Author Topic: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister  (Read 17337 times)

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konner09

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #40 on: August 15, 2010, 07:39:30 AM »
If I have a morphic weapon lets say default a longsword with weapon focus (longsword), do I still get the feat bonus if the longsword becomes something else?
No you would have to chose a specific weapon and if you changed it you would lose the bonus
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

You can go back many years and there was a guy named Donny Osmond who probably every male teenager wanted to kick the crap out of. Leif Garrett, David Cassidy, The Mmm Bop kids, Justin timberlake, on and on.

This Bieber kid is just another of many over-hyped kids created? by the music machine geniuses to give them someone to grace the covers of 16 magazine and to get little teen girls excited. Random Youtuber [/spoiler]

I became insane, with long intervals of horrible sanity. - edgar allen poe

veekie

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #41 on: August 15, 2010, 08:40:55 AM »
Pantheon dump![spoiler]The Order of Creation
The entire Order is sometimes worshipped as an entire pantheon. In such cases, it's holy symbol is the symbol for the Celestine Thrones in the skies above the Four Pillars, with the mountain of Father Earth crested with a city of brass and grey men,  grounded upon the forest of eyes of the Verdant Green and the Huntress to the water's edge.
Only one temple of the whole Order stands, a compound containing a grand temple of the Four Pillars and an equally grandiose one of the Celestines, surrounded by the woods and hunting grounds of the Huntress and the Green. The entire complex is maintained by priests of the Divine Mechanism, who have a clockwork monstrousity sited between the two great complexes. The Seeking Shadow has a place within, though only his faithful know that his shrine is brazenly sited directly beneath the great mirror of Helios and Silvershade.

Four Pillars of the Fundament
The Four Pillars are the creator deities of the pantheon, they are most commonly respected but less frequently worshipped. Each representing one of the elements, Druids often worship the Four as one. Temples of the Four range from a shrine to each of them under the same roof to architectural monstrousities fusing aspects of all three, centering on a diorama of the world.
The holy symbol for the Four Pillars as a pantheon is that of a mountain rising from the seas, with a flame dancing upon it's peak and a ring of clouds above. When the Huntress and the Verdant Green are added, the slopes of the mountain are forested and eyes peer out from the woods.

Starlighter
Greater God
Symbol: A single flame of gold upon a field of black, speckled with stars
Home Plane: Elemental Fire
Alignment: Chaotic Neutral
Portfolio: Fire, Passions, Conflict, Nature,
Worshippers: Druids, Warriors, Arcanists, Artists, Bards
Cleric Alignments: Any
Domains: Charm, Destruction, Fire, Magic, Pride, War(Glory, Hatred, Joy, Lust, Pleasure, Summer)
Favored Weapon: Flames(Rays) or Longbow
A flame so bright that it can only be seen by gazing upon it's reflections, Starlighter commonly takes the form of a winged pillar of iridescent flames, on the rare occaisions he rouses sufficiently to manifest.
He is the First Flame, the root of all fires, the flames of the heart and the flames of the world. He set the fires in the skies and the earth, igniting the spark of life in the world. He set the fires in the soul, igniting the first magic in the world.
His work done, Starlighter slumbers, his essence scattered across all of Creation. When he wakes again, he may light a new world, or burn this one to ash.
Dogma
Tend the flames of the heart, flesh and soul, spread them where they will. Starlighter must return to find the world worthy of his light, and go on to ignite new realms.
Most of his faithful take this to mean the elevation of hearts and souls, creating art and magic to light the world or inspiring heroes and great deeds. The transient is prized, for even a brief light can shine brightly. His clergy serve not only to perform such deeds, but to create the circumstances for them, sometimes going to the extent of provoking wars such that heroes may rise to glory.
The more demented of Starlighter's faithful find their place with arsonists, alchemists and evokers. They'd set everything on fire if they could get away with it, causing no end of troubles to the otherwise respectable church.
Clergy and temples
Starlighter's dedicated clergy are few, but he is often worshipped with his three siblings by pantheistic clerics and druids. His worship is popular amongst bards and arcanists, with an entirely deserved reputation for an unhealthy love of pyromancy.
Followers of Starlighter tend to dress in eye searing colors, and carry a light source of some sort where possible.
His temples are few and vary widely, with the one constant being an enormous, ever burning flame in the center, and numerous reflective surfaces. They frequently contain donations of artwork, incense and magic by the faithful, hosting regular fireworks displays at the more well off temples. For festivals, temporary shrines may be set up and set on fire at the end of or more often, during the festivities.
He also commonly shares a shrine with his siblings, a single flame surrounded by polished metal and crystal offerings.

Skyweaver
Greater God
Symbol: A three pronged lightning bolt twined with winds
Home Plane: Elemental Air
Alignment: Neutral Evil
Portfolio: Air, Skies, Storms, Travel, Nature,
Worshippers: Druids, Sailors, Farmers, Travelers, Thieves, Nomads, Explorers
Cleric Alignments: Any
Domains: Air, Celerity, Travel, Trickery, Sky,(Storm, Trade, Windstorm)
Favored Weapon: Lightning Bolt(Rays) or Trident
Skyweaver appears as a colossal weather system of some sort, visible for miles away when her ire is roused, but invisible most often. She is self-centered to a fault, and is commonly worshipped out of fear of her wrath at being slighted.
When the world was new, she wove the heavens out of the void, plaiting winds to seal off the abominations beyond, threading lightning into the firament to burn those who would intrude from beyond. She set the winds in motion to cool the world and to annoy her sister the Sea. She brought rains to wear down the Earth, such that she could delve it's depths. Mortalkind would not exist without her whimsy.
Unlike her brother Starlighter, Skyweaver yet actively influences the world, often blighting the weather at some imagined slight from a mortal, who finds himself dogged by terrible weather until something else catches her whimsy.
Dogma
Go everywhere. That is the one and only dictate that binds Skyweaver's clergy.
Her priesthood is respected to appease their patron, and wise travellers would do well to seek their blessing before travel, if only to be certain that Skyweaver does not take offense. Her clergy seek to pry into everything, and for some, to steal everything that isn't nailed down.
In turn, Skyweaver's clergy are expected to offer their respects thrice each day, making offerings of music, secrets or incense to their patron so long as they are under the open skies.
Clergy and temples
Like her brother's clergy, she shares most of the Druids and Clerics with her siblings, though she enjoys a strong following amongst traveling traders and the thieves that prey upon them. Skyweaver's clergy wear light loose clothing that tend to drift in the wind, sometimes lined with chimes.
Her temples are always open to the skies at their heart, with fluted vanes that guide the winds to form music, and often hung with chimes and other wind instruments. At smaller shrines, a cleared space around an offering or wind chime suffices.

