Grimmy's Untitled Campaign (Inactive)

Game Master Grimmy


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Hi all,

In all the upheaval of a new pathfinder edition I have found myself feeling really drawn towards Dungeons and Dragons 5th edition.

I'm interested in running an adventure module to learn the ropes of a system that is new to me. I'd like to make it open to new players so we can all learn together.

I'm making this thread to gauge the interest level. It would not be a full campaign that goes into high levels, and it will not take years of real-life time to complete. Just a short module that would only take one evening of gaming if we were sitting around a table, but in PBP I guess it will be a matter of months.

The Adventure:

The adventure I have my eye on takes place in the Southlands setting of Midgard. It's written by Richard Pett who I have to say is my favorite adventure writer out there. The guy is the best. He's known for horror but this is an intrigue based jaunt in a city believed by it's inhabitants to be the birthplace of the Cat Goddess Bastet.

The setting has an egyptian and arabian nights feel and it's also very pulp fantasy. If you've ever read those Zothique stories of Clark Ashton Smith, full of gnolls and necromancers, that is what this place feels like to me.

About me:

I've run some fairly long running games here in the past. I dropped the ball and didn't finish some things I started due to some personal issues but if you ask around I think folks will hopefully tell you I made an effort to be communicative under the circumstances.

I used to bill my games as "old-school" and try to recruit for fans of such but at some point I realized everyone has their own idea as to what that means and really I just wanted to recapture a lost feeling from childhood which is nothing but the pure joy of imagination and collective story telling.

Who's it for?:

I usually try to look out for people that are really enthusiastic and excited to game, that's the main thing. I've had a few experiences on here that were pure magic. It's lightning in a bottle, you can't force it to happen but you can give it a chance. The trick seems to be chemistry between the characters, so you need people who really enjoy role playing, and since this is a written medium it doesn't hurt if you like to write.

Some of my best experiences were with people who were new to the rules and even new to the boards, but they were passionate. Anyway this time I'm new to 5e myself and new to the Southlands setting so maybe we can all discover something new together. And we're not signing on for the next ten years like an Adventure Path recruitment!

Well, let me know if it sounds cool. I can't start right away but I'm here to answer questions.


DMG, the Midgard setting is great. I've been bouncing around the idea of running a few adventures there myself, but I was going to wait for the new 5e Margreave kickstarter adventure to come out. Will you be allowing all of the Midgard races and backgrounds or were you looking to stay within the rules of the PHB since you're just picking up 5e? Either way I'd be interested. Probably go with a Warlock or maybe give a cleric or paladin a try since the gods/domains in Midgard are a bit more interesting then vanilla DnD.


Oh yeah I like the races and backgrounds. I have that hardcover Midgard Heroes Handbook at home in USA but I don't have it with me where I am now in India. I'm also trying to figure out if it's possible to use that stuff inside DnDBeyond.

I'm totally friendly to that content though.

Centaurs I think are too much of a problem with their big ol butts.

I also don't want to make people feel like they need to already know Midgard in order to party. Trust me we can go back and forth and figure it out.

Margreve, yup the old softcover version was the first campaign I ran in pathfinder. I can't wait to get my paws on that new one let me tell you.

Grand Lodge

Hmmm I would like to learn more about the system, I have played some, read some, and at home trying to convert some ol' 1e material to it.(Its going okay still have yet to test it out) As for race and class yet.

If its Egyptian theme, can one be a 'Northerner"? Like come to the south for some reason. Kinda like the idea of a Dwarven sellsword or merchant of some kind


CRITZIBLE!! Haha. I'll never forget Priscilla Springheel.

It's Grimmy.

I'm in my DM disguise.

Yeah the Southlands are just the Southlands. They're attached to a whole world with a north and all the other usual directions! The adventure I'm looking at works great with PC's from out of town.

Of course it's hard since everyone isn't familiar with the regions like they are for Golarion but if we go ahead with this I'll be putting a ton of info on the campaign tab. And Kobold Press has a bunch of pdf's where you can get a little guide or gazetteer for just the region you're interested in for pretty cheap.

Dwarven sellsword and merchant both work simply great. Dwarves have fantastic Lore in Midgard.


I'm kicking around ideas for either a water genasi druid river shaman or an elf cleric of Thoth (or equivalent) sage


Hi Grimmy, I was in your Court game. I’d be interested if you would have me. I’m still quite new to 5e.


Hi Grimmy!

Good to see you back in the DM saddle.

I have to ask: What the heck are you doing in India?!?


I don't know the setting but 5e is my main system. Would love to get a character together if this moves to recruitment. I like crazy/zany characters up to thievery and magic mostly...I care way more about personality and gameplay than backstory and writing outside gameplay.


Comp0sMentis wrote:
I'm kicking around ideas for either a water genasi druid river shaman or an elf cleric of Thoth (or equivalent) sage

Genasi do not appear in Midgard as such but I have seen mention of a race called Jinnborn. I don't have their Lore or stats in front of me right now but I'll

have a search.

Elfs have been handled in an interesting way in Midgard. They left in a great retreat (may sound to some like a big Tolkien cliche but in effect the familiarity of the idea makes
it resonate and feel real). There's interesting role playing opportunities for the ones who stayed behind, being quite rare for example.

Thoth does indeed show up here. They have him as hyphenated Thoth-Hermes.

One cool thing about Midgard is they have a concept of Masks for gods, so you can have the same god worshipped in different areas by different names and maybe granting a little
different portfolio.

What's even more interesting is we don't have the hard and fast alignment fixed for gods and the institutions that worship them. So you don't automatically know, "holy symbol looks like the sun, these are the good guys". And you can be a heroic character worshipping an unlikely god.


Dreaming Warforged wrote:
Hi Grimmy, I was in your Court game. I’d be interested if you would have me. I’m still quite new to 5e.

In a heart beat DW. Of course I'll be looking at the balance of character personalities for this rather than guaranteeing a seat for old friends, but I have certainly hoped to play with you again.


Logan1138 wrote:

Hi Grimmy!

Good to see you back in the DM saddle.

I have to ask: What the heck are you doing in India?!?

I came to India last year to learn yoga and medititation in an ashram. I came again this year and just kind of drifted apart from the westerners with their yoga mats and started falling in love with the local people. I don't know what will force me home first, my health or my visa. There's a lot more bacteria in this country.

I don't have the big setting books with me while I'm abroad, or the expanded player options. I just have the adventure PDF's and DnDBeyond for the core 5e stuff.

I can pull maps and art from the PDF but they aren't particularly player friendly maps.

Maybe people enjoy theater of the mind for 5e combat anyway, or maybe Kobold Press will sell me a map-pack. We'll see.

Grand Lodge

I will run buy my idea for a Clanless Mountian Dwarf later


mishima wrote:
I don't know the setting but 5e is my main system. Would love to get a character together if this moves to recruitment. I like crazy/zany characters up to thievery and magic mostly...I care way more about personality and gameplay than backstory and writing outside gameplay.

