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mixmastermax — The Campaign [NSFW]
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Description Changeling:  100year Life Expectancy
Deva: Continuously Reincarnates, Each Life is 400years (Unless killed)
Dragonborn: 700year Life Expectancy
Drow: 1850year Life Expectancy
Dwarf: 275year Life Expectancy
Eladrin: 2000year Life Expectancy
Elf: 750year Life Expectancy
Genasi: 150year Life Expectancy
Githyanki: 100year Life Expectancy
Githzerai: 100year Life Expectancy
Gnome: 260year Life Expectancy
Goblin: 30year Life Expectancy
Goliath: 100year Life Expectancy
Half-Elf: 115year Life Expectancy
Half-Orc: 80year Life Expectancy
Halfling: 85year Life Expectancy
Hobgoblin: 90year Life Expectancy
Human: 100year Life Expectancy
Kalashter: 225year Life Expectancy
Kenku: 65year Life Expectancy
Kobold: 55year Life Expectancy
Minotaur: 80year Life Expectancy
Orc: 50year Life Expectancy
Shadar-Kai: 140year Life Expectancy
Shardmind: Does Not Age
Shifter (Razorclaw & Longtooth): 95year Life Expectancy
Tiefling: 140year Life Expectancy
Vyrokla: 600year Life Expectancy
Warforged:  Does Not Age (Will Rust or Rot unless treated with magic)
Wilden: +1300Years (Wilden have 4cycles each a minimum of 325+ years)

-The Power Sources in the World-
Arcane: Arcane magic has a unique ability in those that practice it. Those that practice arcane magic can break fate and destiny for themselves. Masters of arcane magic can "Make their own destiny. They touch the world lightly." A man whose name has been forgotten.
Arcane magic is reserved for the elite for those within the upper crust in the 'Ivory Guard' controlled territory. Outside that area it changes from wide acceptance. An accepted practice, a restricted working often controlled by churches or politics. A completely banned practice which leads to one, being killed or having a vital part of magic use being removed, tongue, eye or even a hand.

Divine: Gift of the gods. Power divine upon a person allows access to their god's power. Not all can use there gods gifts as much like magic your body must be able to survive the power divine. It is much more common for one to be able to pull power from there god. It merely needs the ability to almost access magic or powerful devotion. The gift of divine magic is seen as a gift far and wide as it marks a connection to a god stronger than a normal man. People attuned to their god are boned to their fate and often never escape it. This means if your god had or has a purpose for you then by channeling his might you guarantee it will be fruitions.

Martial: A normal man your strength, speed, skill is your own. No magic, no grace of a god, no bargains, no spirits. Your body and the steel your carry with it is your strength and power. Fate is both your strength and greatest weakness. You cannot deny it but at the same time you can choose to not accept it. A man with one road that chooses to instead walk a second.

Primal: The spirits of the material call. They call for its protection, your strength, there bond. Together you are one with those of the natural world, thunder, fire, wolf, the lesser spirits are your companions and the greater ones watch you with interest. A person with primal power is closer to the natural world than any other. You are as the divine among savages. A pathetic witch doctor near 'Ivory Guard' controlled land; and outside that a traveler as any other.

Psionic: Those gifted at calling upon the 'Mind's Eye' could always use this unique power. But at the Far Realms invasion the destruction of the 'Gate' it has spread for what was a phenomenon is common in some places across the world and others as rare as it ever was. None can truly explain the experience or what the power is truly like. Psionics are accepted with some mistrust in nearly all communities except those controlled by other psionics.

Shadow: Those that experience the shadows describe it similar to how one does primal it is bonded to there being intrinsically fused to their very soul a taint. And yet it is divine a particular feeling of fate controlling ones path. A shadow user is bound to fate and the shadows themselves. They hid and those that witness it call this evil as worship of devils. But they are fools for the shadows are not evil just within the dark, and not all that hidden in the darkness is evil.

-The Classes in the World-
Assassin: Killers for hire
Ardent: Psionics attuned to accessing the emotions of themselves and others to improve their abilities and the abilities of their allies
Avenger: Divine hunters, assassins, hitman for their church when they cannot justify killing someone
Barbarian: Warriors trained that thanks to their attunement supplement any weakness with the primal spirits strength
Bard: Musicians, spys, artists, storytellers, warriors, and bards are Jacks of All Trades. Operating in the field for whatever group trained them. Or they learned magic through music this power lets them become the warriors they are without the dedicated combat or physical training.
Battlemind: Psionics that have used their gift to adapt change and improve their own body and combat skills
Blackguard: Any Paladin which worships a god well following a powerful vice. This may be from a loss of faith or the divine spark within being tainted with shadow.
Cleric: For he who follows his god's word, preaches his god's word. Clerics are priests, teachers, and healers. People gifted by their gods clerics act as battle masters or healers through divine power.
Druid: Bonded to the primal spirits. Druids can call animals, change form, and bend the elements. Druids do not create they merely bend and use what is around themselves to protect nature and primal spirits  
Fighter: Martial warriors, protecting their allies well cleaving into there foes
Invoker: A divine spark greater than any other. Invokers are rare and powerful able to tap into far more power than any other of their gods strength, divine fire from the heavens, storms of radiant light etc. An invoker is a gods hand upon the world
Monk: A monk unlike other psionics does not need limiters and can always access his full potential when coming to its abilities. Faster, stronger, more destructive, many see monks as warriors completing great feats. They do not understand this is from there 'Inner Eye' which may never close.
Paladin: Divine warriors supplementing physical skill with divine power. Paladins are the weakest divine warrior, having skill already there gift just letting them accomplish tasks beyond normal.
Psion: The psion uses there 'Inner Eye' to shift the world, changing it, controlling others, or creating things with it.
Ranger: Wilderness warriors fast agile wielding blades or bow.
Rogue: Thieves, cutthroats, pirates, are all rogues they move quietly and are charismatic or brutish warriors relying on subtlety to strike from the shadows or the opponents blind spot
Runepriest: A divine warrior. They have found the ability to use god runes. The magical properties of which unravel before them. A runepriest need not worship any god but most do as runes of that power are a closely guarded secret. Runepriest do not get fueled by a god but their ability to harness and understand runes.
Seeker: Users of primal spirits a seeker channels them through their weapons. A seeker cannot keep spirits within their body for long periods so there weapons become the spirits host.
Shaman: A primal spirit user, they carry spirits within them and can create their own unique spirit a fusion of the elements and their soul. Shamans are healers and are bridges to the spirit world.
Sorcerer: Carrying the power of storms, cosmic power, dragons, or the wild chaos. A sorcerer can open there body to the power letting them use the arcane might of said group.
Swordmage: Magic, dance, and the blade that is the art of the swordmage. Combining the 3 in a dance of beauty and skill, a swordmage uses sigils and other things to defend their allies. Going after their opponent, pulling them back, or creating barriers to protect their allies.
Vampire: You have become a vampire and can access the power that is of a vampire.
Warden: Protectors of primal spirits, wardens use their bodies as hosts there durability allowing them to become as the spirit they are fused with.
Warlock: You have the spark of magic letting you make a pact. This pact is with an entity from beyond and with this pact you gain the power to access arcane magic. A warlock is bound to the arrangements of the pacts, and bonded to the being they made it with.
Warlord: A warrior who commands his troops. Leaders, commanders, warlords are the person rallying a fighting force together keeping the group organized, inspiring, tactical, bravo that is a warlord.
Wizard: Practitioners of arcane magic, studying the patterns and arcane magic of the world. Wizards form groups to study the secrets of magic. Schools are the most common place to learn magic, outside that an individual may have been taught by a former magic user or old texts.

