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Legendary Realms Game Store Meetup Message Board › Tales of the Vale - Campaign

Tales of the Vale - Campaign

Joseph
user 48176272
Plainview, NY
Post #: 55
Tales of the Vale - Campaign

This discussion topic is for the Tales of the Vale Campaign, which is an evolving Story­. What great deeds will be told of the players' characters?

I will post details from the Campaign including Player Character status (XP, Level, etc.), Quests, Rules, and Sessions.

From time to time, I may update my posts to correct errors & add or remove details.

See News­, Recaps­, History­, Story­, and Players & DM Discussion for more information.

Questions, answers, and status (e.g., RSVP, running late) about a session, should be posted on that event's page.


This Campaign will take place primarily in the Nentir Vale, and is based on Dungeons & Dragons Fourth Edition.


Nentir Vale


Other Maps: Fallcrest­, World­, Harkenwold­, Harken­, Albridge­.




Here are links to some of the sub-topics in this discussion.

Attendance & Participation Requirements, Current Player Roster, Home-brewed Rules, Quests­, Quotes­, Sessions­, Official List of Deities for Players' Characters.
.




The Campaigns/Story of the Tales of the Vale uses various resources from various suppliers. In addition, the DM/Lead Storyteller creates ,customizes, alters, and adapts various information & resources.

There are way too many to cite here. However, since the Nentir Vale is from the home world of fourth edition, here is one citing.

Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2015 Wizards. All Rights Reserved."

"Those involved & these pages are not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. The use of the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example, Dungeons & Dragons® is a trademark(s) of Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at www.wizards.com­.

Joseph
user 48176272
Plainview, NY
Post #: 56
Tales of the Nentir Vale - Current Player Roster

The Tales of the Nentir Vale Campaign has found some hopeful heroes.

Here are the current Players, their Characters, and some details.

Player, Character, Gender, Race Class, Level.

  • Anthony, Darius, Male, Human Rogue, Level 7
  • Jackie, Amarilith, Female, Half-Elf Cleric/White Necromancer, Level 7
  • Lewis, Nazim Redthorn (aka Nythorn), Male, Human, Warlord/Warlock
  • No Player, Ulmo, Male, Halfling Monk/Elemental Priest-Water Shaper/Shaman, Level 7
  • Needs Player, Honorable Lady Kamila Markelhay (aka Kay Romavil), Female, Assassin/Sorcerer
  • Nicolas, Theren, Male, Wood Elf Druid-Protector
  • Scott, Hardock the Fierce, Male, Dragon-born Paladin/Champion/Guardian/Protector, Level 7
  • Shawn, Brandis Allwinner, Male, Human Bladesinger/SwordMage



Joseph
user 48176272
Plainview, NY
Post #: 57
Tales of the Nentir Vale - Attendance & Participation Requirements

Here is what is required of our players.


  • Be a member of the Legendary Realms Game Store Meetup.

  • RSVP Yes in advance to at least two future sessions.

  • Punctual, consistent attendance, presence, and participation. We meet every other Sunday.

  • Give advance notice when you cannot attend - both posting and RSVP No.

  • Post to Tales of the Nentir Vale events and its Players & DM Online Discussion. Also, provide useful information in your posts. For example, tell us more about your character, their background/backstory, one strength and one flaw. When there are online sales/purchases for your character, Trivia Games, et al, take advantage of these opportunities to save time and gold and/or earn XP.

  • Be a team player. Tales of the Nentir Vale is primarily about collaborative story-telling, working together, and fun for the whole group and each player (including the DM smile). That also includes reading the Tales of the Nentir Vale - Campaign, News, Recaps, Story, and other discussions and their posts.

  • Take notes and keep the Players' Binder up-to-date and organized. There is a lot of intrigue, sub-plots, and themes (etc.) going on in the Tales of the Nentir Vale. Sprinkled amongst this story and posts are hints and clues. All the more to help everyone have fun.

  • Provide positive, constructive feedback, but remember a time and place for everything. Also, if you have a question, post it or private message the DM. If the DM sends you, some, or all Players a message, reply to it within a reasonable time period.

  • . No profanity, foul gestures, (etc.). Our group is open to young through older members, as well as new to experienced RPG players. When in session, players & DM must be focused on the campaign and story of the Tales of the Nentir Vale.


Joseph
user 48176272
Plainview, NY
Post #: 58
Tales of the Nentir Vale - Quotes

Here are some quotes from or about our prior sessions or online (e.g., our Trivia Game)..

