[CENTER][img]https://planetfacts.org/wp-content/uploads/2011/04/stars-in-the-universe.jpg[/img] [I]All stories have a beginning and an ending... Your story happens to begin at the end of your life on Earth. Yes, sorry to say this but, you just died. And my, what a way to go... Well...you got two choices now. You can go on your merry way to what afterlife waits for you, or... You can choose to be reincarnated in another world. It seems...that the universe and its workings are not done with you yet. So, what say you?[/I][/CENTER] [hr] [CENTER][h2][u]The Lore of the New World, thus far...[/u][/h2][/CENTER] [hider=Inesas, The Sunken City by Expendable]Inesas used to be on dry land, until the night of the comet. It filled the night sky, but a jealous and greedy god wanted a piece for himself. However, after breaking off a chunk, it slipped from his fingers and fell on the edge of a mountain lake, causing the land to shake and the edge to collapse, and a great wall of water poured out, wiping out a few villages as the waters raced down to the city itself, flooding it as it flowed through to the sea beyond. The only land that was spared were the many hills of the city, and those lucky to reach one of them survived the floods. Rather than abandon the sunken city, the people of Inesas decided under the rule of the Patriarch to rebuild it by sinking pilings around the islands, forming a city that seems to float on the water, linked by bridges and canals. It became a city of traders, be it one of the ships from far away kingdoms tying up to a warehouse or a lowly flatboat poling its way through the canals to make deliveries of goods. There are many laws, both official and of custom against theft of goods and services. Contracts here are king, it's said. However, murder among the houses is a crime seldom prosecuted, as the great trading houses like to fight among themselves away from the eyes of the Patriarch's Watch. An unwelcome visitor may disappear into the Patriarch's prison, or fall from a bridge in the dead of night. After [b]House Cardaires[/b] lost half its fleet and one of its heirs to pirates (and some say through the deliberate actions of the other houses), they converted their merchant ships into frigates with red sails and began taking the fight to the pirates under a letter of marque issued by the Patriarch. It's whispered (softly) that Houses Alberac and Rochessec were burned down to a man by [b]Cardaires' Red Rovers[/b] when the pirates' path lead back to them. It's said you can plot against the Patriarch, but only a dead man goes after House Cardaires and their Red Rovers. One can contract with House Cardaires for a Red Rover escort.[/hider] [hider=Living Wagon by Expendable]Type: Vehicle (Land) Cost: 100 gp Weight 600 lbs. A living wagon is long roofed vehicle pulled by a team of horses and is intended for the long term comfort of the traveler, typically used by traveling shows and caravaners. Access to the interior is from a rear porch that has mounted or hinged steps that fold down. While there's variation in how they're built, the inside is usually furnished with sleeping berths at the front and small stove on the left with a chimney going through the roof, with a small bench on the right. Barrels are mounted outside for water, grain, or flour. A belly box (35gp) can be added underneath for additional storage. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.[/hider] [hider=The Beaten Path by rush99999]Any bard worth their whistle knows at least one tale of the Beaten Path, a magical pathway that runs through the Material Plane, the Feywild, and the Shadowfell, binding the Prime Material and its echoes together to ensure they never stray too far from each other. According to the tales, it can be used to travel to any location on any of the three planes. However, the tales also warn of the dangers that come with wandering off the Beaten Path. Those who do so run the risk of stranding themselves, be it in the Feywild, the Shadowfell, or - if the stranger stories are to be believed - a Material Plane completely different from the one that the journey started on.[/hider] [hider=The Midnight City by Expendable]An underground (or possibly tucked away in its own stable pocket dimension) city, location unknown, but accessible from various portals typically found in dungeons or isolated stone circles for those who have a key. It's a hidden marketplace for items you cannot find anywhere else, and it swarms with all sorts of beings. There are two rules in this city - 1. No violence. No matter what, everyone in the city is safe from each other, lest they awaken the wraith of the Guardians or their golem minions. 2. Any claims made by the seller of any being, creature or object must be true. Any falsehood (but not omissions) will be fined the first time. Pray you never find out what happens with a repeat offense.[/hider] [hider=The Amora Heights by Neianna86]This is the largest mountain range stretching from the Northern Shores to the raging waterfalls of the Southern lands. They are ruled by those known as the ‘Panther Lords’, the ones that can suffer the heights and are as elusive as they are mythical. Rarely seen by those that venture up there, most merchants and travellers stick to the Mountain trail, known as the Snowpass. This allows one to cross and traverse the Mountains in ‘relative’ safety, for no one is truly ever safe on the road.