Unique Points for this class
Artificer: They do not exist.

-Gods-
Gods rarely ever appear before someone, it is truly a gift for your god or any god to show its presence and a greater one for the god to manifest a visible form in visions or prayers.

Rayhu: Lawful Good God of Justice, Law, and Honor (The Infinite City) A great serpent Rayhu is a massive serpentine dragon his scales shed light and change color(Blue, Gold, Silver, And White), in soft patterns his great head has a beard upon it and whiskers as a Gold Dragon. Rayhu is the main god worshiped within the Ivory Guards territory though there are scattered worshippers of him throughout the world.
Anait: Good God of Luck, Change, and Seasons (The Changing City) A man with robes pale violet in color, hair golden as a wheat field under the setting sun, eyes greener than any emerald, skin flawless and with a crisp bit of color. That is Anait's form he is worshiped in various places throughout the world have no central region or area where he carries a great number of worshipers. His greatest ground of worship is Ista Califa
Octaz: Good God of Sun, Fire, Spring, and Day (The City of Spring) A blazing giant of a man, great flaming hair, blackened skin with veins of fire ruining across it, robes white a chalk with images of life and rebirth upon them, golden eyes that burn with fire well showing the kindness of life. Octaz is the other major god worshiped with Ivory territory.
Lumbres: Unaligned God of Moon, Water, and Shadows (The Water Edges) Hair that moves like water appearing as every blue in color, skin with a silver glow, eyes that are a pure black behind which is kindness and love for those that look upon them. Short nails with a sea green color, a transparent bluish hued cloth is draped across her body.
Seln: Good God of Honor and Mercy (The Infinite City) Armor shinned to perfection underneath a pale man his coat of arms baring a scale and a sword with twin edges. Hair of a golden brown tied into a long ponytail tied by white ribbons. A calm face that watches with kindness and duty Seln has eyes pure white in color. He is the third major god worshipped in Ivory Territory and outside of Ivory his worshippers only go so far as Mos Eisley
Shia: Unaligned God of Wilderness, Nature, and Storms (The Primordial Garden) Shia is described as a she wolf made of storm clouds, lightning, rain, and hail ever coming from his form. Great fangs of ice, eyes of lightning yet despite the constant storm life still forms. Shia is often worshipped in areas were the ability to survive the weather is greatly appreciated as such her worshippers are found throughout the world in the most dangerous of places.
Tyr: Unaligned God of Knowledge, Summer and Skill (The Manor of Summer) A short man with hair deep green, eyes a bright blue, and skin with a deep tan. Tyr is mainly worshipped by scholars and warriors who wish to combine intelligence with their blade skills, this makes his temples be in all places of the world each with libraries carrying all sorts of knowledge within
Siang: Unaligned God of Death, Winter, and Prophecy (The Palace of Winter) A robe/cape blue-white stiff as ice, hair like the feathers of a raven in color, twin eyes a red one looking at now and a blue looking ahead. A great scythe of deep blue ice, this is Siang his cold touch and the fact his holy grounds chill by his priests presence makes the god not highly sought after for worship you can still find various small temples throughout the world.
Guerra: Unaligned God of Battle, and War (The Orichalcum Fortress) Primarily worshiped in Diamond throne. Guerra is a large dwarf like man, thick beard and hair deep-rouge in color, eyes of sparking light as weapons colliding, skin tanned and scarred from many a great battle. Guerra's temples and mainly within Diamond throne and show his and his followers strength they are great stone colossus a single temple can be 120ft tall.
Belleone: Unaligned God of Magic, Beauty, and Creation (The Garden of Miracles) Belleone is worshipped for her beauty as much as the beauty created by her and her followers. The beauty Belleone wears a concealing robe but her skin of alabaster in color, hair like spun gold, and eyes that twinkle like starlight are known to all. No matter the culture or appeal the comparison to Belleone especially by a priest is a great gift indeed. You will find one temple of the beauty goddess within almost every city.
Voystein: Good God of Illusion, Fate, and Travel (The Endless Spring (Location not time of year)) A lean tall elven man his true hair, and eyes a mystery as they change between visions but a constant is the Lime-Green suit, black tie and black cane with an astral diamond on the top. Voystein is primarily worshiped in Halfling, and Gnome communities but has small groups in the world that worship him.
Likumais: Unaligned God of Doom, Time, and Law (The Infinite City) Skin of ashen grey, eyes the same, no hair upon her body. Likumais is a terrifying presence, she would be called beauty for not the fear she brings (Likumais and Belleone are sisters) no clothes touch her body for they fall away as the touch of time and doom burns them away. Likumais has few worshippers for her domains but the respect to Time and Law often attracts demon, devil, and undead hunters to her cause and temples. Though small in number her worshippers are completely devoted
Sune-Tuk: Unaligned God of Art, Nobility, and Beauty (The Artist Grace) The god primarily worshiped by Ivory Royalty, though Sune-Tuk is worshiped often by royalty throughout the world he is more often done so for a family to keep their royal power. Outside of the selfish means of nobles Sune-Tuk is often called by artists of every sort for his twin daughters are the pinnacle of beauty (Likumais & Belleone are Sune-Tuks daughters. Birthed by his creativity) This makes Sune-Tuk widespread in the world without having a great calling