  • "Prelude was fun & intriguing."

  • "First session was a great start."

  • "More fun than I've had in D&D in a very long time."

  • "Awesome. The plot keeps twisting & you can do anything you want within reason."

  • "The players were on the edge of their seats or laughing."

  • "A character evolution (not solely leveling/XP), story based RPG that is hilarious."

  • "Puts you on the edge of your seat, and has you pulling your hair out (not literally)."

  • "The story has been fun and intriguing [with] tough decisions [&] story twists."

  • Truly, what tales will be told of the players' characters?"

  • "[It] was a great game."

  • "There's so much flexibility ... your imagination truly is the limit with this DM."

  • "Those who attend and participate have a good time."

  • "The Defenders of the Vale"

  • "League of Stormbringers"

  • "We clearly have been warned enough to think about more than just dividing loot. We need a plan to get out alive."
  • "Dogpile?"
  • "I'm SUPER excited"

Joseph
user 48176272
Plainview, NY
Post #: 59
Tales of the Nentir Vale - Quests



New General Quests





New Harkenwold Region Quests

  • Prevent the return of Kerang, the Red Dragon, Major Quest.
  • Participate in the annual Owlbear Run with Duke Adrian Abdel, Minor Quest.
  • Protect Duke Adrian Abdel in Desul Torey, especially on Founders Day, Major Quest.
  • Obtain Yara, the Cloak of Queens for Principate Inalea, Major Quest.




Amarilith Back-story Quests





Completed Quests

  • Rescue the Two Halfling Children, Major Quest, Worth 450 XP
    - Success (100%) - Darius: 450 XP + 350 XP Bonus (see details­).
  • Save Smiley Bob the Bear, Optional Minor Quest, Worth 100 XP
    - Success (100%) - Darius: 100 XP
  • Guard Traevus & His Wagon and Its Contents, Minor Quest, Worth 250 XP
    - Success (30%) - Darius, Hardock: 75 XP + 325 XP Bonus (see details­).
  • Recover Box & Its Contents Stolen from Traevus, Major Quest, Worth 200 XP
    - Success (100%) - Darius, Hardock: 200 XP
  • Rescue Karthen, (Ilyana's husband), Optional Minor Quest, Worth 200 XP
    - Success (100%) - Amariltih, Darius, Hardock: 200 XP.



  • Assist Sareth vs. Kobolds, Optional Minor Quest, Worth 150 XP
    - Success (100%) - Darius, Hardock: 150 XP
  • Recover Sareth's Mother's Sword, Optional Minor Quest, Worth 150 XP
    - Success (100%) - Darius, Hardock: 150 XP
  • Rescue Amaralith, Minor Quest, Worth 225 XP
    - Success (100%) - Darius, Hardock: 225 XP + 225 XP Bonus (see details­).
  • Find Malareth, Minor Quest, Worth 100 XP.
    - Success (100%) - Darius & Hardock: 100 XP + 400 Bonus XP (details pending).
  • Prevent Nynga from Taking Skull from Malareth, Minor Quest, Worth 250 XP.
    -Success (100%) - Amarilith, Darius, Hardock, Kanar, and Reed: 250.



  • Help Ogre with Thorn in Foot, Optional Minor Quest, Worth 100 XP.
    - Success (100%) - Amarilith: 100 XP.
  • Stop the Raiding of Tors Hold by the Bullywugs of Toadwallow Cavern, Optional Minor Quest, Worth 100 XP.
    -Success (100%) - Amarilith, Darius, Kanar, Mirandis, and Ulmo: 100 XP.
  • Learn why Lone Adventurer visited Toadwallow Cavern, Optional Minor Quest, Worth 100 XP.
    -Success (100%) - Amarilith, Darius, Kanar, Mirandis, and Ulmo: 100 XP.
  • Assist with the Harkenwold Rebellion, Minor Quest, Worth 250 XP.
    - Success (100%) - Amarilith, Darius, Hardock, Mirandis, and Ulmo: 250 XP.
  • Help the Woodsinger Elves, Optional Minor Quest, Worth 100 XP.
    - Success (100%) - Amarilith, Darius, Hardock, Mirandis, and Ulmo: 100 XP.