Yeah those players who write a novella for backstory can be good or bad. It's bad if it's divorced from the setting and the other players. More than volume of backstory I want a collaborative process to happen in my games where we come up with a cast of characters who feel like they exist in the world and have chemistry with each other.

When I mention writing I'm talking about the actual posts. Every time you make a post in a game you are actually writing. I don't want anyone to feel intimidated, you don't have to be an English major. I make my share of grammar mistakes and sometimes use very casual syntax. I just mean, try to be evocative! Let us know what your character is thinking. Give details. Have fun.

One thing that annoys me is when different players in the same PBP write in different tenses from one another. Have you guys noticed that? It's just sloppy. The GM
should pick one tense and everyone uses it. Makes the game a better read.

Grand Lodge

Also thanks I do miss Priscilla


Okay, definitely a devotee of Thoth Hermes Trismegistus


LN Elven Cleric of the Thrice-Great, Knowledge domain, a scribe and scholar... I can write up a backstory but any more information about the Southlands would be great


I don't have the source material for this area but...
Shakanasa was born of a small camp of elves in the outskirts of the Southland. His tribe were archaeologists and treasure hunters, sifting through the sands of time in their ancient homeland. They knew that the short lived races were overlooking some of the ancient sites of great power, but their exile kept them on the outskirts. They laid low, very low, often living in caves or partially excavated buildings.

His tribe had no interest in fighting and were easily overtaken when discovered. Shaka and his family were sold off for various purposes across the lands. When a buyer noticed that he could read an ancient script, Shaka was resold off to translate for a royal court. Decades were spent reading and writing for others; the Thrice-Great smiled upon his studiousness. Shaka came to know of Thoth-Hermes, adopted the visage of the Ibis, and found the blessing of the librarian of the gods. Having since earned most of his freedom, he seeks to explore the mysteries of the land.

Grand Lodge

1 person marked this as a favorite.

My Idea is to Play Agrenal "Hops" Steinhammer Mountian Dwarf Fighter(Champion)Background; Guild Artisan: Cook A facial scared and Magically Tattooed and Branded Dwarf who was kicked out of his Clan (Steinhammer a Legendary Brewing Clan. He was tossed out of his clan for saving a half-orc girl of 2 years old and bringing her back to his clan. He was punished with his bread shaved, chin ritually scared in runes and then his forehead tattooed. He is also Tattooed from his travels as he raised his daughter. He became a Merchant Guard learned to cook and eventually learned the trade well enough to join the Cooks and Bakers Guild! He also began to brew ale on the side Because he feared to go by his name he began to go with the name Hops. He travels with his daughter seeking to see her safe and happy. Secretly he hopes to find an unbiased Dwarven woman to marry and sire more kids if not at least to find love and money.


I would like to put my name in the hat.

This one was for another game that seems to be going no where.

I can make a back story if you would like.


Hey Guys,

I definitely don't mind some early brainstorming in this thread but I have a couple of pointers.

When this goes to recruitment I'll have a new thread with a campaign info tab with lots of lore about regions and pantheons. Some players will know the setting and have access to setting materials, others will not, but we'll have a dialogue together to make character ideas take shape in a way that is organically connected to the setting.

For posting habits, I have not set the best precedent above being on mobile myself but it can be good to combine bursts of posts into one well thought out post, and compress things like full back-stories into spoilers or, when the time for it comes, inside character aliases.

Don't take me wrong I'm very happy to see activity in the thread. Just some tips, so don't be shy to keep posting.

Grand Lodge

Awesome


DMG wrote:
Dreaming Warforged wrote:
Hi Grimmy, I was in your Court game. I’d be interested if you would have me. I’m still quite new to 5e.
In a heart beat DW. Of course I'll be looking at the balance of character personalities for this rather than guaranteeing a seat for old friends, but I have certainly hoped to play with you again.

Glad to hear it. Looking forward to the recruitment post.


What would the starting level be?


also considering an orator bard multiclass


All sounds good. Will likely go with a Ravenfolk Warlock (Prophet) of the Genie Lord Calipha of the Scouring Wind as patron if you decide to go forward. For stats are you going with point buy, roll, or standard array?


I'm interested. Not familiar enough with Midgard/Southlands to have sparked any serious ideas yet though. I'll see what inspiration comes when you post the recruitment thread and campaign info.


I'm not very familiar with Midgard and haven't done much PBP but would be very interested in playing.


Level one. 27 point buy.


Do you have an ETA on the recruitment thread?


@Tareth Great that you have access to the lore and crunch. Sounds like great fit. I haven't read about Genie Lords yet myself.

@WalkerOhmsford Lack of experience and knowledge no problem. What kind of stories and games interest you? We can chat as we go forward.

@thejeff I have some notes from a previous game. It was the pathfinder edition and the timeline has advanced ten years so don't take it as gospel and ignore the PF references, but it's something to chew on. Will post below.

@ComposMentis No I don't have a fixed date. I'll do it when it feels right. The prep is not much, it's short. But I'd really like to download and peruse the big Southlands book.

Some Particulars:
In India right now I don't have access to my larger setting pdf's and a lot of my tools. Graphics program to edit maps and tokens. Herolab to generate NpC and custom monsters. Even my trusty Evernote app is not wanting to work on any device I have with me.

Normally I'd make a nice wiki too. And I need to get familiar with DnD Beyond and see how big of a role it should play.

These things aren't crucial I guess. If I start without my tools it may be just a little more casual PBP without bells and whistles.

If people want theater of the mind combat, that solves one issue.

Every one know what theater of the mind means?

Beginner's welcome means don't be afraid to ask if you don't understand my jargon.


Some old setting notes. Not up to date. Disregard PF references. This is for Midgard at large not the Southlands specifically. Useful for characters who have come from afar.

==========

Calendar & Planets:

Days of the Week:

Moonday, Volsday, Wolfsday, Torsday, Marksday, Ceresday, and Khorsday. These names are common from the Northlands to the Middle Sea and the Crossroads to the Wastes.

Among the Mharoti of the Dragon Empire, they are called Pazar, Nazartesi, Sali, Charsamba, Pehrsembe, Juma, and Umartesi.

Among the elves, they are Larasday, Elothsday, Orielsday, Bowsday, Freyasday, Yarisday, and Leafsday.

Months and Festivals:

Spring
Springmelt (New Year’s Dawn) (Mustering)
Sowing
Thunders (Rites of Spring)

Summer
Goldflower (Crown Festival)
Low Summer
High Summer (Summer Festival)

Autumn
Harvest Tide (Slaughter Festival)
Redleaf (Harvest Dances)
Last Leaf (Ghost Festival)

Winter
Rimetrail [First Fogs]
Snowfall/Winterwind (Lantern Festival)
Deep Winter/Winter-rain

Planets:

Asaph, the Green Planet: A planet that shines white and green, Asaph is rumored to hold powerful influence over the seas and air, and alchemists associate it with elemental air, mithral, and spirits.