Invenciones: Good God of Community, Civilization, and Inventions (The Infinite City) If any could be called a dwarven or in fact god of civilized lands it would be Invenciones. Though not worshipped to a great deal within 'Civilized' lands he has worshippers throughout and many go on pilgrimages to 'uncivilized' land to teach civilization. His other major worship center is the Republic. He is a stout man, great hands scared from building, appearing as the everyman there in nothing wholly unique to his appearance.
Cyric: Good God of Creation, Family, Love (The Infinite City) Family is a gift and Cyric holds this true he says make a family, create, and love. That is what people do this may be why so few worship him it could also be his abstain against violence punishing followers who would hurt another's family. Cyric's own beliefs have destroyed his temples and left him the weakest of Gods for so few worship him. Cyric looks as a effeminate male.
Tyranía: Evil God of Tyranny, Honor, and Shadows (The Iron Gulag) A great female deep red skin, pointed ears, crimson hair, blood red eyes, robes of shadow and red short claws. Tyrania is tall and by some accounts a beauty (Those who said that have yet to be heard from since those words were spoken) In many ways people openly worship her but at the same time others hide their worship making it impossible to calculate how many truly worship her.
Conquist: Chaotic Evil God of Underdark, Envy, and Conquest (The Black Stone Palace) Those that dig into the ground or enter the Underdark know to pay respects even if to this dark god. He wants nothing more than complete control of the world by himself or his followers. Conquist has few worshipers topside but those that spend to long within the Underdarks caverns may hear the gods call. Scarred and broken Conquist looks as a crippled man beaten and taken apart only for someone to try and put the pieces back together again.
Erobrin: Evil God of Conquest, and Slaughter (The Silver War Land) Erobrin did war upon the gods he called his armies, Orcs, Githyankis, Minotaurs, and Hobgoblins to war they went and soon he fell pierced upon the 'Godless Spear' Erobrin crawled from defeat beaten and scarred. Those that had followed him became as demons and devils from their exposure to the power of the Abyss. Taking back his palace Erobrin has sat recovering his wounds making worshipers from the savages and warring groups of the world and occasionally gifting them with one of his 'Legion'. Erobrin appears as a great humanoid with large tusks, green-black skin, hair coarse and black, eyes a grey with points of red, he carries few scars, one from the spear and the others from his fall coating his back in painful blows.
Krig: Chaotic Evil God of Destruction, Torturers, War (The Scorched Manor) Black eyes, Blue Robes, and pale skin, with eyes of silver coloration. Krig looks upon those that worship him with almost as much competent as those that don't. Gaining favor within his eyes means, causing destruction, war and torturing those captured mutilating them to such an extreme death is just a mercy. Krig mainly gets tribes that do not have the discipline to follow Erobrin as such his forces often clash within their own ranks and with Erobrins forces. Krig has no existence with civilized races and has a small one with uncivilized after his last great army was destroyed by the 'Last Legion'
Pimey: Evil God of Undead and Darkness (The City of Flesh) Maker of undead, shaper, of flesh. Pimey is a tall man with patchwork skin eyes that are emerald and also black, wispy hair white appearing as a fluttering cloud. People that wish to learn necromancy often come to Pimey especially those that wish for a quick way to the knowledge. This makes Pimey a prime figure to worship in places where it is undead heavy or where there is a Undead work force. This makes Pimey a god to appear is less moral societies looking to use their dead beyond deaths doors.
Natura: Evil God of Poison, Nature, Autumn (The Autumn Palace) Looking as a Drow her people worship this goddess but other do as well calling for her for good harvest within the Autumn season. As such Natura is primarily worshiped by Drow, other Underdark residents, and people or more rural areas outside of Ivory Territory.
Nara-O: Unaligned God of Secrets, Magic, and Skill (Unkown) People worship Nara-O have said they have seen nothing, visions are blank and the god appears to none. This makes Nara-O have very few temples, and worshipers within the world and even in cities were a temple may be found.

-Locations-

Material Plane
Seriously? You're reading this? It's the material plane! It's an earth like area with the effects of magic on the environment.

The Ivory Citadel
Primary population humans.  A massive, city, and fortress completely white in coloration. It holds the 'Ivory Guards' main force along with their leaders and the 'Ivory Tower'. Lead by the 'Ivory Guard' and its leaders with ideals founded by the church

Ivory Tower
Primary population humans. Headquarters to the 'Ivory Guard'. A impervious fortress with over 1000men guarding it. The Ivory Tower stands tall towering over the city as a mark of the Guards power

Mos Eisley
A trading post between the 'Ivory' controlled world and the wilderness beyond. It is a dangerous place were the joining of law and chaos bind. Crime lords, bandits, thieves, paladins, men of faith all interact within. The city is a hive of scum and villainy. Primary population humans, elves, and halflings

Solon
Mos Eisley's counterpart. Unlike its sister in 'civilized' land Solon is not in a constant struggle for power. The crime families are in complete control there is a law it's there law. Primary population elves and dragonborn

The Silt Sea
A sea of silt, sand, and mud. The Silt sea is a massive desert separating 'Mos Eisley' from 'Solon' the two points of trade between the 'civilized' world and the 'uncivilized' world. This desert moves as an ocean or sea.