[/hider] [hider=Gorm’s Hammer by Neianna86]One of the highest peaks is known as Gorm’s Hammer. With its jagged peak, it was given the name because it is connected to the battleground where the giant Gorm the Cruel fought Venradhi Thousandscar. The tale goes that Gorm the Cruel used to live on the Mountain, coming down only to snatch up children and fair maidens to feast upon. He was a great terror of the realm. Many a hero and many a knight had attempted to end the life of the vicious giant, but so far none prevailed. It wasn’t until a lowly tailor figured out a way to defeat him. He did so by luring in another great threat, namely Venradhi Thousandscar, a terrible Dragon with a distaste for trolls and giants. Though many versions of the tale exist, with the lowborn hero eliciting help from all sorts of sources, the ending ends up pretty much the same, with a confrontation between the two terrors and them battling each other, whilst the clever little tailor weaves and sows his thin thread so efficiently that in the end they both topple, they ‘beat the current shape’ into the mountains during their fight and with their fall at the end. Some say the Hammer is still there, hidden away when the both of them fell.[/hider] [hider=The Continent of Skybraken by Dark Cloud, dedicated to Tim (Rest in Peace)] [b]Description:[/b] Surrounded by the deep waters of the Sargasso Sea, it's shallows a mess of kelp and jagged rocks that wreck many vessels. A graveyard of ships line the eastern coast just in view of the continents capital city, Tazrio. The land itself is split into three kingdoms. To the north lay the frozen lands of Rimewind, where the dwarven lords war with the white orcs whom seek to claim the land for themselves. At the central most part of the continent is the kingdom of man, at it's hub the crown city of Tazrio watches the sea and the plains behind it. Though it may appear at peace the winds carry whispers of dissent, rumors amuck that the Queen murdered her husband to usurp the seat. Many heads have rolled for such slander but the suspicion still mounts by the day. South of the capital through the mountains of King's Pass lay the ruins of the once great kingdom of Greymourn, the land still black from the dragonfire. Desolate and destitute, those who survived are scattered. Refugee camps surround the ruins of the city of Grey, constantly under attack by the bandit lords who seek to take the city. Few whisper of an artifact buried deep beneath the city within it's catacombs, the Mortis Coil. A relic created by the ancient cabal of grey necromancers that if activated would summon the buried soldiers of old to march against all of Skybraken. [/hider] [hider=White Orcs by Dark Cloud][b]White Orcs:[/b] [i]like typical orcs they are tall, broad shouldered and quite strong. However centuries living in the frozen mountains have changed their physiology slightly. Their skin is pale as snow giving them their moniker as White Orcs, their eyes range from grey to white.[/i] - [b]Acclimated:[/b] [i]Due to living in the high peaks of Rimewind, a White Orc doesn't suffer from the air pressure of high altitudes and can survive the extreme cold of the lands without shelter for far longer.[/i] - [b]Cold Resistance:[/b] [i]A White Orc has resistance to cold damage and takes no damage from extended exposure to it naturally.[/i][/hider] [hider=Pathfinders by Neianna86]They are young pure spectral fey-spirits. They feed on dreams and are small but curious creatures. Generally good natured and with a little bit of a mischievous attitude. Most of the time the watch over children and feed off their dreams as a sort of spirit guardian. They tend to use portals to zip in and out of the world and are usually small. As said usually act as an inner voice/instinct or a spiritual guardian for infants and small children and usually leave the child when it grows up or stops interacting with it. Or unless the child becomes more antagonistic towards it. Despite their magic they are rather skittish and require a gentle touch. It is why they don’t do well in captivity. They in the end they usually act as familiars for the magic casters or return to the world of dreams and shadow. By this time they have perfected and solidified their own form and intent, representing usually an intent similar or opposite of that of the magic wielder in order to complement them. Keep in mind they choose the one they bond with, not the other way around. Those that get a Pathfinder have a great responsibility as corrupted ones can turn into some of the most deadly and dangerous Fey creatures imaginable. Some examples of what they tend to look like: [hider=Twittlet] [img]https://img.roleplayerguild.com/prod/users/298b5abc-dc59-4b23-ac8f-7e16c18805f2.jpg[/img] [/hider] [hider=Phanadrum] [img]https://img.roleplayerguild.com/prod/users/e5753364-fd7d-453d-8769-c66f47468289.jpg[/img] [/hider] [hider=Pardoush] [img]https://img.roleplayerguild.com/prod/users/f4657cdb-ba24-4f5b-b0e4-4e73af2b96fd.jpg[/img] [/hider] [hider= Fosmosis] [img] https://img.roleplayerguild.com/prod/users/c992dbc3-7b05-417d-9e63-28acc1d9a62c.jpg[/img] [/hider][/hider] [hider=Nightstalkers by Neianna86]Terrifying unformed creatures to seek a host to live and feed off of. They burrow into their dreams, fears and eventually their very soul contorting and altering the body of the host, until it no longer has the strength, the will to fight back. Those infected first lose their sense of self. They become one with the the parasite and ultimately get absorbed into the Nightstalkers depths, forcing