Mother Sea
Greater God
Symbol: A cresting green wave over blue seas.
Home Plane: Elemental Water
Alignment: Neutral Good
Portfolio: Water, Nature, Change, Life
Worshippers: Druids, Sailors, ocean dwellers, marsh dwellers, Healers, Transmuters
Cleric Alignments: Any
Domains: Ocean, Slime, Renewal, Transformation, Water(Healing, Travel, Storm)
Favored Weapon: Waves(Slam) or Heavy Shield
Mother Sea appears as a massive humanoid form of water when she chooses to reveal herself. She cares for what she saw as her children amongst mortalkind, but her interference can be heavyhanded, and humanoids are but one of her many young.
Mother Sea is the seed of the oceans, and in turn, of all life. She brings change, transforming inert matter to life and rather approves of mortals creating new lifeforms, especially the oozes that lie close to her heart. She is rather puzzled however, by artifice, never quite getting how these things made of nothing but Earth can be thus animate.
Yet, despite this care for her 'children', never forget that Water knows no master, and if roused, Mother Sea will wash the world clean, starting over with her favorite lifeforms, the simple, yet enduring oozes.
Dogma
Nurture life, bring change, be fluid, adapt. Mother Sea makes few demands, but these.
Mother Sea's clergy work to ensure her gift is not taken for granted, and to encourage life to bring new forms of life, taking them where life has never been. They work near water bodies, ensuring that the catch is both sufficient and not excessive. They work with alchemists to find new brews, and with wizards to change one life to another.
Mother Sea takes only two offerings, lifeblood and brews. Her gift returned.
Clergy and temples
Mother Sea's clergy wear blue-green attire of many sorts, depending on their  locations. Unlike her siblings, Mother Sea has a larger proportion of dedicated clergy, chiefly amongst sailors, who seek her intervention for safe passage and protection from her more malicious sister.
Her temples mainly appear along large bodies of water, with channels for the liquid running through the complex to a large deep pool in the center, leading into the sea where possible. Her shrines are simple, a bowl with her offering floatings within a larger bowl of water.

Father Earth
Greater God
Symbol: Three mountains, one of stone, one of steel and one of jewels.
Home Plane: Elemental Earth
Alignment: Lawful Neutral
Portfolio: Earth, Wealth, Lore, Underworld, Defense, Nature,
Worshippers: Druids, Miners, underground dwellers
Cleric Alignments: Any
Domains: Earth, Knowledge, Metal, Protection, Strength,(Cavern, Rune, Wealth)
Favored Weapon: Rockslide(Slam) or Pickaxe(Heavy or Light pick)
Father Earth appears as a face within stone, crystal or metal when he chooses to manifest, his body too immense to fully reveal himself. To see his true form, one would be advised to simply, look down.
Father Earth sealed the Void beneath him in a mantle of stone, creating the land that all else rests upon. He gave the world permanance, sealing lore in eternal stone. Along with his brother Starlighter, he slumbered since Creation, rousing rarely and briefly. When he does, mountains dance and caverns crumble, save for where his will preserves.
Dogma
Earth is eternal, immutable. Seek the Father's blessing before delving in the deeps. Preserve all that is valued in the deeps where they will last forever.
This dogma sometimes throws his worshippers in conflict with Starlighter's, who rather favor setting it all ablaze when all is done with.
Clergy and temples
Father Earth's clergy are only slightly less common than Mother Sea's, yet they're rarely distinct from their flock, working with the best of them. They wear sombre colors of brown and grey to represent the earth, usually woven with metallic threads, plates of metal or crystals.
His temples are chiefly underground, centered upon an altar of ore or raw crystals. Where possible, they are built in places with existing cave systems. Smaller shrines make do with a bowl of earth and a piece of semiprecious rock or metal buried within.

The Earthwalkers
The Earthwalkers, unlike the other deities of the pantheon, choose to reside in the world itself. The Huntress and The Verdant Green are ancient forces of nature, while the younger Divine Mechanism and Seeking Shadow reside within the lands of men.

The Huntress
Intermediate God
Symbol: A pair of slitted yellow eyes over bloody fangs on black
Home Plane: Prime Material(Runs with the Wild Hunt)
Alignment: Chaotic Neutral
Portfolio: Beasts, The Hunt, Circle of Life, Nature
Worshippers: Druids, Hunters, Herders, Farmers, Barbarians, Rangers, Sentient beasts,
Cleric Alignments: Any
Domains: Animal, Courage, Hunger, Renewal, Strength, War(Summoner, Feast, Life, Fury)
Favored Weapon: Claws or Scythe
The Huntress manifests as a charging wave of beasts, prey running before predator, and at the rear, what mortals take to be the Huntress, a humanoid, horned and furred feminine figure with a beast's face and long claws. In truth, the Huntress is the legion of beasts, and the figure but a recent addition to the hunters. She takes up the souls of beasts and worthy men to be reincarnated into the hunt.
Created with the world, the Huntress tends the beasts of the land. She is the Wild Hunt, to resolve the balance of the world to it's rightful order. In wilder lands, she is worshipped in the hope of warding off the Hunt by farmers and in hopes of joining the Hunt, even for a single night, by hunters and warriors. Tamed lands ask her blessing for their domesticated herds, and annual hunting rituals attempt ward off her attention from cities and towns.
Dogma
All is flesh, man and beast. Live in the cycle of life, be as worthy to the prey as the one who takes their life and live in pride as the hunted, to feed the hunter. Life is not to be wasted, each death fully served.
In the hunt, this means her faithful must fully use their prey, the flesh eaten, the skin made to leather, the fur to pelts and the bone to tools. All else is returned to the wild, for scavengers to feast. Some take this further, feasting upon fallen foes, no matter who they were.
Clergy and Temples
The Huntress' clergy wear leather and bone, while her rare temples are decorated with ivory and bone in an open design, the altar a bowl of leather filled with blood over a fire. More common are shrines to her, a simple tent of leather and bone, with a stew of blood and meat cooking in the center.