Ermaon, the Jumping Planet: Fastest and strangest of the planets, this one is small and difficult to see. Some believe it is not a planet at all, but a comet trapped in a circle. It is represented as silver or mercury by alchemists and astrologers.

Melgros, the Dark Wanderer: Not visible to the naked eye, this planet is a dark and mysterious home of malevolent forces, including nightshades, demons, and devils of all sorts. Stories dating to Ankeshelian times claim it is the source of both a soul-consuming fire and all black magic. Seeing it is widely considered unlucky among humans. Elves refer to it as “Idelitan” or “the Archer’s Planet” because those who see it happen to be the best archers. Alchemists associate the planet with adamant.

Temperos the Giant: This is a yellow planet, easy to see in the night sky and commonly associated with the giants of the Haunted Lands, who held it to be the home of the gods. Alchemists associate it with copper, tin, and bronze.

Tiomoutiri, the Golden Planet: This bright and shining planet is most visible around sunrise and is widely associated with Khors the sun god and with Lada the Golden. Astronomers of Nuria Natal believe it governs the health and sexual aspects of life. Priests of Khors and Lada perform their high rituals when Tiomoutiri is in the sky. Alchemists associate the planet with gold and orichalcum.

Zuhal, the Dragon: The elves claim that this red, distant planet has rings. Though it is a powerful symbol in the heavens, living dragons consider its name a bit of a misnomer, associating it with blood and life force instead. Alchemists associate it with platinum, earth and minerals, and Zuhal is widely considered the planet that controls aspects of magic and the arcane.

==========

Major Races:

Humans:

Caelmarans: The descendants of the nine magocracies—Allain, Andarre, Barsella, Caelmarath, Carnessa, Cassilon, Molovosch, Uxloon, and Vael Turog—are a pasty lot, with hair from rust-red to moss-green as common as black or brown. Some claim that the Caelmarans are all tainted by association with demons and devils, pointing to the high prevalence of tieflings among the shattered towns and deserts of the West. Caelmarans speak the Trade Tongue, though many also speak the Northern Tongue.

Dornigfolk: The Dornigfolk of the Great Duchy are numerous and strong in their numbers. They have skin ranging from pink-white to a watery brown, and hair from brown to blond, though red hair is largely unknown. The Dornigfolk pride themselves on their hard work and their elven empress, and consider themselves the last bastion of the true Empire of Thorn. Those pretenders in Valera arouse only their pity and scorn. Dornigfolk speak Elvish and the Trade Tongue.

Kushites and Nurians: The people of the great Southern bastion of Nuria Natal are the best known of the Kushites, but hardly the only ones: the desert folk, the Mharoti humans, and many of the Southern reaches are Kushites. Both have mahogany skin, but their rulers and customs are quite different. Kushites take great pride in their status as the first and greatest of the human kingdoms. They speak Nurian and often a Southern dialect or Draconic.

Magdar: Dark-haired and customarily green-eyed, the Magdar are beautiful and relatively tall among humans. They have rich, musical voices and an efficient way with horses and oxen. Though many Magdar ride the Plains or wander far afield as mercenaries or adventurers,
their kingdom is a strong one, and the Magdar are bold explorers and fighters. A few Magdar have a regrettable tendency to drunkenness. They speak the Trade Tongue, and a few speak Draconic or the Northern Tongue.

Northlanders: Pale and tall and strong, the Northlanders are a race of survivors and warriors. Their hair runs to pale blond or even white, sometimes with golden or red streaks. Their eyes are often a piercing blue or purple. They speak the Northern Tongue, and many also speak Dwarvish.

Roshgazi: Dark-skinned and eagle-nosed, the Roshgazi are associated with their friends the minotaurs, and they wander the western deserts as well as dwelling in small villages in Capleon, Kyprion, and Cindass. They speak Roshgazi, a language closely related to Minotaur. Speakers of either language can understand the other.

Septimes: Olive-skinned and dark-haired, the people of the Seven Cities, Illyria, and Kyprion call themselves the Manzaro, but most others call them the Septimes. They are a small and swift people, quick-speaking and sometimes too quick with a blade. They speak the Trade Tongue and a dialect they call Valeran.

Dragonkin:

The dragonkin divide themselves into the Four Elemental Kinds, supposedly purebred lineages of dragonkin, though there is a great deal of mixing among them as well and hybrids are not uncommon. The flame or fire dragonkin (who bear yellow, golden, or orange scales, with red crests) are the most common, followed by wind or storm dragonkin (blue, white, silver, or gray scales, with black crests). The stone or cave dragonkin are relatively uncommon (brown, gray, black, or rarely white scales, with purple or white crests). Rarest of all are the wave or tide dragonkin breeds, gold, blue, or green-scaled with bright green or yellow crests. More common than the purebreds and outside the traditional elemental divisions are the edjet or soldier dragonkin, who sport brassy or tan scales with black or rust-colored crests.

Dwarves:

The dwarves of Midgard live in three great realms: the Northern halls such as Tanserhall and Wolfheim, the cantons of the Ironcrags, and the Southern city of Nuria Natal. The dwarves of the three realms are distinct in their culture, strengths, and style.

The Northlands dwarves are keepers of the old ways and the old gods, smiths and warriors, farmers and traders, stout and strong and able to down a barrel of ale at one sitting. They keep busy fighting
the giants or the werewolves and wargs in the North, but sometimes the Northern dwarves take to the sea in their longships and raid
the coasts, from Vidim through the Donnermark and Krakova to northern Dornig territories, but passing over the magocracy of Allain. The Northern dwarves are especially accomplished at ring-making, smithwork, and (for some reason) berserk shapeshifting. They have a society of especially fearsome bear-shirted berserks.

Ironcrags: The cantonal dwarves are makers, miners, and smiths, digging deep into the Ironcrags for iron and gold and forging items of great wonder, primarily exceptional spears, crossbows, and arrows, but also great artistic works. Singular items are a lifetime’s masterwork: a clockwork steed or wagon, an airship, a returning hammer, or a suit of invulnerable armor. None of these are beyond the grasp of a cantonal smith. The cantonal dwarves serve no kings, but rule themselves. They frequently serve as mercenaries in the Seven Cities, among the Princes of Dornig, and even against the Mharoti Empire, side by side with the Magdar knights.

The Southlands dwarves are distant relatives at best, with different language, magic, and style. In the desert heat the Southern dwarves shave their heads and wrap their beards tightly in gold or copper wire; sometimes these beards are forked or braided as well. They serve a male mask of Rava they call Ptah, and they build clockwork bodies they call shabti, or servants. Their skin is dark as ebony, and—when not shorn—their hair runs to pure black, gold, or (strangely) red. The Southern dwarves are alchemists and mystics, with a particular hatred of dragons and the Mharoti Empire. They have served the King of Nuria Natal well and faithfully as bodyguards and as his heavy infantry for centuries, and as engineers who build his temples, city walls, and step pyramids.

Elves:

The windrunner elves are simple nomads and herders, weavers and masters of archery and the hunt, and quick to speak with the sky spirits. In many ways, they are a fallen people who have abandoned civilization.