it on a new quest for a new host. They can live everywhere and are highly intelligent, they can allow their victims to come through and use their voice, their body to pretend everything is fine. Only in the final stages when the victim's body is too far deteriorated does the Nightstalker need to look for another potential host. Which isn't a difficult thing to do. Most hosts don't even realize they are infected until it is far too late. What could they look like? [hider=Nightstalker] [img]https://img.roleplayerguild.com/prod/users/7385bd1d-ceef-4c82-baad-ea0f4ae4a3e1.jpg[/img] [/hider] [hider=Nightstalker] [img]https://img.roleplayerguild.com/prod/users/91771bc0-f207-44ed-9bcb-b7da981c25a5.jpg[/img] [/hider][/hider] [hider=The Malleability of the Soul by the DM][b]One of the Cardinal Truths of Magic[/b] The soul is the very core of a person. Without the soul, the person cannot truly exist. A soulless body is nothing more than a lifeless husk, only alive physically, but not mentally or emotionally there. Of course, that's if the soulless being didn't die... Just as life experiences and interactions can influence a person, so too can the use of magic affect the soul, be they the caster or the recipient. It can even affect the their very sense of identity. There are stories of legendary clerics and paladins ascending, becoming beings of godhood, or near godhood. Stories of Warlocks are obscured and lost to the sands of time. Nobody has ever seen a warlock reach their full potential. Nobody has ever seen a magic user actually reach their full potential, and cannot say for certain what happens to the soul at this point.[/hider] [hider=Lesya and Eridris, twin Goddesses of magic, by Lurking Krog] Eridris is the representation of chaotic magic, wild and untamed, dangerous and benign. Typically a patron of sorcerers, bards, and some wizards who prefer to push the boundaries of magic. Lesya is the representation of structured practice of magic, equations and laws, precise and controlled. Patron to most wizards, knowledge domain clerics, and some bards. Both can be patrons to warlock, hexblade or celestial. It was both sisters who agreed to share magic to mortals teaching first the elder races; elves, dwarfs, and gnomes. After then did they teach it to the remaining races. I suppose even some similarly aligned dragons may be followers of theirs, a silver dragon who keeps a library of the arcane arts, and copper dragon who like to preform harmless magical pranks on nearby towns or entertain them with tricks and shows. This is what I have so far and will likely expand more on them as the inspiration continues to pour.[/hider] [hider=The Mineral of Magic by Lurking Krog]There is a crystal/material that functions similar to residuum/whitestone from the world of Exandria, but prolonged exposure can lead to health issues, degenerating mental capacity, and such. The raw material tends to be more likely to harmful, especially during refining, as it is saturated with magic. Variations of it exist based on the exposure to magics from beyond the material plane. This mineral can be found along leylines of the world, or in areas where acts of great magic were enacted. The general rule of thumb for finding the mineral, or nodes of it is follows: The more magic there is, the more you can find. [/hider] [hider=Names of the Mineral by Lurking Krog]Eridris's tears by descendents of the first sorcerers as it was her tears of joy when the first mortal learned arcane magic from her created the first seed crystals near Mount Therisdrem. This mountain is also right to be a convergence of multiple leylines. It sits in the middle of the Silvermist highlands and the only structure is a temple to Eridris at the base of the mountain. Lesya's grace by those who descendents of the first wizards who believe it to be a part of the goddess given as reward for their eagerness to learn and maintain the structure of magic. The largest know specimen of these crystals is kept at a temple/wizard school in the Zardeerium plains, where the first wizard was taught by Lesya. This area is also believed to be a convergence point for several leylines. Both tales are true and both regions serve as magic poles as they are on opposite sides of the world.[/hider] [hider=The Ring of Candlelight by Skwint]Common Magic Item It can be fancy or just a plain ring. Upon speaking the command word, the ring emits a small amount of light equivalent to a burning candle. Speaking a second command word would extinguish the light. (Inspired by the Glow Ring of Stardew Valley)[/hider] [hider=Fallen Angels by rush99999] When mortals think of fallen angels, they tend to think of those that have turned their back on all that is good and became something more akin to a fiend than a celestial. However, those kinds of fallen angel aren't the only kind out there. When an angel is first created, they are instilled with a deep-seated devotion to law and goodness. And it is any deviation from this initial alignment, no matter how slight, that marks an angel as fallen. With there being nine possible alignments other than lawful good, fallen angels can be sorted into eight different categories. The Shackled: Fallen angels of neutral good. Taking their name from the heavy chains they wear out of guilt over their unlawful actions, the Shackled no longer commit themselves fully to the cause of law. Though they remain loyal to the forces of good. Being one of the two fallen angels to have deviated the least from