forum Welcome to Guilenvar, travelers... // faux d&d campaign // 3/3 // closed, but I might make exceptions :)
Started by @LittleRiver local_movies
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@LittleRiver local_movies

WELCOME, TRAVELERS… TO GUILENVAR.

A continent where native orc tribes live peacefully among the mountains of Kosh-val, and magic runs wild in the elven cities along the Eastwind Coast, ironically located toward the west. A place where communing with the gods is seen as a daily activity by many, and where tests of strength, intellect, agility, and magic are very common. Our story begins in the age known as the Crimson Dawn, where at certain parts of the day, the sun takes on a reddish hue. The reason is unknown by many, but the majority believe it brings luck to any actions accomplished while the world gleams with that ruby tint, and when the gods are perhaps even closer to the mortal plane than before.

Still, just like this Crimson Dawn, the mysteries among this continent are as common as water. Absolutely littered with potential exploration, opportunities for heroes, and divine magic— it truly is an adventurer’s paradise.

Without further adieu, let’s meet our party.

  • Akhe'khu Val, The Unbroken // Orc Barbarian from Kosh-Val // ( @radiosoda )
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You can guess what this is— a virtual DND campaign! I will be acting as your Dungeon Master, weaving your stories throughout this fictional world. Once people join, I will explain more about this world— including providing a map, city names, history, and the like. You can be any dnd class and race, but this will run a little more like an rp than a true, dice-rolling game. You can still have character sheets, but I’ll be providing them, and they will seem more like a chara temp than an actual sheet.


Rules:

  • No god-modding or acting ooc because of information you know as a player (standard DnD rule)
  • Andrew’s rules for rping apply
  • I’ll send you private information through pm’s, and vice versa if you’d only like a certain person to know what’s happening (the equivalent of texting a DM lol)
  • Have fun, my friends, this story is yours, too.
  • Combat will be weird, but I’ll explain it more when we get to that.
  • No exceedingly overpowered characters, and leveling up will be a common theme
  • Semi-serious, but goofs are absolutely welcome
  • If you’re new to DnD, this might be a totally awesome introduction to you!
  • Ask to join, please :D After I say yes and explain the lore, you can totally get your character sheet up.
  • Please be very active
  • Exclusively, players will write in the first-person. I will be writing in second/third person omniscient.
  • Do not control another character without permission.

So sorry that was such a fat explanation, but I have EVEN MORE LORE ON THE WAY. (it’s not too hard to follow)


Character Sheet: Don’t fill this out until I say so, pls :D

Full Name:
Age:
Gender/Pronouns:
Race:
Class:
Basic Personality:
Basic Background:
Homeland: (Either make it up, or use a city I have provided)

(Either roll or use your own numbers, but please no overpowered characters. Nerf as needed)
Intelligence:
Charisma:
Strength:
Dexterity:
Wisdom:
Constitution:

Gear: (Includes inventory and AC)
Other Race/Class Perks: (like darkvision, the lucky feat, fire resistance, etc)

Other: (This will be for spells, magic items (when you acquire them), deities you are pledged to (we’re gonna be using Greyhawk gods), etc.)

@LittleRiver local_movies

(Of course, to both of you! You don’t need much dnd experience here, so don’t worry about it— I’ll explain whatever you may have trouble with. Welcome aboard! I’ll wait for one more person and then I’ll go over some stuffs (i’ll try not to overload you guys lol))

@LittleRiver local_movies

(Wonderful! Here we go :)

Your guys’ characters can be from any of these cities, or you can make up your own that is off the continent! If you do end up having one of these cities/places as the birthplace of your character— or just their place of residency— it will have a personal effect later in the story. For example, if “you” live on the continent, you will likely run into NPC’s you know, and you will already have a reputation. Sorry if that sounds confusing…


First of all, let’s start with the map of the continent!

Note— The minor cities don’t have thumbnails on the map. I know the colors for Salen’s Roost and Kosh-Val look super similar, my apologies.


Major Cities:

Kosh-Val: Beautiful, serene mountains that coat the north side of Guilenvar. It’s a very common location for orcish tribes and temples to Heironeous, the god of chivalry and war strategies. There are also many worshippers of Ulaa, the goddess of hills, and mighty mountains. The orcs here are more equanimous than you might think— not as brutish and slaughter-driven as people believe them to be. Their barbarism has evolved into a sort of challenged, thought-out warfare, and they have a very close bond with their gods and the fates of war.

Heirick’s Spire: A main, sort of clockwork city off to the middle-eastern side of the continent. It’s a main center for trade, commerce, bartering, socializing, and fairs. Many trinketers and builders come here to showcase their inventions, and the city is certainly a sight to behold. It’s government is a council of an artificer, a potions master, and a bard— the team definitely a force to be reckoned with. They hold more of a democracy, but the social classes are decently balanced. This place is one of the most popular cities in Guilenvar, all races and classes coming together to create. It’s generally known as “The Spire” or “The Gold City.” It was originally named after the person who founded it, named Ivodyr Heirick.

