters gain fame, followers, riches, and the like things become more up to the players. You might try to create a nation built on your Order, or maybe a mercantile power house, or simply adventure on and recover other holy relics or riches. As the most powerful being’s of your “nation” if you create one, at least you will be the most powerful eventually, it will be up to you, the mighty Templars/warriors/heroes to go forth where armies can’t march (such as the depths of dungeons to slay an ancient threat). But then again…there very well might be armies to send off.
Character Creation:Level 1- Note to players, at level 1 you are a nobody. You haven't been on adventures, you aren't a hero, you aren't famous (you could be, but your not), and you aren't well traveled (you might have come from a city like Cree, far from Erlen's Rest, but that does not mean you did little more than look around as you went along your way, watching as the world passed you by and your bottom getting sore from sitting in a saddle or bouncing on a wagon seat.)
Starting Stats- Choose either set of scores:
18-14-12-12-10-10 *OR* 16-16-14-10-10-10 *OR* 14-14-14-12-12-10
Standard Starting Gold- You don't roll, just take the average number they give you.
Communal Gear- One of you can be the son/daughter of a 'rich' local merchant (rich means he has a comfortable life style, he is only rich by the standards of the rest of the village). Even if no one is related to this merchant, there is one who is interested in funding the party a little, "for the cause", and so he will be giving you some adventuring gear. You may make a note when you post your character sheet/idea as to what you would like to be in the goody-basket (be realilistic, you are not getting magical gear). After characters are created I will post what the merchant gives. If people are saving up loads of gold in hopes that the merchant will bestow heaps of riches on you...think again.
Books- I have the pdfs of most books, so just ask, but try to keep it relatively simple, and any class outside the PhB ask me.
Other Creation Stuff- I am sure I forgot something so ask me questions.
I am using AIM so feel free to message me there: dndzplzThe Gods and their Orders:The world of Humanity has five Gods, and an Order dedicate to each God. Think of these Orders as the Orders from the Crusades. Full of zealots and crusaders and do-good-ers? Sure. Full of people with ulterior motives? Yup. What you want to play is up to you, but most of humanity follows one of these God's, and therefore are part of the Orders, though because you are part of an Order does not make you a Templar (an appointed warrior for the God of that Order).
The Five, as they sometimes are called, hold simple beliefs. They believe in the protection of humanity (humans, halflings, half-elves, and half-orcs...though the elfish and orcish blood they rather purge away, but what ever) and the spread of their race. The Five created humanity many ages ago, and from their creation they warred with the ancient elven races, and thus this makes the elves their mortal foes, though in recent years the plague of the Stone Tribes (goblins and orcs and others) have become the true bane of humanity. The Stone Tribes come from the Darkness, where Dark Gods are said to dwell.
The Order of Mael-
Mael, the God of Justice
The Father
The Order:
The Order of Mael is the Order many point to as the blame for the fall of Humanity. The Order of Mael was charged with guiding humanity, thus the followers of the Order acted as advisors to Emperors, Kings, and Councils, as well as ruling from time to time themselves. The Order of Mael also appointed themselves as the Justicar's of cities and lands, bestowing Justice on those who broke laws. Mael is known as the God of Swift Justice, as one of his many names, and many of his followers give just that.
Domains: Law and Strength
Weapon: Greatsword
Alignment: LN
The Order of Isiel-
Isiel, the Goddess of Protection
The Mother
The Order:
The Order of Isiel were the protectors of humanity, charged with protecting the cities (often this meant that Templars of Isiel acted as guards in the cities, as well as defenders in times of war, bringing the lawbreakers to the Templars of Mael for Justice). The Order also created many waystations along heavily traveled roads to give travelers safety, hospitality and comfort, and to stand fast against invaders.
Domains: Protection and Good
Weapon: Longsword
Alignment: NG
The Order of Fury-
Fury, the God of Faith
The Faithful
The Order:
The Warriors of the Faith as they call themselves, the Order of Fury is filled with the most pious of all. The Order of Fury comprised the bulk of the armies of the Faith, and often sent skilled preachers to the far ends of the human reaches to stir the blood of Humanity for the cause of protecting Humanity and destroying the elven or orcish kind. The Templar's of Fury are considered meek in temperament compared to what they use to be...though no one really says it to their face.
Domains: Fire and Chaos
Weapon: Heavy Flail
Alignment: CN
The Order of Borem-
Borem, the God of Magic
The Seeker
The Order:
Keepers of knowledge, the Order of Borem recorded the histories of Humanity, and sought truths in the world. Besides being book keepers and buerocrats, the militant side of the Order of Borem was truly dangerous. Composed of powerful wizards and sorcerers, the Templar's of Borem were charged with defeating the magics of the Elven kind who are known for their skill with the arcane.
Domains: Magic and Knowledge
Weapon: Quarterstaff
Alignment: LN
The Order of Laylanna-
Laylanna, the Goddess of the Wilds
The Shifter
The Order:
Adventurers, scouts, thieves, all of these comprised the shadowy Order of Laylanna. This was the most secretive of the Orders. They had three important purposes. The first was to venture into the world and watch the foes of humanity, to fight them in the wilds, a place considered to be the elves home ground. The second was to hunt down the creatures of the world, the ancient beasts of the Dark, for their power left to grow could destabilize the lands of Humanity. The third, and most secret, purpose was to rid Humanity of the weak. The saying "You are only as strong as your weakest link," was widely used in the Order of Laylanna. To the few who knew the Order's third purpose this meant that the person should die, and often did.
Domains: Travel and Animal.
Weapon: Dagger
Alignment: LN
My Thoughts:Alright, just some Rage I need to bestow upon you before you sign up. Characters made for this campaign should fit this campaign. Please do not post some character who does not want to adventure, who does not care about furthering some purpose (whether noble or greedy). Make interesting characters.
I have had people in other campaigns who made characters, get in game, and their first posts consist of:
Urist walks into the tavern, pulling up his hood to hide himself from the view of others, and goes to the darkest corner of the tavern, silently watching the others in the room.
Not necessarily horrible, but we happened to have 3 of the 4 people in the group (with me being the only social character in the campaign) think this was exactly the kind of personality that was just so cool. so when my character walked in all he saw was three brooding characters trying to act all 'loner' and cool in the corners. I asked the DM if I had been a bad boy and had to go to the corner for something I didn't know I did.
Now I know this is a lot of reading, but I want this to be a long, "epic", campaign full of story beyond just hack and slash.
Also, I haven't really advertised a game for online before, so I very well might have missed something. I know that I do not have a virtual table top selected, but we will be playing on one. I just don't know what one to use, so if you have ideas let me hear what your favorite is -as long as it is free-.EDIT!: I am new to DMing, I have DMed before but hardly, but I have played a fair bit, plus love rping.
Edit:
Houserules-
There is no Leadership Feat, you will gain followers and such through RP, and I will tell you how followers work as we go.
Monk's don't need to be Lawful, but they cannot be Chaotic.
Also: I found this Paladin and I like this one a lot, it fits the setting and from what I have read it is fairly balanced (mostly looking at the opinions of people who seem to know what they are talking about so forgive me if I am wrong)
http://www.giantitp.com/forums/showthread.php?t=123822If you have any houserules you want me to consider let me know.