  • Intercept the Iron Circle Caravan, Optional Minor Quest, Worth 250 XP.
    - Success (100%) - Amarilith, Darius, Hardock, Mirandis, and Ulmo: 250 XP.
  • Stop Asmodeus Footstool, Optional Minor Quest, Worth 500 XP
    - Success (100%) - Amarilith, Darius, Hardock: 500 XP.




Unsuccessful or Purposely Ignored Quests

  • Save the Blackguard Knight, Optional Minor Quest, Worth 250 XP
    - Success (0%) - Darius, Hardock: 0 XP
  • Purchase Potions from Daggerburg Goblins, Optional Minor Quest, Worth 200 XP.
    - Success (0%) - Amarilith, Darius, Hardock, Kanar, Mirandis, and Reed: 0 XP.
  • Obtain & Give 5 Moonstones to Daggerburg Goblins, Optional Minor Quest, Worth 100 XP.
  • Bring Skull Stolen from Traevus, with Malareth & Traevus to Anarus, Optional Minor Quest, Worth 400 XP
    - Sucess (0%) - Amarilith, Darius, Hardock, and Mirandis: 0 XP.
  • Recover the Supplies from Fallcrest, Optional Minor Quest, Worth 250 XP
    - Success (0%) - Amarilith, Darius, Hardock: 0 XP.




Partially Successful Quests

  • Keep Malareth Alive & with the Party, Minor Quest, Worth 300 XP
    - Success (67%) - Amarilith, Darius, Hardock, Kanar, and Reed: 200 XP + 175 XP Bonus (details pending).
  • Help Quethera Find & Obtain Special Seeds, Optional Minor Quest, Worth 90 XP
    - Success (67%) - Amarilith, Darius, Hardock, Kanar, and Reed: 60 XP +/- ? (details pending).
  • Find & Obtain Minotaur Treasure, Optional Minor Quest, Worth 270 XP
    - Success (67%) - Amarilith, Darius, Hardock, Kanar, and Reed: 180 XP + 70 XP (Saving Hardock from Gelatinous Cube).
  • Rescue/Recover Leona's Husband & Wagon, Optional Minor Quest, Worth 400 XP.
    - Success (50%) - Amarilith, Darius, Hardock, and Mirandis: 200 XP
  • Repel the Iron Circle Invasion, Major Quest, Worth 1000 XP
    - Success (75%) - Amarilith, Darius, Hardock: 750 XP.
  • Rescue Baron Stockmer, his wife, and Elena, Optional Minor Quest, Worth 500 XP
    - Success (67%) - Amarilith, Darius, Hardock: 667 XP.




Joseph
user 48176272
Plainview, NY
Post #: 60
Tales of the Vale - I - Stormbringers - Sessions



2016 - 4th Quarter


2016 - 3rd Quarter


2016 - 2nd Quarter


2016 - 1st Quarter


2015 - 4th Quarter


2015 - 3rd Quarter


2015 - 2nd Quarter


2015 - 1st Quarter

(Older sessions post below­.)
Joseph
user 48176272
Plainview, NY
Post #: 72
Tales of the Nentir Vale - Home-brewed Rules - Post 1 of 2

While this campaign is based on D&D 4th Edition, the DM has home-brewed rules or adopts rules from other editions or systems. This list of rules, at any time, may not be complete or correct. Every rule, component(s), and example(s) may or may not be typical, and are always subject to the DM's discretion and permission.



#0. The DM is always right. That is, the role of the DM includes referee. In the interest of time, the session, the Campaign, the Story, continuity, or just world peace, the DM has the final say, even if it means making, breaking, and/or bendiing the rules.



#1. The DM is always willing to listen (and respond) to questions, suggestions, feedback, and guidance, if it is done at the right time and the right way. Usually, private message via Meetup is recommended, except for the above quick and in session.



#2. Checks & Actions (excluding Combat Attack & Damage)
Checks during combat are a minor action, with the following conditions.

  • The player announces to the DM they wish to make one specific check (e.g., nature).
  • Before rolling a d20, the player already knows what the appropriate modifier is.
  • The Player does not spend a Blue token to reroll the check.
  • The other Check rules (below) also apply.

A player informs the DM before performing a check or action which requires rolling of dice. There are times when the DM may say dice roll is not required, and the check automatically succeeds, perhaps to some extent. Other times, when the DM may say dice roll is not required, a check or action has no chance of succeeding. In conclusion, role-playing is preferable to dice rolling.

Example #1: A player wants to make a history check regarding their character's home town. Since the character is very familiar with the area or perhaps was a librarian, historian, or scholar, the DM states that their check is an automatic success. The DM then tells the Player the information that the character would know.