The Verdant Green
Intermediate God
Symbol: A tree rising over green lands, it's leaves quartered in spring, summer, autumn and winter.
Home Plane: Prime Material(embodied in a mountain-sized treant)
Alignment: Lawful Neutral
Portfolio: Nature, Plant life, Disease, Harvest, Seasons, Cycle of life
Worshippers: Druids, Farmers, Forest dwellers, Sentient plants, Rangers
Cleric Alignments: Any
Domains: Decay, Life, Pestilence, Plant, Renewal,(Healing)
Favored Weapon: Tree(slam) or Quarterstaff
Brother to the Huntress, The Verdant Green is the living embodiment of plant life, taking the form of a sentient forest, or a mountainous treant.
Created as the world was, The Verdant Green is the steward of plant life and plagues. Crops, forests, even plagues. His presence can be known from explosive plant fertility and upspikes in diseases and vermin. Farmers worship him for a good harvest, and woodsmen make offerings to ward off his wrath.
Dogma
All life comes from and returns to the Verdant Green, take in your place and return henceforth. The green must prosper.
His clergy encourages integration of living architecture in towns and cities, while the more extreme amongst them assault cities and towns with plagues and dangerous plant life. More commonly, his priests and druids have leading roles in farming communities, ensuring the harvest.
Clergy and Temples
The Verdant Green's clergy wear plant fabric, woven with vine patterns. His temples are built, or more commonly grown around a central ancient tree. Shrines to the Green are usually made around a sapling from such a tree, potted or grown.

The Divine Mechanism
Lesser God
Symbol: An eight toothed brass gear riveted on steel.
Home Plane: Prime Material
Alignment: True Neutral
Portfolio: Crafting, Civilisation, Artifice, Magic
Worshippers: Craftsmen, Wizards, Merchants
Cleric Alignments: Any
Domains: Artifice, Craft, Knowledge, Magic, Warforged(Creation, Metal, Pact, Planning, Trade)
Favored Weapon: Battlefist or Warhammer
The Divine Mechanism is a mechanical man, one of the youngest gods in the pantheon. Unlike the others, he is born of mortal ingenuity, crafted to divine perfection by a thousand flashes of mortal genius. He can be sometimes found at forges, working on some masterpiece, only for forge and smith to be gone when the visitor returns. Other times, he possesses a smith's tools, taking them beyond ordinary levels of genius.
Dogma
It is good to create, to devise and build. To invent and create something wholly new to this world is the greatest gift one can bring in their life.
The Divine Mechanism's clergy thus work in their god's name, forging and repairing wonders.
Clergy and Temples
The Divine Mechanism's priests favor clothing designed to look like mechanical parts, and their temples are usually complex affairs of clockwork, centered upon a forge or construct. Shrines are usually any complex mechanism or forging tool stamped with the Divine Mechanism's holy symbol.

The Seeking Shadow
Lesser God
Symbol: A blank grey disc
Home Plane: Prime Material
Alignment: True Neutral
Portfolio: Secrets, Thieves, Travellers, Exploration, Discovery, Luck
Worshippers: Thieves, Travellers, Adventurers, Gamblers
Cleric Alignments: Any
Domains: Luck, Travel, Trickery,(Celerity, Darkness, Liberation, Shadow)
Favored Weapon: Dagger
The faceless thieving shadow, the Seeking Shadow has no face within his hooded cloak. As young a god as the Divine Mechanism, his worship began more as a curse than as a matter for respect. The souls of mortals who have stolen themselves from the cycle of souls, the Seeking Shadow was once mortal, a thief and adventurer.
He is the patron of thieves and adventurers and yet wanders the land, seeking adventure.
Dogma
Do what you will, take what you want...but be nice to strangers, for you never know if you run into Me. The clergy of the Seeking Shadow are bound by little but hospitality, but you would know if one robs you by how much you have left.
Clergy and Temples
The clergy of the Seeking Shadow go by nondescript clothing in their duties, with only the blank disc of his symbol to tell them apart. He does not boast public temples, but prefers shrines of grey veils and a dulled mirror for the altar.

Celestine Thrones
The Celestine Thrones rule over the spirit courts of the land, ruling in the absence of the four creators. When worshipped as a pantheon, they include all the lesser spirits in their dominion. Their combined symbol is a sun in eclipse with the night sky and stars resplendent.
The combined temple is grandiose, with a central temple to Helios and Silvershade, between the temples of Oculis and Nightwhisper.

King Helios - The Sun
Greater God
Symbol: Golden Sunburst
Home Plane: Celestia
Alignment: Lawful Good
Portfolio: The Sun, Justice, Light, Nobility
Worshippers: Rulers, Paladins, Knights, Warriors
Cleric Alignments: Any Lawful and any Good
Domains: Domination, Good, Law, Sun, Glory(Celestial, Courage, Nobility, Pride, Renewal, Healing, Protection, Truth, War)
Favored Weapon: Longsword
He takes the form of a winged golden humanoid, shining with the sun's light.
Helios, king of the gods, charged with ruling the heavens. He rules in opposition with his sister-wife the Moon, his order and stasis opposed by her madness and inspirations. He holds authority over the legions of minor godlings that run the world, but between Him and his wife's machinations, they are largely free to do what they will, save for when both are in accordance.
Dogma
Bring light into dark places. Obey thy lord, as he in turn obeys me. Helios is the Hierarchy, and patron of kings, nobility and bueracracy. His clergy either are noble or serve nobility in the knighthood.
Clergy and Temples
Gold and white are Helios' preferred colors, and his clergy show that in their overly ornamented equipment. His temples are built of white marble, ornamented in gold , with polished glass and a massive bronze sun-mirror to reflect his glory. His shrines are commonly a mirror placed to reflect the sun in an open space.

Queen Silvershade - The Moon
Greater God
Symbol: Crescent moon, points facing upward.
Home Plane: The Abyss
Alignment: Chaotic Evil
Portfolio: Moon, Beauty, Love, Lycanthropes, Inspiration, Art, Madness, Magic
Worshippers: Lycanthropes, Artists, Arcanists, the insane
Cleric Alignments: Any Chaotic and Any Evil
Domains: Chaos, Moon, Evil, Magic, Trickery(Charm, Dream, Knowledge, Madness, Mind, Renewal, Lust, Spell)
Favored Weapon: Scimitar
She takes the form of a feminine humanoid figure formed out of quicksilver, her features varying by the phases of the moon, but her enigmatic smile a constant.
Queen Silvershade, mad queen of the gods. Ruling opposite her brother-husband the Sun, she reigns over magic and madness. <See Helios>
Dogma
Power is change, Madness is art. Silvershade's faithful create works of art and magic, but those cursed with her attention grow in madness as well as power. Mad genius is unrestrained and free.
Clergy and Temples
Silvershade's faithful wear shades of white and black, matching the proportion to her phases. Silver predominates amongst her ornaments, except for her lycanthropic faithful, who embody her in their very life and need no external aid.
Her temples share pride of place with Helios, for few worship one without providing place for the other. In design, they are identical but for her preference of silver and black, while certain temples make the underside of their sun-mirror silvered and rotate it with the progress of night.
Her shrines make use of a simple bowl or crystal sphere half filled with quicksilver.