The Dragons Wing
A massive mountain range in the upper western territory of  'Ivory' controlled land the range looks like that of a dragon's wing. Primary population Half-Orcs and Dwarves

The Spine
The spin goes across the entirety of the uncivilized world breaking briefly for passes that travelers may use. Primary population Dwarves, Goliaths, and Githzerai

Ankh-Morpork
As cities go, it is on the far side of corrupt and polluted, and is subject to outbreaks of comedic violence and brouhaha on a fairly regular basis. Ankh-Morpork is also the mercantile capital of the 'uncivilized' world. It nonetheless thrives and survives. It is home to 'Unseen University' Primary population a mix of every race no clear winner

Zion Valley
The valley of untold beauty, Zion has scenery and a peaceful serenity that is untold. Called 'Belleone' gift Zion is remarkable as it is impossible to enter. 3passes go into Zion non can let pass things greater then a giant. Zion has 3tribes each composed of one race. Elves, Humans, and Kalashter

Diamond Throne
The capital of one of the great kingdoms within the uncivilized lands. It got the name for its massive diamond mines and the throne of diamonds gifted to the king by the Shardminds. Diamond Throne is a very mixed area, with nobility primarily being Tieflings, and Genasi. It has the 'Circle Tower' wizard university

The Dark Sand Desert
A desert whose nighttime sands are that of the blackest night. Stars in the sky cannot show or hide. The dark sands are an amazing sight at night especially the full moon but at day it is as any other desert. Primarily population Shifters and humans

The Obr Jungle
The immense jungle of Obr is huge untamed wilderness. Great secrets lie within it poisons, ruins, tribes, the jungle has been called an adventuring man's dream. To complete this package it is a remote area making travel difficult and the reward greater still. Primary population Orcs, Kenkus, and Wilden

Swan's Tower
The Tower of knowledge sages, mages, scholars alike flock to this location. Swans tower has the pillars of knowledge each contains vast amounts of knowledge and the memories of those that made it. Countless texts a library greater than some cities. The Swan tower holds knowledge of era long ago, texts from those eras and even artifacts.  It is the fount of knowledge an all with a craving for knowledge try to visit the location once

The Brotherhoods City
The Brotherhood control territory and offer its protection to the people. Those it gives protection to offer supplies and men. The City is a place of technological wonder that even without magic and divine lets the 'Brotherhood' keep its strength compared to societies with magic. Primary population  Half-Elves and Warforged.

Thievery Isle
The Isle is a hidden location only known to the 'Thief Lords' and their second in command. The isle is a hidden location within the Silt Sea. City of thieves were there laws are made.

Twilight City
A city that is without light; the twilight city is even during daytime is covered in shadows. Controlled by Vyrokla's and other vampires. The twilight city is bonded to the Shadowfell. Primary population: Shadow Races

The Storm Lands
A stretch of land with towering spines the storms lands is forever in an endless storm. Which whips and tears, lightning, thunder, hail this land is a twisting world. Non live upon its surface and few below. The Storm lands is dangerous full of elementals and other monstrosities.

The Fall
Were Erobrin crashed into the material plane. The great crater takes weeks to travel through or around. The fall is a great crater that is full of divine spark which has caused life to flourish within. The Fall is a well terraced land with many small village dotting the cliffs. Primary population: Mixed with heavier emphasis on Genasi and Tieflings

Caesars Territory
The land of the bull controlled by the mighty Caesar. Elves, Dwarves, Humans, Gnomes, Halflings, Kalashter and Shadar-kai are those allowed within its territory. Caesars land is well protected fertile and patrolled by a powerful military force. It has many roads which lets travel be orderly within the territory. A civilized light within the 'uncivilized' dark. Caesars land has many hills, small valleys, and flats.

The Republic's Capital
The republic is a large area spread thin. Accepting of all races the republic votes for its leaders and proves to be a fit military force. The republic acts as a buffer between the harsh 'Storm Lands' and the peaceful 'Diamond Throne' being filled with far more bandits and raiders. It nonetheless stays strong a protective guide to the people. The Republic is very hilly, with occasional flat land; there are even rarer instances of jagged valley's cut within the land.

The Thousand Isles
An area to the southeast of 'Solon' the thousand isles is a great archipelago many different islands differing cultures and ideals. It takes 2months to reach the thousand isles and days to travel between each. There is no unified government or restrictions or items. The thousand isles is also home to much less common species. Primary Population: Kenku's, Kobolds, Minotaur's, Githyanki, Goblins, and Wilden

Ista Califa
The first of the thousand isles; one great island and the only on with true law. Ista Califa is part hotel, hunting reservation, casino, and tavern. Great in scope it can hold several thousands of guests.

The Valley Without Wind
A valley which leads to the Underdark. The Valley Without Wind is fey touched and primarily Eladrin and Wilden live within. The Valley cuts deep into the earth but at the same time its location separates it from the rest of the world with a singular entrance to topside and a singular entrance to the below of the Underdark.

Cerulean City the City of Mist
Set at the coast, the City of Mist is the only other entrance to the untamed parts of the world beside the 'Silt Sea'. The lands of the Cerulean city are covered in mist every morning and night. Beautiful clear waters the city is untainted and clear a true sight to behold as it stretches across the coast. Also home to the 'Cerulean Wizard Academy'

Navarro
A city controlled by none Navarro is ruins yet lives on. A hollow shell of the city it once was, many races and peoples live within but  Navarro holds many secrets even to them as the ruins crumble around its people.

Tanu-tan
The last stop before crossing the Obr Jungle.

Feywild
The Feywild it well think the Material but crank up the effects of primal spirits and magic upon the landscape. Oh and add creatures that not only survive but thrive within this environment. The Feywild is much more… well wild and magical with a clear connection to nature, and the seasons.

The Summer Court
The court of summer, a city that's image is that of summer currently lead by Nora of Matrona the leader of the 'Harp Spinners' a powerful fey race

The Winter Court
A city ever frosted over with snow, chilled to the touch this city is as a winter wonder land. Erche is the current leader and a gnomish one at that.

The Spring Court
The Spring court has the 'Queen of Spring' as its current leader she is the oldest of the current court. Her city is full of the beginning life of spring and has only sun showers never great torrents of rain.

The Fall Court
The brisk breeze, the crunch of leaves the fall court is of red and browns its city a jewel. It is currently controlled by Lun the Autumn lord and old 'Eladrin'

The Seasons Court
The court of seasons is the meeting point for the 4 Season lords. It is within the city of seasons

Staden Säsonger(The City of Seasons)
The City of seasons combines each of the seasons and separates them at the same time. It may be winter today but maybe its summer tomorrow or winter again for this block. The next block over may be spring or even fall.