The shadow elves have kept a court and a king and queen, but their remaining glory is slight, a reflection full of illusion and trickery and deceit. They no longer draw their power from Midgard, but from Shadow.

Finally, the river elves are what remains of the elves of Thorn, with the River King retaining only slight contact with the Imperatrix on the throne of the Domains of the Princes. The Arbonesse forest is their homeland and the river their highway, and their borders include all the land where the leaves’ shadow falls. The river elves sometimes exile one of their number to wander the world for a time (a span defined in decades), but otherwise, the other races rarely see the elves who built so many castles, roads, and cities throughout Midgard.

Gearforged:

The gearforged are the children of Rava, the Gear Goddess of Fate and Industry. Her priests were the first to forge bodies of brass and copper with cunningly wrought gears and well-balanced mechanisms to support thought and action. Each such body is the safe harbor of a soul that once lived in flesh; a special ritual (see sidebar) is required to transfer a living creature’s soul into the housing that makes it gearforged. Once created, a gearforged can in theory live forever, though in practice most wind down or are destroyed by the ravages of time and the difficulty of surviving as a well-crafted machine.

Kobolds:

Minotaur:

==========

Minor Races:

Centaurs:

Centaurs are a scattered race and roam in small clan groups from the Rothenian Plains (where their numbers are great) to the personal guard of the young Emperor in Valera in the Seven Cities. Everywhere they are considered large and dangerous, and they have a reputation for banditry and bullying. Their archery is excellent and their healing arts well advanced, but they are largely a nomadic people without much interest in magic or writing, and other races disregard them as a result. They do so at their peril: Large centaur hordes have occasionally smashed entirely cities and small nations flat.

Gnolls:

Most common in the Southlands of Nuria Natal and points south, gnolls are also found in the Mharoti Empire, Khandiria, and even on the Rothenian plain. They range the desert and plains as hunters and scavengers, and they are expert rangers, scouts, and trackers. Their culture is violent and largely unfriendly to outsiders, but some say they have a small kingdom in the distant South.

Gnomes:

Found throughout Midgard in small numbers, gnomes have a single primary home, the
dark forest of Neimheim and its surrounding territory. They have a terrible reputation as swindlers, kidnappers, diabolists, and charmers. As individuals, the small men in their amusing hats and pointy boots seem silly. However, as a race they have struck one or more diabolical bargains for power with Baba Yaga or archdevils, and this has led them to turn inward. Their only close allies are the shadow fey, though goblins and kobolds and gnolls are not too particular in their choice of friends, either.

Goblins:

Alone among the shorter races, goblins refuse to be conquered or adopt even the pretense
of diplomacy, and so are treated as vermin and exterminated wherever dwarves and men encounter them. Driven into the wilderness by larger races, goblins scratch an existence as opportunistic scavengers. Many goblin tribes have fallen under the sway of worgs and nightgarms, whom they worship as totem beasts. The relationship between goblins and worgs is the reverse of what might be expected: It’s the goblins who are pets and servants of lupine lords, not the other way around.

Some believe goblins are the warped remnants of the gnomes who did not escape to the Wormwood, or perhaps the twisted results of experimentation on halflings or humans during the Great Mage Wars. They are found in large numbers in the Goblin Wastes and the West, though they are hardy travelers and can pop up thousands of miles away from their homeland, from the Northlands to the Dragon Empire. They have a knack for finding ancient artifacts and lost magic, and spend much of their time digging through the dust for such items, then selling them to the mages of Allain.

Halflings:

Rarely seen and a stay-at-home race, halflings are encountered as bargefolk on the great rivers and as the most discreet of servants to the River Court or in the Domains of the Princes. The race was widely believed to have been indentured to the elves before the Great Retreat, and they show a great deference to elves and the elfmarked when the two races meet. Most halflings are believed to have left Midgard for the Elflands or the River Court during the Great Retreat. Those that remained are slightly more adventurous than those who were loyal to the elven masters.

Tengu:

The tengu are scoundrels and not entirely welcome everywhere. Their homeland is
in Beldestan to the East, or on a branch of Wotan’s tree in the North, or on a high cliff of Horus’ hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Nuria Natal, and the Dragon Empire, but none of these are large.

Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers in Midgard, but when the tengu swear an oath they abide by it. They avoid the West and the Seven Cities most of the time, and are most honored in Nuria Natal, where they serve temples of Horus as sworn guardians, assassins, and defenders.

Tieflings:

Once widespread in the young kingdoms of the human magocracies, tieflings grew to dominate Caelmarath’s and Vael Turog’s noble classes for a time. Those large and public families of tieflings are a thing of the past; they are an exile people, found in families and pairs but
rarely in any larger numbers. Only in Bemmea and Tintager are there significant numbers of the demonmarked, and even there they seem eager to prove themselves as worthy of trust. Many still blame the demonmarked for the destruction of human lands of the West and the retreat of the elves. Shadow elves and gnomes enjoy their company, as do some dragonkin. Elves, humans, and halflings rarely abide them.

==========

Regions:

Crossroads:

Crossroads Map

The Free City of Zobeck shares borders with four states: the dwarven Ironcrag cantons to the west, the undead-ruled Principalities of Morgau and Doresh to the north and east, the human kingdom of the Magdar to the south, and the female dominated Duchy of Perun’s Daughter far to the east, at the mouth of the River Argent. Together, these regions, and nearby areas like the Margreve forest, the Cloudwall Mountains, the subterranean cities of the Ghoul Imperium and Lillefor, and the Electoral Kingdom of Krakova, constitute the Crossroads of Midgard. Even the shadow fey’s Shadow Realm touches this area via the fey roads.

The regions of Midgard spin around the Crossroads region like spokes around a wheel. Everything that goes from north to south and east to west passes along the River Argent, the Sultan’s Road, the Great Northern Road, and other well-trod trade routes, all with their own difficulties and dangers. But the nations that thrive in the heartland know how to spin copper into gold and how to turn a sinking barge into a prince’s ransom. Though they borrow language, customs, tools, and even gods from all their neighbors, the Crossroads have their own code, their own pride, and their own way of doing business. Welcome to the beating heart of the world.

Rothenian Plains:

Life is hard in the open lands, where only the wind is free. Among the rolling, endless grasslands of the Rothenian plains, Kariv bands dance among gaudy, mule-drawn wagons, keeping an uneasy peace with the Hazar and Korfesh centaurs. In the tall grass lurk the wild, wind-running elves of the dry grass steppes, sharp-eyed and unforgiving.

No hand is friendly here. The region’s few cities are held in fists of iron, and robber barons command the river-roads. Any place where two stones are piled together is hostile to nomads, though friendly to mercenaries. A bloodthirsty tyrant and his coterie of debauched slavers control the Ruby Sea. The gnomes of Neimheim make bloody sacrifices to please the lords of the Eleven Hells. The stout men of Vidim and the Khazzaki ride tough steppe ponies for plunder. Baba Yaga plays one khan against another, a friend for a month or a year—and then a bitter foe.