Prince Oculis - The Stars
Intemediate God
Symbol: Stars on a black background
Home Plane: Elysium
Alignment: Chaotic Good
Portfolio: Hope, Fate, Fortune, Knowledge, Time, Death, Stars
Worshippers: Rebels, wizards, lorekeepers
Cleric Alignments: Any Chaotic and Any Good
Domains: Chaos, Good, Knowledge, Luck, Time (Death, Dream, Fate, Planning, Illusion, Mysticism, Oracle)
Favored Weapon: Flail
Son of Helios and Silvershade, Oculis appears as a thousand eyed humanoid, each eye glittering with the light of the stars. He sees the past and future and attempts to weave them to suit both parents. Each of his stars is the soul of a mortal champion, rising and falling as heroes die and are reborn back into the world. He sees the future in their constellations. In the end, the future is written by mortal men.
Unfortunately, Silvershade favors him while the future he devised is in disfavor with his father with the amount of disorder and uncertainty.
Dogma
The future has promise, hold fast and do not lose hope. In the worst of conflicts, Oculis's clergy strive to keep the light of hope burning, secure in the faith that the future is there and bright. Oculis often intervenes in mortal life, sending messages to his faithful to guide heroes to their destined places and ensure futures with more heroes. This may be harsh for the hero so used, but it is for the good of all.
Clergy and Temples
Oculis' temples are plain in design compared to his parents, with records of histories, star charts and gem studded mosiacs of constellations. Many boast complex observatories, the better to view their god with.
His shrines are usually a simple map of a constellation, formed of crystals linked with thread.

Princess Nightwhisper - The Night
Intermediate God
Symbol: Field of black with a swirl of light purple
Home Plane: Plane of Shadow
Alignment: Lawful Evil
Portfolio: Darkness, Secrets, Death, Endings, The Night, Shadows, Magic
Worshippers: Assassins, necromancers, spellcasters, thieves, lorekeepers, the undead
Cleric Alignments: Any Lawful and Any Evil
Domains: Death, Evil, Knowledge, Law, Magic,(Charm, Darkness, Domination, Entropy, Illusion, Necromancy, Pact, Shadow, Temptation, Undeath)
Favored Weapon: Rapier
Oculis's sister, the goddess of the night skies and the dead. She appears as a pale dark haired woman always shrouded in shadows, save in the presence of her parents.
She rules over the common dead, secrets and the night. While her brother claims the brilliant souls of the great, Nightwhisper claims the countless souls of the ordinary.
Nightwhisper is charming, and high in the favor of Helios.
Dogma
The dead belong to me, as are their secrets. Bring more to me and you shall have my love. Desire them and pay richly. Priests of Nightwhisper act as power brokers, rarely ruling, but often the power behind the thrones. Knowledge and power at a price can be obtained.
Clergy and Temples
Nightwhisper's clergy habitually wear the plain unmarred black of funeral robes, almost indistinguishable from her symbol they too wear. Her temples are plain black, painted in poorer places and black marble in rich, with a central altar of obsidian and countless records of secrets, lineages, deaths and magic etched into runes readable only by touch. Beneath them, an extensive necropolis stands for the unremarked dead.
Her shrines are composed simply of a bone or ivory bowl carved with her runes and filled with black ink.[/spoiler]
Last deity is incomplete.
EDIT: Pantheon Complete
« Last Edit: August 18, 2010, 02:27:18 AM by veekie »
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Mister_Sinister

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #42 on: August 15, 2010, 09:47:02 AM »
This should be finished now, bar the shouting.

Event: The Casting Out of the Umbragen

[spoiler]As the legends go, the First Ones created Caen, the City of Light, for all of the drow to inhabit. A place of wonder and technological and magical marvel, it was truly a paradise. For many centuries, the drow and those who would become the umbragen lived in peace with each other, the former pursuing their goals of unification and advancement, and the latter experimenting with shadows and other powers. As the city grew greater and greater, the Houses of Caen grew to squabbling and disagreement, as well as constantly trying to outdo each other. The two great faiths of Vulkoor and the Church of Umbra quickly joined in, serving as a rallying point for the drow and the shadow-born, who began to call themselves umbragen.

From among the umbragen arose a champion, who called himself Kren, or Holy Kren as he rapidly became known. Charismatic and intelligent, he claimed that he was the last remaining First One, and that he would lead the umbragen to their true position as leaders of Caen, as the First Ones had promised them. He played up every slight and insult committed by the drow against the umbragen, convincing them that they were being persecuted and oppressed (whether this is actually true or not is hard to ascertain anymore). As time wore on, the conflict became so entrenched that the two sides no longer knew why they fought. Only Kren, unaging and eternal, knew the truth, and continued to lead the umbragen, together with the Church of Umbra. Those closest to him, mainly males, mistreated by umbragen and drow society both, began to call themselves the Brotherhood of Nul, and they built an organization of fanatics and malcontents into a powerful fighting army, preaching unity through strength, peace through power.

It was only a matter of time before such an explosive philosophy led to open conflict within Caen, and the advancement of both sides in terms of magic and technology, as well as their entrenched hatred, became so major as to make this conflict brutal and brief. Unfortunately, the drow, with better equipment, funding and more widespread support, defeated the umbragen, and forced them to inhabit the caverns beneath Caen, driving out or killing all umbragen that remained.