Example #2: A young rogue or thief is trying to open a door sealed long ago by a wizened, old mage. With no chance of success, the DM instructs the player not to roll, stating their attempts appear to have no effect at all.



#3. Will Check
A player must roll a d20 and add the higher of their character's Wisdom or Charisma modifier. The player informs the DM of the result. The DM will state whether the check was successful or not, and what effects or conditions, if any.



#4. Bonus Dice
The DM may give each player one or more d6 bonus dice. The player may use each bonus die, once per round, for attack or damage only, not both. The Bonus Dice must be rolled at the same time as the attack or damage dice. If a player rolls their damage dice with their attack dice, then the player can choose which bonus dice will be used with which attack(s), and which bonus dice are for damage. At the end of a scene, all bonus dice must be returned to the DM.

Sometimes the DM may specify that a d6 of one color or type is for attack only, and the other color/type is for damage only. The DM, other times, may specify that the d6 only can be used for attack or damage.



#5. Critical Success/Failure
(a). Critical Success only occurs on a 20 on a d20 regardless of any feat, power, bonus, or any other effect. When a player rolls a Critical Success, they must announce it to all players and the DM.

On Attack, Critical Success automatically does maximum normal damage plus any bonus or "Crit" damage.

See Critical Success/Failure Follow Up Roll for Critical Success Attack on target (after the Critical Failure description).

(b). Critical Failure only occurs on a 1 on a d20 regardless of any feat, power, bonus, penalty, or any other effect. When a player rolls a Critical Failure, they must announce it to all players and the DM.

On an Attack, Critical Failure automatically does no damage, not even damage on a miss. Any effects from a Critical Failure Follow Up Roll do not interfere with prior successful attacks in the same PC's turn/round.

(c). Critical Success/Failure Follow Up Roll
This roll will be done on d14, unless a d14 is not available, then on a d12. 3 through 12 on d14 (or 2 through 11 on d12) means the associated condition is imposed. The other #s on the die have other effects and/or conditions, and may require one or more additional rolls.

For a Critical Success on an attack, the Follow Up roll(s) affects the target. However, for a Critical Failure on an attack, the follow up roll(s) affects the attacker.


(Continued)




Joseph
user 48176272
Plainview, NY
Post #: 226
Tales of the Nentir Vale - Home-brewed Rules - Post 2 of 2



6. Advantage/Disadvantage (adopted from the D&D 5th Edition)

D&D 5th Edition Basic Rules by Wizards of the Coast:

"When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. ...

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. ...

When you have advantage or disadvantage and something ... lets you reroll the d20, you can reroll only one of the dice. ... The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result."



#7. Blue/Green/Red/White Tokens

The DM may give one or more Players one or more tokens (poker chips) of these colors. Also, the DM may rescind or reset these Tokens by asking one or more Players to return one, more, or all of their Tokens.

Spending a token, below, means the Player returns the token to the DM. As always, earning and spending Tokens must be accompanied by role-playing.

(a). Blue Token
A Player can spend a Blue Token to re-roll any one die/dice roll except bonus dice. The Player must use the new die/dice roll, and not its prior roll.

Alternatively, a Player can spend a Blue Token to add their character's current level to their die/dice for an attack roll, provided they have not re-rolled using this same Blue Token.

If a Player has Advantage on a dice roll, and the Player spends a Blue Token, they can either roll both dice again, or add their Character's Level to the highest die roll.

However, if a Player has Disadvantage, then the DM may do one of the following.

  • Deny spending of a Blue Token for the dice roll with Disadvantage,
  • Allow the Player to re-roll one or both dice, or
  • Permit the Player to add their Character's Level to the lower die roll.

(b). Green Token
A Player can spend a Green Token to use a spent Encounter power again, once. The Encounter power can only be reused once per round.

For those Players participating in the Power Up Options play-test, the Green Token becomes a Power Up Token instead. (See the Power Up Options Rules below, and the News post­ for more info.)

(c). Red Token
A Red Token is associated with healing and temporary hit points.

Before spending a Red Token, a Player must inform the DM, after they have made the decision to spend it. The DM will determine how many hit points will be healed, whether or not spending healing surges are required, and/or whether or not all or some of the hit points are temporary hit points.

