The Fracturing of an Empire (Inactive)

Game Master wanderer82

Though in the grasp of the Kesadrian Empire for over twenty years, the lands of Neralus are home to a fiercely independent people. And as the arcanocrats squeeze their grip tighter, more and more bits of rebellion spring up. Could the actions that occur in Whispering Falls be turning of the tide, the catalyst that leads the people to rise up against their arcane masters?

BATTLE MAPS


The Rebellion's Members...:

Ashe Stormwarden - Female Human (Neralan) Swashbuckler 1
TBD

Blake Hunter – Male Human (Kesadrian) Magus (Bladebound) 1
TBD

Lirandra – Female Human (Neralan) Witch 1
Lirandra bears the red hair and pale skin of a native of Neralus. At sixteen, he is 5ft., 4in. tall and wears a brown cloth skirt and a linen white shirt, subtly decorated with grey traceries of thread, both are simple but well made.

Lucatiel – Female Human (Neralan) Cavalier 1
Sir Davos. Knight of Aquitaine, TBD

Morsun Morsun – Dwarf Rogue 1
Morsun has dark brown hair that he doesn't let grow very long. He keeps his beard braided, to more easily tuck it into his shirt when he's working.

Tevan - Female Human (Kesadrian) Cleric of Mya 1
Tevan is a 5'4", 140-pound human Kesadrian Citizen. She has a shaved head, pale skin, with light blue eyes that can be disconcerting. She wears cleric robes (over Leather Lamellar armor) and a well-cared for wooden symbol of Mya.

Campaign Traits:

***Please note that campaign traits are slightly more powerful than normal traits. This is intentional, as they will tie into ongoing storylines in the campaign***

Conscript As a young lad or lass, you were taken from your home and conscripted into military service for a time. This life was physically taxing, though you developed a resiliency because of it. You can a +1 trait bonus on Fortitude saves and may select one martial weapon with which you gain proficiency.

Arcane Scion Whether through your bloodline or a chance encounter with a wild magic fount, you were exposed to the strange Arcane magic following the Great Invasion. You may choose one of the following: You gain a +1 trait bonus to Spell DCs for one school, and begin knowing one additional 1st level arcane spell.

Kesadrian Citizen Whether born in the homeland or by settlers who came to Neralus shortly after it was conquered, you carry the pure-blood of the Kesadrian Empire. You gain a +2 trait bonus on all social interactions with Kesadrian officials. Additionally, you start with 50% more gold than rolled for your class.

Keeper of the Ways Your family has had a long tradition of the adherence to one of the Ways, and as such you had a strong connection to the Fey realm known as Lokk. You gain either a +2 trait bonus to Initiative or a +1 trait bonus to Reflex Saves. In addition, you always seen attuned to details and gain a +1 trait bonus to Perception checks.

Orphan of the War You lost your parents during or shortly after the Kesadrian invasion, forcing you to fight for survival. As such you have developed a passionate will to live. Once per day, you may reroll a single d20 roll (after rolling the 1st but before knowing the result). You must keep the second result.

Auspicious Blessing At some point in your life, you experienced a moment of religious significance from of one of the realm's deities. Their touch has left a mantle upon you, granting a +1 trait bonus to Will saves. In addition, select one 0th level divine spell. You may cast this as a spell-like ability once per day.

Smuggler You have learned to make a living in the underground markets that have sprung up in response to the oppression of the Kesadrian Regime. You gain a +1 trait bonus to Bluff, Knowledge (local), and Sleight of Hand, and you may select one to always be a class skill for you.

Vagabond You have never called one place home for long and have learned to survive on your own in the dangerous wilds of Neralus. You gain a +1 trait bonus to Knowledge (nature), Stealth, and Survival, and you may select one to always be a class skill for you.