For several centuries, the drow and umbragen have lived in a state of constant war, each seeking to rule Caen as supreme. While the leadership of the umbragen comes largely from the Church of Umbra and the Brotherhood of Nul, the drow have started the Caen Defence Initiative (or CDI), with the support of Vulkoor's faithful. This conflict does not appear to have any end in sight, as the initial advantage enjoyed by the CDI has been overcome by the Brotherhood's discovery of magicite and the related technologies that it has spawned.[/spoiler]

NPC: Holy Kren

[spoiler]The First Ones who built Caen are a great mystery, and none have been seen or heard of for many centuries. Thus, when a male umbragen calling himself Kren appeared seemingly out of total obscurity, proclaiming his First One status, many sat up and noticed. Despite considerable outrage at his statements, and the general surprise that a male could be so bold, many started to believe him more when he showed amazing insight and knowledge, especially about the magical machines that kept Caen functioning, despite nobody truly knowing how they worked.

Kren preached a surprising creed. He claimed that the umbragen were the true descendants of the First Ones, and that they were being oppressed by the usurper drow, who were nothing but lesser specimens, fit only for service. Although he counselled against violent actions, he claimed that peace could only come through power, and unity through personal strength. His creed, surprisingly similar to that of the Church of Umbra, was also gender-neutral, as welcoming of females as of males. Once the Brotherhood of Nul became established, Kren continued to preach and expound his philosophies to anyone who wanted to listen, and his messages led to the umbragen becoming more bold in their actions against the drow, eventually leading to the war that would lead to them being cast down and establishing Urcaen.

Although he was believed dead at least three times, Kren always returns, seemingly stronger than ever. Many who have been in his presence claim that he radiates a presence so strong that all that stand before him can only kneel and weep. He rarely deals with anyone directly anymore, preferring to pass down messages through his Inner Circle. As a result, very few people have actually seen Kren, and even fewer have spoken to him personally. At the same time, this does not blunt the faith of the Brotherhood in his leadership, with a few even worshiping him as a god. While Kren has never responded to such things, the Brotherhood was able to benefit considerably from his leadership, often gaining insights into Caen, magic and technology that had initially been claimed as impossible.

Kren's goal in the present moment appears to be to reclaim Caen. he has claimed many times that once the drow are driven out of Caen, the First Ones will return. Whether this is a myth or not is hard to prove, but this message is proof enough for the Brotherhood.[/spoiler]

NPC: Reverent Mother Priestess Ellara

[spoiler]As with all that hold the title of Reverent Mother Priestess, Ellara is a ruthless and powerful matriarch of the Church, with experience of battle against their enemies and the power of scorpions at her command. She is often seen carrying her bladed whip, which she uses to discipline wayward Church acolytes, the many slaves she is in charge of, or simply anyone who acts in a way she doesn't approve of. Some joke that she also uses this whip in her bedroom, but those caught making such jokes in her presence aren't heard from again.

It is believed that Ellara's uncompromising and brutal attitude comes from the fact that she is from House Codiac, and thus, has more to prove to those around her than any other priestess. While this is a long-standing rumour, the remnants of House Codiac have never claimed her as her own, and she claims allegiance to no House (and truthfully, none of them want her). Likewise, the Brotherhood of Nul have few dealings with her, believing it best to keep her at arm's length if possible. That said, she has worked together with the Brotherhood several times, and is believed to have met Holy Kren at least once in her life.

Ellara is currently believed to be researching ways to prolong her life. Whether this will be through lichdom, magicite-based life-prolonging infusions or something even more drastic, everyone at the Church, and in Urcaen more generally, fears that she might become even more cranky and sadistic as a result.[/spoiler]

Organization: The Brotherhood of Nul

[spoiler]In both drow and (ironically) umbragen society, males are frequently treated very poorly. Seen as second-class citizens at best by their female employers, rulers and mistresses (in the very literal sense of the term), if not as outright useless for anything other than sex, cooking and cleaning, they were one of the most discontented groups in Caen before the umbragen were cast out. The Church of Umbra made this no easier, as they declared that only females were fit for the priesthood, and that males should accept their subservient position in society, as Umbra had willed it. However, with the rise of Holy Kren, many males saw that they could indeed aspire to a position of strength and success, as even the Church could not afford to ignore him. Many umbragen males followed Kren, seeing him as an inspiration and a strong individual, whose life was one to be emulated. His status as a First One (allegedly, at least) also made them believe that he was truly their salvation and strength.

This led twelve males to, one day, decide to become an order dedicated to Kren in everything. Naming themselves the Brotherhood of Nul, they sought to be the eyes, ears and hands of Kren, working his will and obeying him in everything. Fanatically devoted, they took for their symbol the scorpion, a symbol of the Church of Umbra that had been denied to them. They became an inner circle for Kren, who found their devotion useful and a great piece of recruiting propaganda. What he had not expected is that the Brotherhood would grow - rapidly. Before too long, it was an organization that had hundreds, then thousands, then tens of thousands of members, with its own structure, organization and military wing. Although males were (and still are) the majority of its members, seeing its power, many females also decided to join it. By the time of the war between the drow and the umbragen, the Brotherhood had a trained military, a research wing, a spiritual corps and over a hundred thousand members under its banner.

When the umbragen were cast out, the Brotherhood of Nul moved rapidly to establish ideological dominance over the outcasts. Although the Church of Umbra could not be swayed over completely, the two organizations decided to bury their hatchets and work together to try and establish a better world for the umbragen. The Brotherhood relinquished most of its spiritual wing (although many individuals revere Kren all the same), and instead became a military and research organization, with the spiritual aspects of it taken on by the Church of Umbra. While this has meant that their membership is now almost exactly split between males and females, several of the higher-ranking officers within the organization feel that it no longer is the same organization that it was when it was founded - in a worse sense.

The Brotherhood's research wing in particular has produced considerable technological advances in both military and non-military fields, and it continues to be a desired location for many in Urcaen with an inclination towards the magical or technological arts. Its military is the main defence force for Urcaen, and also serves as its police and intelligence agencies. Additionally, the Brotherhood continues to be led and protected by Holy Kren, who, despite apparent deaths three times, returns every time to continue to lead them into the future.

The symbol of the Brotherhood is a scorpion tail. Its members often use "Kain lives!" as a battlecry or statement of relief or success.[/spoiler]

Organization: The Church of Umbra

[spoiler]In the ancient history of Caen, there have traditionally been two churches for two species: Vulkoor for the drow, and the Church of Umbra for the umbragen. Unlike the faith of Vulkoor, which stresses belonging and strength in numbers, the Church of Umbra instead emphasized individual achievement and strength, as well as becoming even more militant in its mistreatment and denunciation of the 'evils' of males. While they had adopted the scorpion symbology of Volkoor, the Church of Umbra stressed the scorpion's strong and predatory nature, as well as its ability to overwhelm even the strongest enemy with its poison. The Church thus stresses flexibility, adaptability and individual power rather than the protection of the group. Due to its close relationship with the umbragen, it also emphasizes shadows and the use of illusion magic, as this is something to which they are naturally drawn.