From these empty quarters come strange alliances of man, elf, and centaur to wrest gold from the cities and kings, to assault the walls of Morgau’s Cloudwall, and try the strength of Krakovan steel.

Here, you can learn the dread secrets of the Eastern Tsars, their alliance with Baba Yaga, and their serfs who are little more than slaves. Learn the magic of the winds and feel the rush of stealing the Black God’s cattle. Dare it all, or risk nothing and tramp on old boots and little hope.

The steppes smell of wild thyme all summer long, when the golden grass parts before a rider’s horse with a dry whisper and the wind takes flight to the horizon. The lands lie beneath pure white blankets of snow in the winter, when few dare travel far. The people of the Rothenian Plain wander the horizon, holding tight to their freedoms and fighting hard to keep their herds moving, their hearts bold, and their people strong.

Kariv magic, centaur steel, and the finest bows ever strung await you—if you are strong enough!

The Dragon Empire:

The lands of the Dragoncoil Mountains and the vast deserts south of the Middle Sea are another world compared to the fertile forests and mountains of the North. They are rich in trade and ancient in magic, but also dominated by a vast draconic empire, and by the god-kings of Nuria before that. Their strange magic and their control of valuable trade routes makes them rich and powerful, and their schools of learning are in many ways more advanced than those of the Seven Cities or the Crossroads, to say nothing of the Rothenian Plains or the Northlands.

So, visit the thousand stalls in the Grand Bazaar of Harkesh, loot the tombs of the god-kings, sail aboard the Sand Ships of Siwal, or ascend the Sky Stairs of Beldestan—ten thousand mysteries of mountain and desert abound in the Dragon Empire and its surrounding lands!

The Seven Cities:

War is a constant, an unavoidable part of civilization and, some say, an evil necessity. The Seven Cities, however, embrace and celebrate war as nowhere else. Castles dot the countryside. Private armies and the forces of its various nations march every spring to seize land, cattle, gold, and entire towns. War is a way of life, and its advancements and reversals are as much a part of day- to-day business as the price of bread or the chance of rain. Failure to prepare for it results in a swift change of rulers.

This war footing is so ingrained that other regions consider the Septimes—inhabitants of the Seven Cities region—a crazed lot of bloodthirsty, or at least calculating, warmongers. Many come to the cities to earn their coin as mercenaries when the yearly raids and ambushes turn into larger battles and sieges. A few have even seized a general’s laurels or a lord’s title for their work on the battlefield.

The people of the Seven Cities fight to show their strength, their divine blessings from Mavros, the wisdom of their rulers, and the cleverness of their generals. They fight because conquest and victory are honorable and righteous. Only a fool argues for a peaceful year when glory’s crown awaits over the border.

The Wasted West:

Perhaps no region inspires more tales of terror across the face of Midgard than its ruined western reaches, a once-verdant land permanently ravaged by the Great Mage Wars. A puckered, ragged scar of desiccated land that tears along the edge of the Green Duchy of Verrayne and down the coast of the giant-haunted Carnessian Peninsula marks its southern border. The desolation extends north to
the elven courts of the Arbonesse, where it gives way to lush forests. In the east, the proud, towering Ironcrags crumble into the foothills of the Goblin Wastes. As one moves west toward the Leukos River, the terrible devastation slowly lessens before finally halting at the vast expanse of the Western Ocean and the last surviving magocracy of Allain.

Domains of the Princess:

The southern kingdoms squabble over who is the true heir of the ancient elven empires, but in the north there is no doubt. The Grand Duchy of Dornig, also known as the Domains of the Princes, is the one truly successor state to the power that once was Arbonesse and Thorn. It is evident in their shadow roads. It is evident in their hoarding of the lost knowledge of the elves (and others). Most of all, it is evident in their ruler. Upon the Copper Sphinx Throne of Dornig sits one of the few elves who remembers the Age of Glory, before the Great Retreat, and before the despoliations of the Great Mage Wars. She is the Beloved Imperatrix Regia Moonthorn Kalthania-Reln vann Dornig, and all of this land’s lesser rulers, by blood and by marriage, are her children.

The Northlands:

In the North, daily labor is a matter of life and death. Running out of firewood doesn’t mean a chill night but potentially lethal exposure to cold or a trip into the dark and dangerous forest for kindling. Everyone from king to lowly thrall must work hard to survive. A life of indolence is unheard of—and impossible without help from powerful magic. Work-shy characters aren’t just lazy; they’re ostracized as threats to the community.

People of the North are expected to be practical and independent, energetic, and inured without complaint to the hardships of life. There’s no central authority to demand taxes or a cut of a party’s loot, but at the same time no one reins in the excesses of monsters and unscrupulous men. When bandits or trolls or a jarl’s bullying huskarls come prowling, it’s down to each family and their friends to choose fight or flight. Death comes to all, sooner or later, for no matter how well prepared and defended. Nothing lives one moment longer than it’s fated.

==========

Pantheons:

Veles the World-Serpent:

Veles (Ouroboros or Jörmungandr)
God of the Earth and Waters, Creator of Midgard, Father of Serpents, Lord of Oceans, Emperor of Earthquakes, Patron of Giants and Dragons, Voice of Distant Stars
Domains: Apocalypse+, Deep+, Destruction, Drakes+, Earth, Fish+, Hunger#, Magic, Rune, Scalykind, Sea Monster+, Strength, Water
Subdomains: Caves, Catastrophe, Dark Tapestry, Dragon, Ferocity, Insanity, Oceans, Prophecy*, Rage, Resolve, Wards
Alignment: Neutral
Favored Weapon: Bite, spear, and battle axe

Northern Gods

Thor (Perun):

The Thunderer, God of Lightning, War, and Strength, Slayer of Monsters and Protector of Man, Husband of Sif, Patron of the Northlands Dwarves
Thor’s Domains: Destruction, Protection, Strength, War, Weather
Thor’s Subdomains: Blood, Defense, Ferocity, Rage, Storms, Tactics
Perun’s Domains: Community, Glory, Strength, War, Weather
Perun’s Subdomains: Blood, Ferocity, Heroism, Home, Resolve, Storms
Alignment: Chaotic
Favored Weapon: Warhammer

Freyr and Freyja:

Twin Gods of Passion, Fertility, Magic, and the Living World, Lord and Lady of the Elves, Gods of Beauty, Patron of Farmers and Patroness of Shieldmaidens, the Twins of Wine
Freyr Domains: Animal, Charm, Earth, Healing, Plants, Water
Freyr Subdomains: Caves, Decay, Fur*, Growth, Lust*, Resurrection
Freyja Domains: Charm, Magic, Plants, War, Weather
Freyr Subdomains: Arcane, Blood, Growth, Love, Seasons, Tactics
Alignments: Good
Favored Weapon: Sickle (Freyr), bastard sword (Freyja)

Loki, the Trickster:

Shapeshifting God of Cunning, Mischief and Malice, Lord of Deception, Patron of Thieves, Father of Fenris, Hel, and Jörmungandr
Domains: Chaos, Fire, Luck, Travel, Trickery
Subdomains: Curse, Deception, Exploration, Gambling*, Smoke, Thievery
Alignment: Chaotic
Favored Weapon: Net

Sif:

The Sword Maiden, Goddess of Family and Marriage, Mistress of Valkyries, Wife to Thor-Perun, Patron of Women Warriors and Archers, Patron of Huldramose
Domains: Beer# (Community), Glory, Protection, Rune, Strength
Subdomains: Family, Home, Heroism, Purity, Resolve, Wards
Alignment: Good
Favored Weapon: Bow

Wotan:

All Father, Rune Master, God of the Tree and Raven, God of Strife, King of Asgard and Lord of Valhalla, Patron of Kings and Wizards, Shaman of the Gods
Domains: Luck, Knowledge, Nobility, Rune, War
Subdomains: Blood, Fate, Leadership, Memory, Thought, Wards
Alignment: Lawful
Favored Weapon: Spear

Gods of the Crossroads

Khors:

Lord of the Sun, Bright Master of the Chariot, Son of Svarog, the Perfect Knight, Lord of Light and Destroyer of the Darkness, Patron of the Magdar, Friend to Magus and Warrior
Domains: Fire, Glory, Magic, Nobility, Sun Subdomains: Arcane, Day, Divine, Honor,
Leadership, Light
Alignment: Lawful Good
Favored Weapon: Lance, longsword

Lada:

The Golden Goddess of Dawn, Love, and Mercy, the Bear Maiden, Lady of the Healing Hand, Daughter of Aten, Mistress of the Petal Palm, Patron of Mothers and Children, Wife of Volund
Domains: Charm, Healing, Nobility, Strength, Sun
Subdomains: Day, Leadership, Love, Resolve, Restoration, Resurrection
Alignment: Good
Favored Weapon: Staff and scimitar

Mavros-Perun:

God of War and Thunder, Lord of Strife and Rebirth, Patron of Valera and the Seven Cities, Lord of the Storm Court
Domains: Death, Healing, Strength, War, Weather
Subdomains: Blood, Murder, Restoration, Resurrection, Storm, Tactics
Alignment: Neutral
Favored Weapons: Longsword, spear

Rava (Ariadne):

The Gear Goddess, the Clockwork Oracle, Mother of Industry, Spinner of Fate, Merchant Goddess, Patron of the City of Zobeck, Patron of Weavers and the Gearforged
Domains: Artifice, Clockwork#, Knowledge, Luck, Travel
Subdomains: Construct, Exploration, Fate, Metal, Toil, Trade
Alignment: Lawful
Favored Weapon: Dagger, scimitar

Volund (Svarog):

Master of Fire and Anvil, God of Horses, Smiths and Marriage, Patron of the Cantons, Patron of the Kariv, Master Smith of the Gods, the Wanderer, the Rider
Domains: Animal, Artifice, Community, Earth, Fire (Travel instead of Animal among the Kariv and humans)
Subdomains: Ash, Construct, Family, Metal, Smoke, Toil
Alignment: Neutral
Favored Weapon: Hammer

Yarilla and Porevit:

The Green Gods, Father Forest and Mother Field, the Fair Gods, the Keepers of Sowing and Harvest, Gods of Fertility, Forests, and Wine
Domains: Earth, Healing, Plant, Water, Weather
Subdomains: Caves, Decay, Growth, Metal, Resurrection, Seasons
Alignment: Chaotic Good
Favored Weapon: Bow, sickle

Dragon Gods

Azuran:

Lord of the Four Winds, Arbitrator of Victory, Lord of the Skies Beyond the Sky, the Four-Faced Compass, the Gambling God, the First and Final Breath, Patron God of Sikkim and the Tengu
Azuran Domains: Air, Knowledge, Luck, Travel, War
Northern Wind Domains: Air, Travel, Weather
Southern Wind Domains: Air, Knowledge, Void
Eastern Wind Domains: Air, Luck, Scalykind
Western Wind Domains: Air, Strength, War
Azuran Subdomains: Curse, Exploration, Trade, Tactics, Thought, Wind
Alignment: Chaotic
Favored Weapon: Short sword, or shortbow and arrow

Baal:

Lord of Fire and Master of Noble Sacrifice, King of All Dragons, Guardian of the Sultana, Lord of Soldiers, Scarlet Protector of the Innocent, the Supreme Fire Dragon, and Patron of the Empire and Dragonkin
Domains: Fire, Drakes*, Nobility, Protection, Repose, Scalykind
Subdomains: Ancestors, Ash, Defense, Dragon, Martyr, Smoke
Alignment: Lawful
Favored Weapon: Longsword

Khespotan:

Lord of Stone, Decider of Destiny, the Scrivener of Fate, Keeper of the Vault of Souls, the Earthen Emperor, Keeper of Gold and Jewels, the Dragon Lord of Certainty
Domains: Earth, Knowledge, Repose, Rune, Strength
Subdomains: Caves, Metal, Memory, Souls, Language, Resolve
Alignment: Lawful
Favored Weapon: Hammers, picks, short swords

Seggotan:

Lord of the Ocean and Eternity, Keeper of Time, Oathbinder, Counter of the Stars, the Water Dragon, Patron of the Sea Drakes
Domains: Healing, Prophecy+ (Knowledge), Scalykind, Water, Weather
Subdomains: Dragon, Fate, Oceans, Resurrection, Seasons, Storms
Alignment: Neutral
Favored Weapon: Trident

Southern Gods

Anu-Akma (Anubis, Hades, Hel):

God of the Underworld, Judge of the Dead and Guardian of Tombs, Guide of the People of Khem, Purifier of Souls, Preserver of the Worthy, King of Jackals and Patron of the Gnolls and Ghouls
Domains: Death, Earth, Law, Protection, Travel
Subdomains: Caves, Defense, Exploration, Loss, Purity, Undead
Alignment: Lawful
Favored Weapon: Flail, scythe

Aten:

Sun God, Jealous Lord of Light and Good, Master of the Law, Father of Khors and Lord of the Horizons, Patron of the Khemti
Domains: Air, Glory, Law, Nobility, Sun
Subdomains: Archon, Honor, Day, Light, Martyr, Wind
Alignment: Lawful Good
Heretical Domains: Air, Glory, Evil, Fire, Sun, Trickery
Heretical Subdomains: Day, Deception, Demon, Heroism, Light, Wind
Heretical Alignment: Chaotic Evil
Favored Weapon: Mace

Bastet (Ailuros):

Goddess of Cats and Hunters, Queen of Perfumes, Bastard Child of Aten, Mother of Alchemy, Patron of the Gnolls, Wife of Anu-Akma
Domains: Animal, Charm, Moon#, Hunting+ (Strength), Sun
Subdomains: Ferocity, Fur, Light, Lust, Resolve
Alignment: Chaotic
Favored Weapon: Temple sword or bladed scarf