Eastwind Coast: Again, the Eastwind Coast is ironically located on the south-western side of the continent, named by the cool wind always blowing the tide eastward. It is run by field-elves and various kinds of tabaxi, the two working together to create the continent’s best agricultural ground. Due to the constant, powerful eastward winds, they create electricity with their large array of windmills. Their houses are built up as high as they can and are prone to swaying, because the wind gets harsher the more altitude they gain. The windmills are often placed on top of these very tall houses. This place is known for its farming and agricultural advancements, using the rich, loamy soil to grow various foods. They are also avid fishermen/women.

Wee Jas: A vile swamp of a place, both devoted to and named after the goddess of death and magic, Wee Jas. Here, witches and swampfolk live in kin inside of hills, underground, or within the murky water itself. It’s an extremely tricky place, always shrouded in poisonous smoke to keep out any unwanted visitors… or keep in any unwanted travelers…. This place is said to be cursed by Wee Jas herself, the people there mentally unstable and drunk with power.

Harlhearst: A beautiful bridge connecting the main continent and a smaller island. It takes two days to cross, so people often set up camp in the middle of the bridge, and hold festivals year-round. It’s a very jolly place, vendors setting up booths to weary travelers as they pass. No one really lives here, but many people pass through, and it’s an extremely busy place.


Minor cities:

Arsenal: A little city just south of Eastwind Coast, known for its military advancements and talented fighters.

Siobhan: A small town near the center of Guilenvar, known for its plants and plant-like creatures. Here, people can pass through to the Feywild easier than normal, but it still takes strong magic. Druids here often help with that transportation.

Salen’s Roost: A city filled with dragonborn seeking knowledge. It is a very serene, calm city, devoted more to the investigation of magical properties, running solely on a mageocracy (government of mages).

Loko’noi: A beach town on the island off the coast of Guilenvar, on the opposite side of Harlhearst Bridge. It prides itself on its fishing and nautical advancements, tethered to some underwater cities. Loko’noi deals with nautical trade and many people worship Procan, god of sailing and the ocean.


You all will be starting off in the minor city of Siobhan. You can think of a way your character got there, as well as why they’re there, while you pick your home place :)

Deleted user

(ohh shoot, i hope you'll be okay! and i'll get my character up tomorrow as well, it's a quarter past 11 pm for me lol)

Deleted user

(I will get mine up in a bit. I am going to make mine from my own little island but I can run NPCS my character will know and what not.)

Deleted user

Full Name: Akhe'khu Val, The Unbroken
Age: 34
Gender/Pronouns: Female, she/her
Race: Orc
Class: Barbarian
Basic Personality: Neutral Good. While she has traits common with orcs, such as a short temper, a stubborn will, and a love for the battlefield, she is good-natured and amicable at heart. She disagrees with the orcish obsession with war, preferring instead to pick her battles and fight them fiercely. With a belief that laws are not to be followed due to how often their meaning can be twisted, she subscribes only to her personal moral code; but, that being said, she does indeed have morals, and can be trusted to stick to them. She fights for what she believes in and for those she cares about, though that number is few, for her trust is difficult to earn. She doesn't present herself as cold and unapproachable, but she is reserved, preferring to keep the conversation away from herself and instead learn about the people and places around her.
Basic Background: Soldier. Her father was killed in battle when she was young and her mother, whom she was incredibly close to, was a blacksmith. She grew up learning the trade and eventually joined the military herself to follow in her father's footsteps as a war hero. Akhe'khu has fought her fair share of battles in Kosh-Val, yet the more wars she fought in, the more she realized how unnecessary a lot of the fighting was, disagreeing with the militaristic society orcs dedicated themselves to and wanting more out of life than constant warfare. Her mother didn't take the news very well, and their relationship was shattered, Akhe'khu considered a disgrace to the family and stripped of her last name. She left Kosh-Val, choosing to take a part of her home country's name with her as a reminder of what she lost and fuel for the new fire that sparked within her: the drive to prove to herself that she was still worthy, even if she didn't follow the same path as her kin. Her travels have taken her to Siobhan, where she continues to search for her calling.
Homeland: Kosh-Val

(i used a point buy calculator to do the stats!)
Intelligence: 10 (+0)
Charisma: 8 (-1)
Strength: 17 (+3)
Dexterity: 12 (+1)
Wisdom: 12 (+1)
Constitution: 15 (+2)

Gear: Greatsword, weaponized gauntlet, explorer's pack, four (4) javelins, half plate armor (AC 15), deck of cards
Other Race/Class Perks:
Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Powerful Build - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Menacing - As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Other: ——