Staden Månens Solens (The City of Moon and Sun)
A city with which a moon is forever in the sky and a sun follows suit. The city has normal cycles of night and day but the moon and sun are always shining.

Shadowfell
The Shadowfell is bleak. A grey, black, and white world. Colors are muted in most places and in some others warped to completely new colors darker or pale is contrast. Example: Trees often turn a pale brown or black as burned wood. Sand turns to a white ash in color

The Court of Night
The city of blackness and darkness when the creatures first start to come out the city pushes them away. The Court carries a feel to it every nasty is drawn to it and yet repulsed. Everything about the court is attraction and repulsion. A trick to draw on in that is too obvious to not try anyway. Those that come to the Court stay if they cannot resist its temptation.. The Night Count is the Current Leader

The City of Moonlight
A city of perpetual moonlight, the city of soft light gentle as it coats the world. A silver light makes the air hold a silver and purple color to it. The stone making the city is smooth and black-purple. The glass within the city is pale-amethyst in color. The structures in the city are curved and organic well still natural. The Moon Duchess is the Current Leader. It is near the 'Obsidian Tower'

The Tower of Midnight
A great figure black to the night it glows with the 'Light Fantastic' a silent hum fills its streets. Almost non-existent only when one concentrates may they hear the tell-tale sign. As is most Shadar-Kai works it is dynamic jutting highly volatile, expressive, and 'pointy'. No two buildings within the city are the same each carrying a unique visual cue or painting or carving upon its walls. The Shadar-Kai council is the current leadership.

Ozor's Tower
A ancient tower said to have been made by a wizard known as Ozor all have heard non have seen this structure. Some go mad looking for 'Ozor's Tower' lost within the Shadowfell. Others die and the lucky fools give up within the first 3years of failure.

Elemental Chaos

The Amber Palace
A city of amber but the greatest city is the palace controlled by Efreet's. Others live within and the city is truly amazing a stable ground within the chaos.

The Brass City
The Githyanki's home city. A city built of brass harnessed by the Chaos, the cost a pact to the Efreet's which when served calls all within the city to serve for 100years. A cost worth giving for this majestic sight

The Everwinter Garden
Some wish to take things of their home with them. The last Leader of the Winter court built the Everwitner gardens and the Efreets currently control the pristine grace that is.

Quin's City
A man came through the Chaos on a mission and this city was formed greater than the Efreet's home to races of the material plane people whisper of the cities creators return 'Lord Quin' and what will his arrival entail?

The Storm
The central point of chaos twisting turning growing shrinking the storm is everything within the chaos without the will to live and create.

The Palace of Gems
Made by none and looked for by all a Palace of Gemstones. The secret of which is that it is not lost for all Shardmind know its location there hidden home there palace within the chaos.

Astral Sea

Each god has their location listed with them outside that the Astral Sea is to immense to count every location of true importance.


The Abyss
The Realm of Daemons and Devils laws and rules but twisted as all evil is. Pact makers infernal deals of power, summons for life Daemons and Devils create deals and honor them to the word. As masters of the contract they will exploit any loop hole which may exist within the contract though.

The City of Bones
A great city of bone made from all sorts of creatures of differing sizes the city is white like chalk from the bones on the ground or coating the buildings. It is turned up as any person walks through the city leaving a white powder upon their clothing and in the air.

The Black Rose Citadel
A great city with at its center is this 'The Black Rose Citadel' shaped like a demented Rose completely black in color no light comes off this structure setting the entire area around it in a permanent black gloom. The city swirls with the negative energy creating a dark mist.

The Godless Spear
Were the fall ripped apart the material. Erobrin was driven into the Abyss itself, crashing within punctured upon the spear of a demon. This demon became the lord of were Erobrin fell controlling a Spear which no god may see. The Godless spear is a great fortress jutting out of the lava shaped as the spear itself.
(The Godless Spear as an artifact. Epic Level. The Godless spear is a mid to late epic tier artifact which has but one goal and that is to split the heavens and drive fear into the gods.)

The Blood Pit
A great sea of blood of every creature, the blood clings, grasping to those and changing men who enter it. The Blood Pit is controlled by the great Leviathan, Levistus. Islands of flesh and bone float within the city

The Nine Hells
Realm of Demons chaos and evil incarnate. Demon Lords rise and fall the Nine Hells has never carried a single lord shifting with many different Demon Lords fighting for the power each has and the chaos the others could cause.

There is no true locations in the Nine Hells as each Demon Lord that surpasses an old one razes the others temples and palaces building on the spot or in other territory they now control. Demons do not bargain they do not trade they merely want chaos as such only mad men would summon them.

The Underdark
The Deep underground of the world many caverns carved out by an unknown power be it god or primordial.

The Kings Highway
A passage throughout the entire Underdark. It is a winding tunnel immense in size it is the primary tunnel. Weeping blood comes from the rock of this tunnel magic fills its air. Kings Highway attracts many to its passages

Crying Caverns
A large area in the Underdark which has drops of water forever dripping from its top it is at its largest point is 20ft tall.

The Scar
A large cut within the earth it is great in size (If measured its longer then the diameter of 'The Fall') The Scar has many roads, tunnels, etc. This allows entrance to the Underdark outside of taking the 'Valley Without Wind'.

The Four-Tiered City
A large city that is divided into 4 tiers; each tier is separated by 50-60 feet, connected by ladders, stairs and slopes. Various bridges connect the other pieces on the same level in the city. The city is directly off of 'Kings Highway' the various levels are 40-50foot tall chambers  

Hraak Azul
The fungus city, an immense structure made of giant mushrooms within a great cavern. The city has changed control many times with its resources of rare and unique mushrooms and other fungi. Currently the city is controlled by various slaving races. Duergar, Drow, Dwarves, Githyanki, and Goblinoids

Hunting Grounds
A large area that can hold up to 3dozen dragons peacefully. The hunting grounds are an area were such dragons congregate. It is a place where young dragons of every variety can be found whenever a dragon gets to large he or she is pushed out. It is an area for young dragons to live and work together peacefully.