(d). White Token
The White Token is called the mystery token, because its usage is either a mystery or guided by Player and DM. A Player informs the DM that the Player has decided to spend their White Token. The DM may ask for what purpose does the Player wants to spend the White Token. Subsequently, the DM will determine the effect of the White Token. Note: a Player's White Token can be spent by the DM for the same Player.

Example: A Player is hit with damage for 50 hit points. The Player informs the DM that they wish to spend the White Token to reduce damage taken. The DM instructs the Player to roll a d10. Player rolls 2. The DM then informs the Player that they are taking only 20% or 10 hit points of damage.

The mystery, White Token is usually flexible in what can be requested, even if not always granted.



#8. Action Point

  • Each Player earns and can spend one Action Point per encounter. Unused Action Points do not accrue, and are lost.

  • When a Player spends an Action Point to Attack, they have Advantage on their Attack roll.

  • A Player can use Power Up Options, without spending a Minor Action, when spending an Action Point on a Standard Action.




#9. Power Up Options (Currently in Play-Test)
Power Up Options add an element of chance, luck, heroics, and possibly second chance to Player Characters' actions. They are designed separately for each character based on the character's race, class, back-story, and the Story of the Tales of the Nentir Vale.

See the News­ post for more info.

How to Activate Power Up Options

To activate Power Up Options,

  • Role-play
  • Specify which Power Up Options you want to use.
  • Give Green Token(s) per Power Up Option to DM.

    Note: Give one Token for you or one ally.
    Otherwise, two Tokens for you & all allies affected.

  • Use a Minor Action, except when using an Action Point.
  • Roll percentile dice & tell DM the number on your roll.

    Note: If activating more than one Power Up, you can roll twice & use the higher #.

  • The DM will tell you how effective your Power Up(s) are.

    • Whole, partial, or additional bonus applies?
    • Lasts for 1 roll, until end of next turn or encounter?
    • Can you reuse this encounter power?

Joseph
user 48176272
Plainview, NY
Post #: 312
Tales of the Nentir Vale - Prior Years' Sessions

(Had to move these links to a new post due to a Meetup restriction. Hope to reorder these posts one day so the sessions posts are together. Newest sessions post above­.)



2014 - 4th Quarter


2014 - 3rd Quarter



2014 - 2nd Quarter



2014 - 1st Quarter



2013

Joseph
user 48176272
Plainview, NY
Post #: 458
Tales of the Vale - Official List of Deities for Players' Characters - Part 1

This is the official list of deities for Players' Characters in the Tales of the Vale Story/Campaign, in alphabetical order.

They are worshiped in the Nentir Vale (based on D&D 4e) and elsewhere in its world, and are from the Dawn War Pantheon (D&D 4e and D&D 5e).

Avandra

  • Gender: Female
  • Alignment: Good
  • Domains: Adventure, Change, Fate, Fortune, Freedom, Frontier, Luck, Trade, Travel
  • Favored Races: Goliaths, Halflings, Humans
  • Favored Classes/Trades: Adventurers, Merchants
  • Primary Commandments:

  • Luck favors the bold.
  • Take your fate into your own hands, and Avandra smiles upon you.
  • Strike back against those who would rob you of your freedom.
  • Urge others to fight for their own liberty.
  • Change is inevitable, but it takes the work of the faithful to ensure that change is for the better.


Bahamut

  • Gender: Male
  • Alignment: Lawful good
  • Domains: Honor, Hope, Justice, Protection, and True Nobility
  • Favored Races: Good, mostly Metallic Dragons and Dragonborn
  • Favored Classes/Trades: Caravan Guards (non-mercenaries), Paladins, Rulers
  • Primary Commandments:

  • Uphold the highest ideals of honor and justice.
  • Be constantly vigilant against evil and oppose it on all fronts.
  • Protect the weak, liberate the oppressed, and defend just order.


Corellon

  • Gender: Male
  • Alignment: Neutral/Unaligned
  • Domain: Arcane Magic, Arts, Beauty, Skills, Spring
  • Favored Races: Eladrin, Elves, Fey
  • Favored Classes/Trades: Artists, Musicians, Sorcerers
  • Primary Commandments:

  • Cultivate beauty in all that you do, whether you’re casting a spell, composing a saga, strumming a lute, or practicing the arts of war.
  • Seek out lost magic items, forgotten rituals, and ancient works of art. Corellon might have inspired them in the world’s first days.
  • Thwart the followers of Lolth at every opportunity.