While it had previously clashed with the Brotherhood of Nul, the two now exist in an uneasy relationship. While the Church finds the near-deity-like status of Kren to many of the members of the Brotherhood to be uncomfortable, since they now handle all of the spiritual needs of the community of the Brotherhood, they mostly allow this to slide. Due to being one of the three great forces in the community of umbragen (the other two being Houses and the Brotherhood), they believe they can afford to let a little slide for the sake of defeating the drow of Caen that cast them out alongside the umbragen. That being said, however, every member of the Brotherhood turned away from Kren is seen as a victory.

The teachings of the Church are that you can only rely on yourself. Those who rely on others are weak, and do not deserve any status or object they haven't the strength to keep or maintain. It also teaches that force multipliers and overwhelming power are the best way to address a problem, and that 'honourable' warfare is an illusion. Lastly, the Church venerates scorpions as a symbol of its ideal, using them both symbolically and literally in many of their rituals and prayers. The Church has a low opinion of males, claiming them to be weak of moral character, incapable of effective rational thought, and generally a danger if not kept properly controlled - which the matriarchial society of the umbragen is more than happy to accept.

The Church of Umbra is a greater deity, providing the Destiny, Illusion, Scorpion, Strength and Trickery. Their favoured weapon is the short sword.[/spoiler]

Organization: Hand of Nul Scorpion Riders

[spoiler]The Hand of Nul Scorpion Riders are some of the most elite units of soldiers that the Brotherhood of Nod commands. Chosen for their intellect rather than their brute strength, Scorpion Riders are trained rigorously, and have to find, capture and train their own monstrous scorpion mounts before they can be considered true members. They are organized into small units, and are a terror on the battlefield, as well as being effective spies and assassins, thanks to their unusual training.[/spoiler]

Organization: House Drannar

[spoiler]Of all the Houses, House Drannar is perhaps the most powerful of all in recent history. Being mostly concerned with producing magic users and priestesses, House Drannar wields incredible magical resources, and is immensely wealthy through the sale and hire of such services. They also have substantial stakes in racing animals of all kinds, but it is considered to be a secondary business at best recently by the elder matrons of the House.[/spoiler]

Organization: House Codiac

[spoiler]House Codiac is a cursed House, having been destroyed almost entirely by turning away from the worship of the Church of Umbra. It is believed that their members trafficked with devils, and swore allegiance to them. This, in turn, gave them their dominant position for over a hundred years in all of Urcaen's affairs. However, once their choice of patrons was discovered, it did not take long for the Church of Umbra to galvanize the other Houses, keen to get at House Codiac's great wealth, into destroying it.

Little remains of the House now, although its greatest families are attempting to rebuild it from the ashes, currently by dealing with various kinds of edible fungi and mosses.[/spoiler]

Phenomenon: Magicite

[spoiler]When the umbragen were first cast out of Caen and doomed to the caverns below, they considered themselves cursed, and the Church of Umbra to have failed them. However, it did not take them long to realise that their new home housed untold mineral wealth - gold, iron ore, adamantine, mithral, and other precious metals were abundant, with the waste of Caen pooling down into the underground lakes and forming deposits of precious metals on their bottom. However, the greatest discovery made by the explorer teams, initially headed by the Church, but subsequently by the Brotherhood, was magicite, the discovery of which revolutionised the way the umbragen lived and propelling them into a new age of power and strength.

Magicite appears as a light blue crystal, often forming deposits around other minerals (though adamantine is the exception to this). It is unusual for several reasons - firstly, it has the capacity to grow. Just a small shard of magicite planted near any kind of mineral deposits, no matter how scarce, will soon begin to grow more of itself, the rate being dependent on how much mineral is present. As this means it can be cultivated, planting and fertilisation (by use of leftover metal or tainted water) of magicite is a common activity in Urcaen, with whole caves set aside for this purpose. Secondly, magicite has powerful magical and mutagenic properties. It can serve as fuel for powerful spells and arcane machineries, as well as items of power, and its effects on living flesh, while horrifying, can produce incredible results. Many, if not most, of the inventions and discoveries of the Brotherhood of Nul can be attributed in whole or in part to magicite-based research, and new applications for this wonder-mineral are being found all the time. Thirdly, magicite is a deadly toxin with few treatments that are effective for those unfortunate enough to be poisoned with it. It is this combination of qualities that makes magicite so attractive to the umbragen, and the city of Urcaen is practically built on magicite, relying on it for almost everything.

Magicite is usually handled only with adamantine-threaded gloves and while wearing a gasmask, as exposure to magicite can be dangerous. It can only be stored in adamantine containers, as it quickly leeches the minerals from anything else it is encased in. The effects of magicite on living tissue are horrendous, dying the skin and eyes blue, producing horrible scarring, nausea, vomiting, internal bleeding, fevers and eventual death. It can also have powerful mutagenic properties, granting magical or psionic ability, new limbs, and even stranger effects. Magicite is highly brittle, and even a gentle touch can cause some of it to flake off and become inhalable dust. As a result, the most dangerous task to do with magicite (its mining) is done by undead or slaves too useless for anything else.

While the true number of inventions that came from magicite is hard to give number or name to, one of the most famous is Urcaen Pitch.[/spoiler]

Phenomenon: Urcaen Pitch

[spoiler]Urcaen contains substantial industry, but due to being underground, the smoke and fumes from these industries, many of which rely on magicite, toxic chemicals, acids or worse things, must be discharged somewhere, and the limited air of the cave complexes that house it is not a wise choice. The Great Underground Sea, with its portal to one of Thelanis' great oceans at its bottom, provided a place to discharge such effluent, and portals to Dolurrh and Xoriat proved another outlet, but these grew too excessive or too dangerous respectively. The Brotherhood of Nul, as ever willing to make further inroads on umbragen society, set their mage-scientists to work, who quickly discovered that passing such vapours through water that had been 'seasoned' with magicite dust, produced a thick, pitch-like substance. As the water-to-vapours ratio was very positive (around 1:1000, depending on the composition of the smoke and fumes), this was seen as a miraculous process, and it is now used to keep the air and water of Urcaen cleaner than ever before. The Brotherhood of Nul is all-too-happy to collect this highly toxic and disgusting waste, claiming to be doing a service to the community.