Erelhei-Cinlu
The Greatest Drow city in the center of the Vault a large area 6mile by the same it is almost a mile tall. The Immense city has the 8great houses. It is massive and has a purple glow through the cavern. A violet mist coats the earth here. The city looks carved from the stone some places and in others built from other rock yet is still a continuous form. The city has a true beauty to it.
-The 8houses are detailed here.
House Xaniqos: This house has the most schemes and the greatest control within the city (Symbol: Jet Crossbow Bolt)
House Aleval: This house is the most diplomatic of the eight acting as a pacifier to the rest (Symbol: Golden Wand)
House  Despana: The greatest house of warrior, gladiators, and raiders (Symbol: Adamantine Mace)
House Godeep: The house in control of breeding spiders and mercantile concerns (Symbol: Platinum Crossbow)
House Shi'Quos: The house of necromancers having the ability to use a tireless force to expand their interests. They lend these workers out to other families (Symbol: A bat carved in amethyst)
House Vae: The house in control of the slave trade. (Symbol: A iron chain)
House Eilservs: The one house to have been with the city since it first began surviving each burning and destruction (Symbol: Bronze Staff)
House Zhiq'Nah: The closest clerics, paladins of their goddess Natura (Symbol: A hand carrying a Lapis Lazuli Dagger)

The Sunless Seas
A great sea in the Underdark with many small islands throughout the sea. The Sunless Sea is an immense area connecting various location of the Underdark through a week of travel across the sea rather than months within the tunnel. The Four-Tiered City, Glimmer City of Secrets, and various Dwarven outposts are places that travel would be far too dangerous without this sea.

The Buzzing Vaults
Within the Underdark is a great cavern above a deep depression. It is interconnecting tunnels, webs, bridges. The Vaults isolated area and design has put its control firmly in the hands/claws/blades of Swordwings. They do accept other species into the Vault but they have to find their own way in and out. The Vault is a simple place of might makes with the stronger individuals leading others however they deem fit. This can lead to one generation focusing on expansion and the next in developing trade with the third devoted to war. This means the Vaults only stability is when they have a strong leader.

Deadtress
An immense area within the Underdark is filled with primeval forests and trees. A great sight as the trees lives on without light, twisting massive structures touching the ceiling like reaching claws. The Deadtrees roots spread out into the tunnels below the forest into tunnels and lower reaches of the Underdark

Glimmer City of Secrets
Glimmer has the shine of a gem in the rough. A city hidden away from more violent races and difficult to access by the rest of the Underdark. A bone strewn coast, a flooded cavern, and half flooded vault Glimmer is a city strange and secretive. In no way a happy place Glimmer is carved rock and half the city remains flooded, the coast is covered with the bones of those battles.

Lathan or the River of Souls
A river of red water, the mists of red coming off the water; Lathan goes throughout the Underdark curving and falling into great waterfalls.

-Organizations-

Callanar the White Spires (As a student of Callanar gain 'Elven' as a bonus language)
A school of charms and impulsions. The white spires the mists cover this institute, entrance costs a hefty sum or a student is given a scholarship for their unique ability. The school is hidden away in the Feywild occasionally appearing in the material plane when the headmasters sense a promising student. There are 8spires raised by the original eight archmages. There is a single path from the institute to the nearest settlement, the area near Callanar makes even the most dangerous beasts calm and they never lash out at the institutes students or faculty well within this shell. Those who fail to meet the admission requirements they are cast outside the building with their memory wiped. This is highly dangerous for the area outside the shell is full of the most bizarre and dangerous creatures. The Faculty is 8 archmages, 7are always at work switching between who is not working but teaching the students. This can lead to students specializing within a school having to spend up to 15years before graduation. This only occurs if the student does not perform their own study and research.
A student cannot gain personal time with a teacher unless they show much promise. The current headmaster believes in a structure of self-teaching methods. So one must find answers questions by themselves and those that fall behind are free to leave. This of course leaves the former student open to the beasts beyond attacks.
Current Headmistress is Lady Ezanella is an Eladrin. Callanar is highly secluded and as such other institutes of magical study are separated it as much as the world is from Callanar

Ironstone Academy (A student of Ironstone gains 'Dwarven' as a bonus language)
The academy teaches not to expand a wizard's knowledge or basis. The Ironstone exists solely to create war-mages and as such teaches students order, duty, and discipline. Teachers at Ironstone spend their time instructing students in magic's dangers and the threat of magic. The Ironstone Academy is within 'Ivory' territory and has 'Ivory Guard' patrolling its walls to protect those outside and inside. Students of 'Ironstone Academy' often are highly religious following those practices attributed to 'Ivory Guard'. This belief and study means that students of this school and there exclusive teaching style allows a mage to be finished with the school in 3 or less years, a student does not get these 3years of magical teaching until they are 16. A person which shows arcane power without money is taken to Ironstone. (Arcane ability manifests as early as 8years of age) The great walls of Ironstone are massive dwarven build with many tunnels and catacombs; Ironstone is often called a miniature city for its great size. The recruitment of a student goes similar to this. Child shows magic… Is his family rich?  Yes/No… If Yes he goes to the 'Silver Academy'… If No, he goes to Ironstone. Most Ironstone students leave to further the academies cause recruiting other students joining the army.
Aram cor Nera has been the headmaster for the last 30years. Aram is a swordmage and try's to push against the 'Ivory Guards' beliefs

Silver Academy (A student of Silver gains 'One Language' of their choice and gains a +2 to bluff or diplomacy and proficiency with rapier or shortsword.)
Silver is a small manor estate. Beautiful gardens, alchemical reactions, magical components and exotic animals to study. 'Silver Academy' is a pristine gem, a true academy to teach those within how to use magic in a variety of ways the academy is an institute of academia. Student's families pay a large tuition so as to get their child to attend this school and even large if they don't show magical talent. The academy also teaches fencing and talents of diplomatic matters as most members of the academy are nobility or other high ranking members of society. The ever present guards of Ironstone do not tread hear instead Silver employees a group of personal 'Ivory Guard' belonging to a minority that magic is a gift.