The Gods and their Gift:

The Empire seems to put little value on the place of religion within their culture. That said, in recent years it has become fashionable for Nobles and arcanic rats to take to the worst thing of several of the more nefarious deities. Well worship and religion is not outlawed to non-citizens comma those gods that would be considered a threat to the Empire have been outlawed. And their worship expressly forbidden. Any places of worship for these deities have been destroyed and there has been major efforts made to eradicate any followers or material to promote their worship.

Name: Felgath
Aliases: the fury, lord of war
Alignment: CN
Realm: the Hall of Battle
Portfolio: battle, war, warriors, feats of strength
Domains: Chaos, Destruction, Liberation, Strength, War
Holy Symbol: axe splitting a shield
Favored Weapon: Battle Axe
Description:

Name: Avas
Aliases: the defender, the purifier, the phoenix
Alignment: LG
Realm: the Eternal Mount
Portfolio: righteous battle, order, purity, knights, chivalry
Domains: Fire, Glory, Good, Law, War
Holy Symbol: rising phoenix
Favored Weapon: Bastard Sword
Description:

Name: Illandros
Aliases: the light, the radiant one, the coming dawn
Alignment: NG
Realm: the Eternal Mount
Portfolio: rebirth, hope, optimism, self-improvement
Domains: Good, Healing, Nobility, Protection, Sun
Holy Symbol: half sun rising over horizon
Favored Weapon: long sword
Description:

Name: Vaenos
Aliases: the eternal, keeper of the damned, the gray mistress
Alignment: LN
Realm: the Gray Wastes
Portfolio: comfort, death, the dead, order
Domains: Law, Repose, Time, Protection
Holy Symbol: balanced scales
Favored Weapon: short sword
Description:

Name: Gaelin
Aliases: the chronicler, the keeper of records
Alignment: LN
Realm: the Infinite Librarium
Portfolio: history, knowledge, learning, writing
Domains: Knowledge, Law, Rune, Travel
Holy Symbol: quill
Favored Weapon: dagger
Description:

Name: Norath
Aliases: the iron fist, the conqueror
Alignment: LE
Realm: the Onyx Bastion
Portfolio: aristocracy, domination, power, tyranny
Domains: Charm, Destruction, Evil, Law, Nobility
Holy Symbol: mailed gauntlet
Favored Weapon: flail
Description:

Name: Skaeross
Aliases: vagabond, the last thief
Alignment: NE
Realm: the Shadow Warrens
Portfolio: darkness, greed, murder, thieves
Domains: Darkness, Death, Evil, Trickery
Holy Symbol: money purse with dagger through it
Favored Weapon: long sword
Description:

Name: Esha
Aliases: the mistress of revels
Alignment: CN
Realm:
Portfolio: indulgence, music, passion, revelry
Domains: Chaos, Charm, Darkness,
Holy Symbol:
Favored Weapon: kukri
Description:

Name: Kurdran
Aliases: the great smith
Alignment: LN
Realm: The Hallowed Forge
Portfolio: craftsmen, skill at arms, duty, dwarves
Domains: Artifice, Earth, Fire, Law
Holy Symbol: hammer striking an anvil
Favored Weapon: warhammer
Description:

Name: Mya
Aliases: the old woman, the guiding mother
Alignment: NG
Realm:
Portfolio: childbirth, family, agriculture
Domains: Community, Good, Healing, Protection
Holy Symbol: cornucopia
Favored Weapon: quarterstaff
Description:

Name: Gilden
Aliases: the lord of luck
Alignment: CG
Realm:
Portfolio: good fortune, skill, victory, adventure
Domains: Good, Luck, Travel, Trickery
Holy Symbol: gold coin
Favored Weapon: scimitar
Description:

Name: Vulgar
Aliases:
Alignment: CG
Realm:
Portfolio: exploration, sailors, long journeys, the unknown
Domains: Good, Travel, Water, War
Holy Symbol: trident projecting out of a wave
Favored Weapon: trident
Description:

Name: Matti
Aliases:
Alignment: NE
Realm:
Portfolio: agony, misfortune, pain, torture
Domains: Death, Evil, Knowledge, Luck
Holy Symbol: 3 red tears (blood droplets)
Favored Weapon: scourge
Description:

Name:
Aliases:
Alignment: LN
Realm:
Portfolio: business, commerce, trade, wealth
Domains: Artifice, Community, Law, Nobility
Holy Symbol: a stack of gold bars
Favored Weapon: heavy mace
Description:

Name: Lathor
Aliases: reaper
Alignment: NE
Realm:
Portfolio: disease, hate, poison, vermin
Domains: Death, Evil, Vermin
Holy Symbol: black scarab
Favored Weapon: scythe
Description:

Name:
Aliases:
Power Level (previous):
Alignment:
Realm:
Portfolio:
Domains:
Holy Symbol:
Favored Weapon:
Description:

Paths of the Way:

The primordial Energies that formed Caliban from the ether pulse through every part of the world, including all living things. Those who try to work this energy refer to it as the Way, for it is ever flowing, ever ongoing, and to harness its powers you must embrace it and move as it does, alongs its own circuitous path. Different paths, or beliefs, lead to different outcomes. Some view the Way as a normal part of existence, some as a tool to help shape the world, others as a weapon (for either aggression or defense), others a destructive and Mighty Force comma others a peaceful serenity. For some it is the source of life, to others the finality of death.

The Fey realm, Lokk, is believed to be the convalescence of the primordial energies made manifest. This belief is reinforced by the fact that spots where there are Rifts between the two planes tend to be locations of innumerable or fantastic beauty, life, and the raw Primal energies of the world. Within Lokk there is a race of beings known as the Sin'alfar, you act as guardians and stewards of the Way. They are neither worshipped as deities, nor do they grant powers to those who would try to offer praise. Instead, in times of great need they will offer counsel to those who ascribed similar beliefs.

Cosmology (The Planes & Lokk):

Lokk Lokk is the other realm, a sister plane of existence to the material plane. Despite it being a reflection, it is distorted in an otherworldly nature, leaving time, distance, and at times even memory vastly different from its mirrored plane. Lokk is home to the fey, including the Alfarran - a mighty race of fey creatures that consider themselves the guardians of Lokk. Highest among them are the Sin'Alfar, who are the true Keepers of the Way. It should also be noted that beings of Lokk are highly resistant to Arcane magic, as it does not belong in the natural world and is thus highly diminished when taken into Lokk.

There are places where Lokk bleeds into the material plane, creating lands of preternatural beauty. Such places are bastions of life and growth, though sometimes in unexpected ways. Such fonts of the Way can also be used to travel between the material plane and Lokk.

The Deific Realms

Kesadrian & Neralan Culture:

...incoming...

Wealth, Technology, & Equipment Availability:

The native technology level for this campaign setting is roughly equivalent to 8th or 9th century Europe . As such, full plate armor is all but unknown. Prior to the Invasion the best armor available was chain mail. Among the human lands it was rumored that the dwarves had a mythical ability to shape metal into broad sheets of armor that shield their body. When the Kesadrian forces invaded, they were equipped in similar armor to what the dwarves were rumored to possess, made of banded strips of metal. Giving the occupied state of the realm, all metal armor has been confiscated by the empire. Likewise it has been deemed illegal for non-citizens to own weapons of war. As such non-citizens are limited to the ownership of simple weapons, axes, and short bows. If you would like to have your character start with a martial weapon or metal armor, it will cost one and a half times the normal price. Additionally, if witnessed possessing these items by an imperial agent, you will be arrested and tried. Leather armors and simple weapons are considered legal because the lands are still a wild place and there are many native threats.

Legal Light Armor All except parade armor*, chain shirt (note that lamellar armors listed under "eastern armor" are also available)
Legal Medium Armor armored coat, hide armor

*please note that parade armor is not illegal for its superior protection, but rather as wearing military garb would be considered impersonating a Kesadrian citizen, a different major crime