However, the Brotherhood have many uses for this material, which they named Urcaen Pitch. It is highly volatile, and can burn in the absence of air, as well as when doused with water. It burns at a very high temperature, which makes it hot enough to fuel forges and metal furnaces, and can cause almost anything metallic to amalgamate with it, producing new materials of unusual quality. The full range of uses for this material is only beginning to be discovered, and for now, the more polluting and dangerous industries spring up to fuel Urcaen's war effort, the better.[/spoiler]

Place: Urcaen, City of Darkness

[spoiler]Urcaen is built in a complex system of caverns that lie not far from the city of Caen. The caves used to lead all the way to Caen, but since the banishment of the umbragen, these caves have been either flooded or sealed. At the same time, Urcaen maintains several secret points of access to the surface, for espionage and raids, with plans for a large-scale invasion.

Urcaen is a huge industrial mass of buildings, with a population of many millions. More strictly an empire than a city, its lack of space has forced conurbation at a huge pace. While the cave complexes are vast, they are also limited in space, and it may soon come to the point that there is no further space in the great city.

While it is a lightless place, it is full of industry and unusual craftsmanship, and received interplanar traders through several specially-made portals to give them goods that are scarce below-ground, such as fresh fruit and vegetables, meat and other things that are scarce beneath the earth. In return, they trade minerals, as well as the many products that they can make. Magicite, being a strategic resource, is never traded for any reason.[/spoiler]

Place: Caen, City of the Light

[spoiler]Built by the First Ones many centuries ago, Caen is not a city as much as it is an empire, ruled by the drow. The city itself is extremely ancient, and many of the technologies and magics that power it are no longer understood by those who dwell there. At the same time, this is a considerable advantage in the jungles of Xen'drik, and thus, the city's population is quite sizeable, possibly approaching a million or more drow.

The city itself is situated inland, near a river. It is at the centre of an empire of drow, which covers a large area of Xen'drik. With a society that emphasizes group membership and work for the community, the settlements that comprise it are strong and well-defended, but tend to be small. The city of Caen, however, is mighty indeed, protected as it is by the CDI, a powerful and magically-capable organization.

The city itself largely trades in information and magical services, trading it for food from the rest of the empire and the few settlements on Xen'drik. Many wonders can be found within its walls, although the slow-burning war against Urcaen has seen a much larger amount of soldiers and weapons on its streets in recent years.[/spoiler]
« Last Edit: August 16, 2010, 04:49:31 AM by Mister_Sinister »

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Flay Crimsonwind

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #43 on: August 15, 2010, 09:59:45 AM »
Wow, just got both messages that alerted me to this. So, what's the deal? Are we covered (and thus am I late again!), or is there a role yet to be played?

Mister_Sinister

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #44 on: August 15, 2010, 10:12:26 AM »
Wow, just got both messages that alerted me to this. So, what's the deal? Are we covered (and thus am I late again!), or is there a role yet to be played?

Konner09 has specifically said that he'll take on more players than my original four. Thus, you could well be on time. Secondly, I'd be willing to drop in favour of someone else if needs be. Lastly, Amechra also contacted me with the intent to run a spinoff, so you can always annoy him about joining.

But it's good to have you on board, regardless.

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veekie

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #45 on: August 15, 2010, 12:05:37 PM »
Pantheons completely crafted and updated. Holy Fuck how much did I just type?
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Agita

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #46 on: August 15, 2010, 12:20:09 PM »
Pantheons completely crafted and updated. Holy Fuck how much did I just type?
Over 3,000 words, and around 20,000 characters, not counting spaces.
Have fun with this, guys. And feel free to use any and all of my contributions to the other game too, if you find the game to be in need of manbearliness. :D
« Last Edit: August 15, 2010, 12:26:04 PM by Agita »
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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VennDygrem

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #47 on: August 15, 2010, 12:58:18 PM »
@Veekie: Hmm, looks like your Princess Nightwhisper and possibly Seeking Shadow might be at odds with Korion, one of the deities I created.

However, I suppose there's nothing saying there can't be more than one pantheon in the protectorate despite the implication in the original post.

At the very least, I'd have to find some way to make the three deities I designed work alongside the ones you did. >_>

Also, I'm interested in reading the story behind a LG King taking a CE Queen. :)
« Last Edit: August 15, 2010, 01:03:53 PM by VennDygrem »

veekie

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #48 on: August 15, 2010, 01:24:02 PM »
@Venn
Yeah, I know, this is a relatively self enclosed pantheon, and possibly other gods of the same world has claims on similar matters. I figure they'd be more widely worshiped on a continent or so than globally.

As for the other, hes got a stick up the ass, shes an...interesting seductress and it was easier for both to share a bed than to lay waste to the cosmos fighting over who owns what.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

VennDygrem

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #49 on: August 15, 2010, 01:26:47 PM »
It seems as far as interest expressed, there are 2 PCs from Eberron, and 3 in the Protectorate. No one from Greyhawk or FR yet...

Nick- Eberron
Mister Sinister- Eberron
Veekie- Protectorate
TML- Protectorate
Venn- Protectorate/anything else

I already wrote my character's background around the Protectorate, but I could alter it for a different setting. Instead of Mul-Morgen, it could just easily enough be Mystra in FR (though I like Mul-Morgen more :P). I suppose for easiness' sake I should just do that...

So now the make-up is:
Nick- Eberron
Mister Sinister- Eberron
Veekie- Protectorate
TML- Protectorate
Venn- Forgotten Realms


Geez, looking at Sinister's and Nick's characters, I feel like my AC is low.  :(
Nick, keep in mind that that +4 shield is going to be your only Lesser item. Of course, for a Paladin-type tank, that seems fairly appropriate.
« Last Edit: August 15, 2010, 04:04:11 PM by VennDygrem »

The_Mad_Linguist

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #50 on: August 15, 2010, 06:33:32 PM »
I'll transition to Forgotten Realms if someone can scrape up a dead enough goddess that roughly fits the bill.  I rather like the idea of being the last desperate gasp of a fading power.