Horus:

Sky Lord, Master of the Sun, the Moon, and the Heavens, the Desert Falcon, Prince of Princes, the Majestic One, the Chieftain, the Vigilant, the True King, Patron of Nuria Natal
Domains: Bird* (Animal), Glory, Nobility, Protection, Weather
Subdomains: Defense, Feather, Heroism, Honor, Leadership, Storms
Alignment: Lawful
Favored Weapon: Temple sword

Ninkash:

Mother of Beer, Goddess of Merriment, Patron of Brewers and Tavern Keepers, Matron Goddess of the Cantonal Dwarves
Domains: Beer#, Charm, Community, Liberation, Strength
Subdomains: Family, Freedom, Home, Love, Resolve
Alignment: Good
Favored Weapon: Mace

Thoth-Hermes:

The Wise, God of Knowledge and Learning, Creator of Language, Lord of Merchants, Patron of Scholars and Thieves, Master of the Arcane Realms, Patron of the Magocracy of Allain
Domains: Knowledge, Magic, Rune, Travel, Trickery
Subdomains: Arcane, Deception, Divine, Language, Memory, Trade
Alignment: Neutral
Favored Weapon: Staff, dagger

City Gods

Ceres the Provider:

Goddess of the Harvest and Civilization, Goddess of Grain, Lady of Merchants, Matron of Prosperity, the Traveler’s Friend, Wearer of the Golden Sleeves, Patron of Trombei
Domains: Animal, Community, Plant, Protection, Travel
Subdomains: Defense, Exploration, Family, Growth, Home, Trade
Alignment: Good
Favored Weapon: Sickle, scythe

Charun:

God of Death, Master of the Rivers Styx and Lethe, Guardian of Souls, Watcher at the Door, Patron of Sailors and the Morphoi
Domains: Darkness, Death, Protection, Repose, Water
Subdomains: Ancestors, Defense, Loss, Purity, Souls, Undead
Alignment: Neutral
Favored Weapon: Staff

Hecate:

Bringer of Magic, Lady of Darkness, Lady of Sighs, Lady of Tears, the Ocean’s Chain, the Opener of Doors, the Queen of Night, Patron of Kammae Straboli
Domains: Darkness, Insanity, Knowledge, Magic, Moon#, Transformation+ (Luck)
Subdomains: Arcane, Divine, Entropy+ (Thought), Fate, Loss, Night
Alignment: Evil
Favored Weapon: Dagger, garrote

Mavros the War God, His Saints, and His Order:

Master of War, the God of Blood and Honor, Lord of Strife and Rebirth, Patron of Valera and the Seven Cities, the Thunderbolt
Domains: Death, Healing, Strength, War, Weather
Subdomains: Blood, Restoration, Resurrection, Storm, Tactics, Weapons+ (Murder)
Alignment: Neutral
Favored Weapon: Longsword, spear

Nethus:

The Chained God, the King of the Sea, Master of Waves, Patron of Kammae and Ankeshel, Lord of Fish and Whales, Keeper of Storms, Husband to the Goddess Mnemosyne
Domains: Chaos, Deep*, Destruction, Fish*, Sea Monster*, Water (Glyph)
Subdomains: Ferocity, Ice, Oceans, Protean, Rage, Wards
Alignment: Chaotic
Favored Weapon: Trident, net

======

Not sure why kobolds and minataurs are missing. I'll have an updated one attached to the recruitment thread.


I'd be interested as well. I love the 5th ed gnomes but it looks like they're pretty evil in this setting. Im fairly well versed in 5th ed rules so I can provide assistance there if needed.


The gnomes are not inherently evil they just come from dark circumstances in which they've been highly victimized. They were preyed upon by Baba Yaga for so long, and finally they made a desperate bargain with a devil. Now blood sacrifices are part of their life in hidden Neimheim.

All they wanted was to be safe. There's nothing stopping a gnome PC with a heart of gold.


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In that case...
Now I'm picturing a gnome wizard that traveled to the region to try to find a way to protect his people without the need for a devil. Either he is searching for alternate protections he could use from the priests of thoth or he could be seeking ways to supplant the devil with his own growing power. That second one sounds one seems more likely given the society he was in.

So anyways, when are you doing the actual recruitment? Haha

Grand Lodge

Do Orcs exsist

And Yeah Hops as a Northland Dwarf devotee of Thor


Priest of Thoth here, river elf from the edge of the western reaches


Orcs do exist in Midgard but they don't have a presence in or near civilized lands. They've been sighted but there's no active conflict between them and dwarves or anything. Their civilization is withdrawn to deep and remote enclaves. They follow the White Goddess.

Half-orcs aren't a featured player race but they aren't totally banned either. They just aren't an ordinary day to day occurrence.

Actually you'd be more likely to meet a trollkin before you met an orc-blooded person.

Grand Lodge

What about Goblins? Needing a War Orphan to cause me to be ousted by my clan


Ok you only like the Northlands dwarfs right?

All I know right now is they fight giants and werewolfs up there. Not so good for orphans I guess.

One thing you could do is, have it still be an orc. It would be a more rare encounter and she's orphaned by some other means than a full-scale war. But the clan would still revile his kindness to her.

Otherwise some of you guys who also know the lore can also chime in. Group brainstorming is good for games.

See, the bigger files are timing out when I try to DL them so I don't have everything in front of me yet.


Oh man! I suddenly thought to try the download on this old blackberry I had in my bag and it works! This thing pulls big pdf's down from paizo site. And it's better for reading and posting on. We're in business now.

Critzible I was thinking why not just say the clan was having a clash with orcs? It's kind of a first for Midgard, so what? They do exist.


Glad to hear logistics are coming together.

I've been toying with some ideas and concepts for characters based on what little I know of these places in our world and in Midgard. At this stage, in order to refine my thinking, it would help for me to know more precisely where the adventure would be taking place (country, city) and what type of adventure goal is being pursued (doing the right thing, figuring something out, being sent with an objective, etc.).

That would help my brain to focus on character ideas linked to time and place, as well as having the right predisposition towards accepting the adventure hook and collaborating with other characters.

Grand Lodge

Cool I work on things


Dreaming Warforged wrote:

Glad to hear logistics are coming together.

At this stage, in order to refine my thinking, it would help for me to know more precisely where the adventure would be taking place (country, city) and what type of adventure goal is being pursued (doing the right thing, figuring something out, being sent with an objective, etc.).

Sure, sounds good. So do you know the Southlands? This is in Per-Bastet in Nuria Natal.

As written it's one of those straight to the chase level 1 hooks with "I need a thing from a place and I can't go because reasons." The author said he made it so you could technically finish the whole scenario without a fight, or without ever talking. But I think it tends towards social investigation and problem-solving.

Being me, I'd like to flesh out the character hooks and the coalescence of the group.

I'll follow up on this more later.