Obsidian Tower (Gain a +2 bonus to save against fear effects, this stacks with other bonuses or gain a +2bonus to arcane checks & a +2 bonus to identify creatures of magical origin)
A blackened tower out on the edge of a peninsula connected directly to the Shadowfell. A great grey, white, black orb acting as the conduit to transport students between the 2 facilities. The other tower stands within a white desert of the Shadowfell. The Obsidian tower teaches the ways of shadow magic and darker spells or ones considered to destructive or dangerous. The two towers are identical and there inside is actually a mansion. The students rotate between the 2 towers; a student spends up to 10years (A minimum of 7) at the academy before becoming a graduate. There are 50faculty with no headmaster there are 3students for each teacher. Outside this recruitments are done by the teachers scouting when without students. Each tower is used to teach one part of the curriculum, the Shadowfell tower is used in the study of darker nature including necromancy, nethermancy, continued exposure to the Shadowfell, the actual creatures within the Shadowfell and the effect of those creatures entering the material. As such the much more dangerous items are kept within that tower well tomes, and magical artifacts are kept in the material tower were students learn to read arcane texts, identify magical creatures, and how to sense magic. There is a nominal fee to join. The Shadowfell tower is used to stud

Rumor the Hidden Academy (You gain a +2 to thievery and a +2 to insight)
Rumor is spread within 'Ivory Territory' outside there watchful eye. A single building making up the parts of the school, each part of the school is connected by portals so as the school can remain a split web so if one building is compromised the academy stays safe. This makes the school not unlike a labyrinth structure throughout a large area of land. Admission is free the hard part is finding the academy. Pog(A Tiefling) is the current leader of the academy and its creator it was created nearly 80years ago, many faculty members are surprised to see him still alive. There are 20additional faculty members with redundant members because professors may disappear for days, weeks, or even months at a time. Rumor has the greatest diversity within its halls teaching any arcane method.

Shadowdeep (As a Shadowdeep student gain +1 bluff & endurance, +2to identify evil rituals, creatures and magic)
A magical school within or rather under the ruins of old 'Diamond Throne' within the sewers, and crypts dug out by undead and other magical means. The school is hidden away for those that learn to understand necromancy either to use it themselves or for personal knowledge. The school is hidden and the cost to join is nothing all are free to enter. Whatever there reason students may come to the school. Radicus is the current and only headmaster an ancient Lich who teaches magic's lost and often illegal to those he finds as appropriate apprentices. Beyond that there are 6professors within the academy. Emeris a necromancer, Kitwell a nethermancer, Sordana a vrylocka, Melluvial a war-mage, Gatherton a binder, Diemos a warlock with a bind to the stars.
The small facility and teachers means a small number of students with up to 8per professor: the most powerful and skilled students being trained by Radicus himself.
Outside of this the students are taught philosophy, theology, arcane workings. The facility specializes in producing shadow magic users. This includes binders, warlocks, blackguards, nethermancers, necromancers, and a rare vampire. Students that repeatedly fail or fall short in their studies may end up as the next experiment. The inner rivalry between students keeps the populous small as they compete for private lessons, favors and respect amongst the faculty. Being Radicus's student provides protection and your own living quarters from the rest of the student body but higher demands are kept which failure to keep can lead to one's untimely demise. Students come from this school with cunning wit, dark secrets, and maybe favors to call on from the faculty.

Unseen University (A student of Unseen University gains 2 'Languages of their Choice')
7Head Professors, 1 Headmaster, 1Librarian, and 30Professors. Unseen University has a large and competent staff at the art of wizardry. Rituals, magical item creation, alchemy, infusing items with magic, pacts, tomes the Unseen Staff specializes in students understanding the basics of each of these principles before learning a simple cantrip. Next a student learns the basics to magic in practice and learns how the final result of a spell comes about. After these years of study a student may begin practicing magic with a professor's instruction. The mages of Unseen practice the rule of 8 which states a mage must never use the number 8 if he can avoid it, no rooms with 8sides, no spells with 8incantations, no poetry in a 8 style rhyme. Unseen is filled with magic which invigorates the building giving it a unique life. Animals that come near it see more aware, books go to those who need them or sometimes hide from those who don't. (Privileged Information only given to honors graduates!!) Unseen is alive as the students they say and for good reason within its Vaults at the 9th level is a book. A single book with which it had 8spells from it glows 'The Light Fantastic' a soothing glow, if one were to read the book though there are only 7spells, the 8th kept safe with the current headmaster. Unseen's current Headmaster is Rincewind an unlucky man of sorts he read from the book as an apprentice and has forever kept the 8th spell within him.   

Cerulean Wizards Academy (Gain a +3 bonus to history checks or to Streetwise checks)
A blue bulbous building, organic smooth the academy goes from dark cerulean to almost white in coloration throughout the day. This is a system to work out excess magic through the buildings walls (Well fighting within the academy by spending a healing surge a 'Arcane Power Source' user can regain a encounter power as a minor action) The academy teaches all forms of magic, it specializes with illusion, psychic, and cold spells when in combat outside of that enchantments and the like are a common subject manor a student would be well versed in. Students at the academy can spend 4-5years at the school, before graduating. At which point they may continue their studies and eventually craft their own wand, staff, orb, or tome. This process can take 4-10years. At which point the only thing is to become a universities master/professor by bringing a new spell, ritual, or other magical discovery to the university.

The Morphic Web
Becoming an aberrant soul changes the way one perceives the world. Over time the meetings of these individuals lead to the creation of the 'Morphic Web'. Every aberrant soul is considered a member. There are no rites no leaders, the web acts more as a group to keep one's mind from straying too far into the unknown of the Far Realm.
Becoming an Aberrant Soul.
1) Contact with things from the Far Realm. Be they dreams, visions, or physical contact
2) Accepting the madness but always having control of it
Members of the 'Morphic Web' know at least 5 other members within the Web this may be from encountering them and realizing they are as yourself. Or it could be from training under a member of the 'Morphic Web' to eventually accept the power from beyond. Morphic Web members use euphemism, metaphor, and puzzling phrases when interacting so as to make only other members or Aberrant Souls know the true intent with the words.
Effects of Being an Aberrant Soul (Gain 'Deep Speech' as a bonus language)
An aberrant soul has their physical form fundamentally twisted by their experience and bond to the Far Realm. This results in an aberrant soul developing physical traits which distinguish themselves. (Example: Your blood is black) After determining if you wish to become an aberrant soul roll a d100, (Or 2d10's counting one as the tens slot and the others as the ones slot) this determines how exactly the madness touched you when finally embracing it.