The Ordnung
[spoiler]A crystalline plague that rejects all order but its own.  The only goal it has is to impose its pattern upon all creation.  Slowly and methodically challenging the gods, it singles them out one at a time, focusing exclusively upon destroying their followers and every memory of them, then claiming the empty divine realm for its own.  Whether or not it can even understand three dimensional space is questionable - it's servitors manifest primarily as a crawling tessellation of hexagons across a surface.  It finds the concept of time largely meaningless, but has obscure and difficult to define limitations.

It's symbol is something like this
Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.

Flay Crimsonwind

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #51 on: August 15, 2010, 07:19:12 PM »
I would gladly take a Greyhawk deity, since they're the ones I have the most experience with! Awesome! So looks like we've got a ranged cleric (in focus; not that a cleric can't cast a spell and become melee...), a mainly magic of the illusion variety cleric, and a mostly combat based cleric. So I've got some options. One part of me wants to shoot the part thinking of becoming a summoning cleric into malconvoker, and another wants me to go RKV or Bone Knight (can I take a prestige class from another realm's book?). I'd totally be serving Wee Jas, because magic death is where it is.

Do we need a support combat/buffing RKV, maybe? Cleric assassin of a magic death goddess? I'll get working on it now.

Mister_Sinister

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #52 on: August 15, 2010, 07:46:41 PM »
I'm sure Nick would appreciate a combat buddy, and I would definitely appreciate a guardian. Plus, I have a Huge monstrous scorpion pet that you could ride into combat alongside me, if you're willing to defend a drow.

Some ranged action would also be quite cool, though.

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #53 on: August 15, 2010, 07:49:58 PM »
A magic assassin? Willin to defend a drow? When pledged to a kinda dark goddess?! That's ludicrous!  :P Kidding of course, That sounds interesting indeed. Scorpions are more badass than horses. Only outmatched by bears, of course.

Meeeh, it'd be hard to make a bear cavalry charrie. Then the dark cleric of magic-death it is, and he will assist the scorpion riding drow mage, heheheh. It'll probably be a fairly typical Crusader 1 / Cleric 4 / RKV 5, so no super-poweredness yet. Also, I'm building on the idea that I wouldn't be allowed an unspecified number of extra swift actions a round, and am limiting myself at 1/round - avoiding total brokenness for simply great power. Now I need to find fun things to spend swift actions on, and find a nifty race for the whole thing...
« Last Edit: August 15, 2010, 08:01:21 PM by Flay Crimsonwind »

konner09

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #54 on: August 15, 2010, 08:01:33 PM »
holy shit when ever i go to bed and check the next morning you guys post walls of text

The last God OF the Lost
[spoiler]
Rancid
Greater God
Symbol: six small skulls arranged so that a snake going between them creates a Davids STar
Home Plane: The Forgoten Realm
alingment:anything except Lawful Good or Lawful Evil
Portfolio: Anarchry, Death, Desent, and Poision
Favored Weapon:Repeating Crossbow, Bastard Sword
He was once the stongest god of the lost but they soon themselves became lost and power left them, they begin to fade. ALl except Rancid Those who weave the fate of men soon begin to fall when the time comes all shall fall Anarchy and Death SHall Rise and once all settle Man will face it's final judgment... When the Gods of The Lost come to Face
Clergy and Temples
The Followers for Rancid are Few the Temples hollow shell's of what once was. The Followers of Rancid usually dress in common clothes. The reputation of Rancid is all but forgoten for the followers are known to cause trouble and civil unrest and they are shunned out from most places
[/spoiler]
first god I ever creasted
« Last Edit: August 15, 2010, 08:17:27 PM by konner09 »
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

You can go back many years and there was a guy named Donny Osmond who probably every male teenager wanted to kick the crap out of. Leif Garrett, David Cassidy, The Mmm Bop kids, Justin timberlake, on and on.

This Bieber kid is just another of many over-hyped kids created? by the music machine geniuses to give them someone to grace the covers of 16 magazine and to get little teen girls excited. Random Youtuber [/spoiler]

I became insane, with long intervals of horrible sanity. - edgar allen poe

VennDygrem

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #55 on: August 15, 2010, 08:14:21 PM »
TML: No need to take FR if you don't want to, since I'm willing to cover that. It's no issue, really.

konner: Cyntas is the first God, as I wrote him. Did you read them over? I stopped reading the development of the original Fear the Unknown game, but I submitted those three to that game, though I don't know if they used them or not.

Mister_Sinister

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #56 on: August 15, 2010, 08:16:33 PM »
Venn and konner - given that I have ultimate executive control over the setting, previously-established setting elements hold true, meaning Venn has priority. At the same time, legends can say whatever they want - the people who believe in your deity might well claim that fact, although it may not be strictly true.

Everything I learned about DnD I learned from Frank Trollman at The Gaming Den... but nowadays, my work space is the New DnD Wiki.

Check them both out!


konner09

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #57 on: August 15, 2010, 08:16:49 PM »
TML: No need to take FR if you don't want to, since I'm willing to cover that. It's no issue, really.

konner: Cyntas is the first God, as I wrote him. Did you read them over? I stopped reading the development of the original Fear the Unknown game, but I submitted those three to that game, though I don't know if they used them or not.
No this was the First god I ever created not the first god ever problem solved
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

You can go back many years and there was a guy named Donny Osmond who probably every male teenager wanted to kick the crap out of. Leif Garrett, David Cassidy, The Mmm Bop kids, Justin timberlake, on and on.

This Bieber kid is just another of many over-hyped kids created? by the music machine geniuses to give them someone to grace the covers of 16 magazine and to get little teen girls excited. Random Youtuber [/spoiler]

I became insane, with long intervals of horrible sanity. - edgar allen poe

Flay Crimsonwind

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #58 on: August 15, 2010, 08:22:18 PM »
konner: Cyntas is the first God, as I wrote him. Did you read them over? I stopped reading the development of the original Fear the Unknown game, but I submitted those three to that game, though I don't know if they used them or not.
And I promptly jacked the idea in my myst-based history of the protectorate... good times, good times...

Mister_Sinister

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Re: Fear the Unkown 2 3.5 edition roleplay created by Mister_sinister
« Reply #59 on: August 15, 2010, 08:23:28 PM »
That's all good then, konner09.  :D

As a side note, my scorpion is finished. Gonna get onto finishing Ashara's buffs, and then onto the fun part - my story!

Flay: That being the whole idea, of course. :D

Everything I learned about DnD I learned from Frank Trollman at The Gaming Den... but nowadays, my work space is the New DnD Wiki.

Check them both out!