their original alignment, they are prone to old habits and will often continue to fight for law even though they no longer believe in it so fervently. But when a choice between what is lawful and what is good must be made, the Shackled will always choose that which is good. The Unbound: Fallen angels of chaotic good. Seeing the vileness that is perpetrated and perpetuated by the law can drive even its most ardent supporters to abandon it. The Unbound are living proof of this. Eternal rebels and immortal revolutionaries, the Unbound travel wherever the forces of law and evil are strongest, often leaving a trail of toppled tyrants and deposed dictators in their wake. The Blind: Fallen angels of lawful neutrality. The Blind take their name from the blindfolds they wear to represent their blind commitment to law. Being one of the two fallen angels to have deviated the least from their original alignment, they are prone to old habits and will often continue to fight for good even though they no longer believe in it so fervently. But when a choice between what is lawful and what is good must be made, the Blind will always choose that which is lawful. The Grey: Fallen angels of true neutrality. Named for the grey hue their skin takes on after their fall, the Grey are as difficult to define beyond that point as the alignment they take on is. Some work to maintain a cosmic balance, serving one alignment one day and another the next to achieve that end. Others fall into a state of complete apathy, refusing to take a side in any matter regardless of its significance. Others still abandon traditional morality altogether, taking on a new and completely alien mindset. The Wild: Fallen angels of chaotic neutrality. The Wild are utterly unpredictable. Their allegiances, their motivations, and almost every other aspect about them can and will change on a whim. Having not strayed too far from the path of good though, their antics are rarely malevolent in nature. More often than not, the worst they will do is bring down a wide variety of inconvenient mischief on someone who has caught their interest or drawn their ire. The Wild will also often find their way into the Feywild, where they may pledge their services to an archfey for however long their interest in doing so remains. The Tyrannical: Fallen angels of lawful evil. These are the fallen angels most well known to mortal kind, due to the former archdevil Zariel being a fallen angel of this category prior to her redemption during the Descent. Contrary to popular belief, not all of the Tyrannical are servants of the Nine Hells. Many instead pledge themselves to lawful evil gods such as Laduguer, Maglubiyet, and Sargonnas. The Villainous: Fallen angels of neutral evil. They care for nothing save their own personal gain. Some travel to the material plane to become crime lords, conquerors, and cult leaders. Others descend upon the lower planes to serve as mercenaries in the cosmic conflicts that rage their. However, most simply vanish. Where they have gone and what - if anything - they are up to unknown even to the most omniscient diviners in the multiverse. The Vilest: Fallen angels of chaotic evil. They are everything an ordinary angel is not, with those few who fall this far barely being recognizable as celestials. The Vilest are absolutely despised by ordinary angels, who relentlessly pursue any that fall to these darkest depths and will stop at nothing to see them slain. The Bestial: Fallen angels who have lost enough of their intelligence to become unaligned. Stripped of their intellect, the Bestial become little more than the beasts from which they take their name. Acting purely on instinct, these fallen angels wander without purpose and without aim. With the restoration of their intelligence usually being all that is required to bring them back to their original lawful good alignment, almost every story regarding the Bestial revolves around adventurers questing to find the angel and fix their broken mind. [/hider] [hr] [hider=Character Creation Rules.]Character creation for this game is going to be a different (but I think it'd fun XD). [u][i]*First off, we will be using a Reincarnation Table to determine what your PC's, the Player Characters from Earth, are reincarnated into for their new lives. Only the DM will know the results of the Reincarnation Table, and will tell you your result once you have rolled. The DM may ask for more rolls if necessary. Begin with a d100 roll.[/i][/u] *The characters will start off as Commoners and discover their classes as the game continues (based on choices and rolls of the dice). With that said, a list of preferred classes can help the DM provide opportunities for the PC accordingly. Commoners have a proficiency bonus of +2, HP of 4 + Con Mod, AC of 10 + Dex Mod, and they only have a club for the weapon. *The backgrounds would reflect what the PC did during their previous life on Earth. For example, a YouTuber could have been an Entertainer, or a policeman could have been a City Watch. *Stats can be rolled (4d6 and drop the lowest), or the PC's can take the Standard Array/Point Buy. *Now, the world the characters are being reincarnated into is an unknown, original world. Those who have not done so already, I would like one piece of lore about this world, so that the world is not just created by the DM but also by the players. The lore can be as long or as little as you would like. That lore will be posted above this section for reference. [/hider]