Ellistraee

  • Gender: Female
  • Nicknames: Dark Maiden, Lady of the Dance
  • Deprecated Spelling: Eilistraee
  • Holy Symbol: Nude long-haired female drow dancing with a silver bastard sword in front of a full moon
  • Alignment: Good
  • Domains: Beauty, Charm, Dance, Fencing, Happiness, Hunting, Kindness, Joy, Moonlight, Music, Revelry, Songs, Sword Dancers
  • Favored Races: Drow
  • Favored Classes/Trades: Bards, Dancers, Hunters, Sword Dancers
  • Primary Commandments:

  • Be always kind, except in battle with evil. Repay rudeness with kindness.
  • Promote harmony between the races.
  • Befriend strangers, shelter those without homes, and feed the hungry.

    Erathis

    • Gender: Female
    • Alignment: Lawful Good
    • Domains: Civilization, Communities, Creation, Inventions, Laws
    • Favored Races: Tinker Gnomes, Half-Elves, and Humans
    • Favored Classes/Trades: Architects, Carpenters, Clerics, Inventors, Lawyers, Mayors, Pioneers, Rulers
    • Primary Commandments:

    • Work with others to achieve your goals. Community and order are always stronger than the disjointed efforts of lone individuals.
    • Tame the wilderness to make it fit for habitation and defend the light of civilization against the encroaching darkness.
    • Seek out new ideas, new inventions, new lands to inhabit, new wilderness to conquer. Build machines, build cities, build empires.


    Ioun:

    • Gender: Female
    • Alignment: Neutral/Unaligned
    • Domains: Knowledge, Prophecy, Skill
    • Favored Races: Half-Elves, Humans
    • Favored Classes: Prophets, Sages, Seers, Scholars, Tacticians, Wizards
    • Primary Commandments:

    • Seek the perfection of your mind by bringing reason, perception, and emotion into balance with one another.
    • Accumulate, preserve, and distribute knowledge in all forms. Pursue education, build libraries, and seek out lost and ancient lore.
    • Be watchful at all times for the followers of Vecna, who seek to control knowledge and keep secrets. Oppose their schemes, unmask their secrets, and blind them with the light of truth and reason.


    Kord

    • Gender:Male
    • Alignment Neutral: Neutral/Unaligned
    • Domains: Battle, Strength, Storms, War
    • Brief Description:
      The Lord of Battle revels in strength, battlefield prowess, and thunder. He is a mercurial deity, unbridled and wild, who summons storms over land and sea. Those who hope for better weather appease him with prayers and spirited toasts.
    • Favored Races: Dwarves, Goliaths, Half-Orcs, Humans
    • Favored Classes/Trades: Atheletes, Barbarians, Fighters, Monks, Paladins, Weather-Forecasters, Warlords
    • Primary Commandments:

    • Be strong, but do not use your strength for wanton destruction.
    • Be brave and scorn cowardice in any form.
    • Prove your might in battle to win glory and renown.


    Melora

    • Gender: Female
    • Alignment: Neutral/Unaligned
    • Domains: Life, Nature, Sea, Wilderness
    • Brief Description:
      Melora is both the wild beast and the peaceful forest, the raging whirlpool and the quiet desert. Rangers, hunters, and elves revere her, and sailors make offerings to her before beginning their voyages.
    • Favored Races: Halflings, Elves, Forest Gnomes, Goliaths
    • Favored Classes/Trades: Druids, Hunters, Rangers, Sailors, Scouts
    • Primary Commandments:

    • Protect the wild places of the world from destruction and overuse. Oppose the rampant spread of cities and empires
    • Hunt aberrant monsters and other abominations of nature.
    • Do not fear or condemn the savagery of nature. Live in harmony with the wild.


    Moradin

    • Alignment: Lawful Good
    • Domains: Creation, Earth, Family
    • Description:
      Known as the All-Father, the First Forger. He carved the mountains from primordial earth and is the guardian and protector of the hearth and the family. Dwarves from all walks of life follow him.
    • Favored Races: Dwarves, Giants, Goliaths, Svirfneblin (Deep Gnomes)
    • Favored Classes: Artisans, Knights, Miners, Runepriests, Smiths
    • Primary Commandments:

    • Meet adversity with stoicism and tenacity.
    • Demonstrate loyalty to your family, your clan, your leaders, and your people.
    • Strive to make a mark on the world, a lasting legacy. To make a beautiful creation that lasts is the highest good, whether you are a smith working at a forge or a ruler building a dynasty.


    (continued­)

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