Red Scales
This order of assassins works to keep society in balance. 1f any organization grows too powerful, too corrupt, too wealthy, or too vile, the Red Scales weigh and measure the members of that organization and then collect a payment that they are owed in blood. Though one might call the Red Scales idealists, none can say what truly drives them. Rumors abound that this guild's Grandfather of Assassins is touched by some planar entity. They say that his eyes are orbs of golden fire, a feature he gained, along with his new policies, only after he returned from a journey to the distant East.

League of Whispers
The very existence of this guild of executioners is often dismissed as myth or urban legend. The League of Whispers keeps its membership a secret. Although individual members might be known as assassins, their association with the guild is rarely more than a matter of speculation for nonmembers. The league keeps its existence a mystery by executing anyone who discovers the truth. The order holds secret meetings once every full moon, where the members converge to discuss jobs, trade secrets and tricks, and receive orders from their Grandfather of Assassins.

Bleak Disciple
A league of assassins brought by the Githyanki from the Astral Sea. They were usurped by the current leaders, the users of this school master the use of shadow magic, weaving it into their forms and weapons. Bleak Disciples are those that are most spread throughout the world having several small groups in the entire world. No individual covet is greater than 10memebers. Disciples are trained and allowed to roam using their skills as their own for whatever purpose they deem fit. A traditional member carries a strip of white cloth from which a drop of blood is added at the end of each kill. The current 10 leaders are a mix of races (7different races to be exact) one of these leaders can be contacted by any covet. Leaders gather contacts, deals etc. Covets are autonomous unless directly commanded by a Leader. Bleak Disciples will not break contracts but at the same time will not waste men on a hopeless cause.

Night Stalker
Assassins using a Drow tradition. They combine poison, subtly, fear, and terror to cloud there targets thoughts and reason. This lets them slowly bring the target down no matter their strength. Stalkers have 3 patrons (The Patrons live within the Underdark… somewhere) under them a group of region heads. Each region head controls territory were major civilization is topside. Some large cities or territories may be divided up under up to 4region heads. Stalkers are called in when a target someone wants dead would normally have some fight in them. When you become a Night Stalker you have a debt to pay to the region head which recruited you, this may be a favor or gold. This is to show your respect and complete duty to the Stalkers (The gold would be equivalent to a lvl4 magic item)

Last Legion
Of a forgotten kingdom the invaders which destroyed it missed one legion of soldiers. Those men hunted them they killed their families there king the villagers and burned it. The 'Last Legion' wiped the other kingdom from the earths face, there are no ruins of this kingdom to even mark its existence. Since that day the 'Last Legion' has settled down acting as a protection for the weak within the land. They do not request aid or trade of services, the Legion merely protects the people. Unlike the Brotherhood the Legion has no opinions on magics, psionics or divine. As long as you remain true to the legions ideals you're a welcome member.

The Show
The Show is a small group within Ivory Territory within the very capital. The Show provides entertainment of a more risqué sorts to its customers it also provides texts and other things for its staff of various races and genders. The work that goes within the facility would have it closed because of Ivories strict laws so the show is very secretive and keeps anyone that truly follows the doctrine well out of reach of its facility. Some actually say 'The Show' does not exist and it is merely a lie to capture people looking into that business or entertainment. But those that have seen its curtains smelled the incense know of the truth as rare and fleeting it may be.

The Ivory Guard
Welcome to the guard. Leader Lord Commander Eiseren also the king, below him his 4 Captains of Ivory and the General. The 1st Commander Grad is the peoples beacon a righteous light and firm believer of the path Ivory follows; his soldiers are the peoples beacon righteous holy men following the Paladins path. The 2nd Commander Grey is the knife in the dark the man sent to remove threats without public knowledge his soldiers are quiet

Families & Other Entities
This section includes various nobles families it also contains various high powered beings that a player could make a deal with, for power this does not include the gods as they already have servants in Paladins, Clerics, Avengers, and Invokers. The entities section also includes what type of class you would have to choose for this to work. Some also may include the option to instead of selecting a class a racial choice. You do not have to select both but it you make a pact with the Entity you must select one of the options.

Families


Entities (This is just an example list of entities if you don't want to use one of the following you can make your own if you get DM approval. So my approval. Also the race or classes must be some transformative difference. This would include the following Classes: Warlock, Vampire, Runepriest, Blackguard, Binder, Hexblades(Warlocks that use swords), Shamans, Wardens and Sorcerers. This does not mean you must make a bargain with an Entity to gain that class it's just a different way to obtain the same power. These are the following races that can be used Races: Changeling, Deva, Genasi, Kalashter, and Vyrloka(These races do occur naturally it just so happened you made a deal with a power entity which transformed your body either because that's what you wanted or a catch set in by the entity for getting its gift.)
Any powerful Efreet this would be there elders and family heads but also could include heirs to these various positions. (Chaos Sorcerer or Vestige Warlock) The same applies with other powerful elder elementals.
The Godless Spear's wielder, Herionius (Infernal Warlock)
Levistus of the blood Pit (Infernal Warlock or Cosmo's Sorcerer)
The Current master of the City of Bone or the master of the Black Rose Citadel (Infernal Warlock)
The Court of Night could bestow there gift (Vampire, Binder, Blackguard. Vrylocka, Revenant, [Vampire Heritage Feat], or Shade)
The Moon Duchess may gift a talented individual with (Dragon Sorcerer[Technically Shadow Dragon Sorcerer], Binder, Warlock Dark Pact or Nethermancer)
Spring, Summer, Fall, or Winter Court Leaders or other higher ups (Warlock Fey Pact, Hexblade, Warlock Dark Pact, Storm Sorcerer)
The Nighthaunt (Star Pact Warlock and Cosmic Sorcerer's)
Chaugnar-Faugn (Vestige & Star Pact Warlock)
Nyogtha (Star Pact Warlock. Shade)
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