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Critzible, one in-setting specific idea is to have your dwarf be a former reaver from Wolfhiem. Reavers are basically dwarven viking raiders who are feared all along the northern shores of Midgard. Your rescue of the girl (especially if you weren't bringing her back as a slave) during a raid would certainly have caused some trouble or questions. Your being driven from the clan could be further explained if you had other bakers or brewers guild rivals who wanted you out of the picture to begin with. Perhaps they are after your father's secret book containing some greatly admired ale or baked good recipes. Maybe one of two have even followed you (or hired mercenaries to follow you) into the far south to steal or get the book by any means.

Orcs/half orcs don't get a lot of mention in Midgard, but they aren't unheard of. She could also be bearfolk, kobold, goblin, ravenfolk, trollkin, or even half werewolf as all are very common in the northlands. With the stigma that most elves have she could be an elf or half-elf and maybe even create more reasons for your banishment. Just some thoughts.

DMG: Here's the info on the Genie Lord from the 5e Midgard Handbook.

Genie Lord Patron:
You have made a pact with a powerful ruler of geniekind on one of the Elemental Planes. The Genie Lord’s aims swing wildly from inscrutable to the mortal mind, to startlingly simple and straightforward. Genie lords struggle endlessly to one-up each other, and rivalries between these elemental rulers can engulf entire nations. They aren’t above bribing a rival’s mortal agents to switch sides if they think it will gain them an advantage.

EXPANDED SPELL LIST
Your Genie Lord lets you choose from an expanded list of spells when you learn a warlock spell. You can choose an elemental magic spell when you learn a new spell. Additionally, the following spells are added to the warlock spell list for you.

Level Spells
1st chromatic orb, thunderwave
2nd gust of wind, sleet storm
3rd protection from energy, water breathing
4th conjure minor elementals, fire shield
5th creation, wall of stone

GENIE LORD’S FAVOR
At 1st level you can speak, read, and write Primordial. You can understand and be understood by any creature that speaks Auran, Ignan, Terran, or Aquan. Additionally, your patron grants you a token that can absorb elemental power. You gain a magical gemstone with the following properties:
• You can use the gem as an arcane focus.
• The gem can capture and store elemental power. When you take acid, cold, fire, lighting, or thunder damage, you can choose to transfer some of the damage into the gem instead of taking the damage yourself. The gem's maximum capacity for damage equals twice your warlock level plus your Charisma modifier. The gem drains of energy and becomes empty again when you
complete a long rest.

While the gem stores any amount of elemental power, you can use an action to cause it to shed bright light out to 20 feet and dim light for an additional 20 feet, to shed dim light out to 5 feet, or to douse the light. If you lose your token, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous token. The token shatters to slivers when you die.

TRANSFER ELEMENTS
Starting at 6th level, you can use the elemental energy stored in your gem token against foes. When you damage a target with a spell or attack, you can spend stored points to deal additional damage of a type stored in the gem equal to your Charisma bonus. If you deal damage to multiple targets with a single source, choose which one takes the extra elemental damage. Additionally, you can extend the protection of your gem to other creatures. When an ally within 30 feet that you can see takes damage as described above, you can use your reaction to transfer some of the damage
into your gem.

MINOR WISH
Starting at 10th level, you can call upon your Genie Lord to twist fate in your favor. Immediately after you make an attack roll, saving throw, ability check, or damage roll, you can choose to reroll and take the better result. Once you use this feature, you can’t use it again until you finish a short or long rest.

HERALD’S ASPECT
Starting at 14th level, you can channel the power of your patron into your flesh to magically transform into a herald of your Genie Lord. Your legs fade away into a swirl of elemental energy, and your skin and features take on a cast that resembles that of your patron. You can transform as
a bonus action and the transformation lasts for 1 minute, during which you gain the following benefits:
• You gain a flying speed of 60 feet.
• You have advantage on saving throws against spells and other magical effects.
• Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain immunity to that damage type.
• Once on your turn when you hit with an attack or spell, you can deal an extra 3d6 damage of one of the following types: acid, cold, fire, lightning, or thunder.

Once you use this feature, you can’t use it again until you finish a short or long rest.

EXPANDED PACT OPTIONS
Warlocks of the Genie Lord gain access to the following expanded pact options. At the GM’s discretion, warlocks of other patrons can discover the means to access these modified pact boons, perhaps by gaining an elemental feat or by performing a quest for a noble genie or other
powerful elemental.

PACT OF THE BLADE
Your pact weapon takes on a sheen of elemental power. When you create or summon your pact weapon, you can decide to change its damage type to one of the following: acid, cold, fire, lightning, or thunder. You can change the damage type by repeating the ceremony.

PACT OF THE CHAIN
When you conjure your familiar or change its form, you can choose the form of a mephit in addition to the usual form choices. When you use your action to command your mephit familiar to attack, it can use its breath or cast an innate spell instead.

PACT OF THE TOME
Your book of shadows is immune to damage or wear caused by the elements. This includes something as simple as being immersed in water, as well as acid, fire, cold, lightning, or thunder damage.

NEW ELDRITCH INVOCATION
A new Eldritch Invocation, Will of the Master, is available to warlocks.

WILL OF THE MASTER
Prerequisite: 9th level
You can cast planar binding once using a warlock spell slot.
You can’t do so again until you finish a long rest.

Croaker Winddancer rough background:
: Born in Vidim, Croaker was raised like most huginn in service to the Tsar. One of his first assignments was being sent into the heart of the Rothenian Plains in a hunt for a potential cure to the madness that is slowly taking over the current tsar. Unfortunately the task led him and his companions to the Red Mounds, sacred burial sites protected by the Khazzaki.

While attempting to infiltrate one of the mounds, they were caught and subsequently buried alive as a punishment. Fortunately for Croaker as his executioners filled his soon to be grave, he spotted a large rough diamond in the soil. Being a true huginn the shining stone fascinated Croaker and drew his attention, despite his imminent doom. Just able to reach out and grab the gem with his beak as soon as it touched his flesh he became imbued with new power and knowledge as Calipha the Scouring Wind entered his mind. While buried in that place he communed with Calipha for seconds, minutes, days, Croaker doesn't really now but he did not die. Instead he emerged from the ground reborn and with a new purpose. Several of the feathers around his neck and on his head had changed color from the usual blue-black to a lighter gray and even white. Now he wanders the plains and further south serving his mistresses bidding and preaching the glory of the Scouring Wind.

Grand Lodge

1/2 Elf would be odd too Okay then I like it


Doing some research it looks like the Favored Soul variant Sorcerer would fit better, would that be usable? https://dnd.wizards.com/articles/unearthed-arcana/modifying-classes


Comp0sMentis, practice using the bbcode tags to format your links. Text formatting plays an important role in posting in gameplay. We use "bolded text inside quotations" for speech and italicised text for thoughts. Blue text is for out of character remarks.

When providing a link as you did above you will use bbcode as well. You can find instructions under "how to format your text" near the button to submit your post.

The Favored Soul is no problem.


1 person marked this as a favorite.

My bad.
Why doesn't it autoformat, it started with https...
I'm familiar with these I just thought that it would hyperlink automatically

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