Kavir

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Kavir

Post Post #0 (isolation #0) » Tue Jul 31, 2018 4:36 pm

Post by SleepyKrew »

Spoiler: Bad Map
Image


Spoiler: Basic Info about Kavir
The Kingdom Kavir is located on an island that is 500 miles across. The island has five distinct regions, with each of the outer four ruled by an exceedingly long-lived elf. The royal family's castle is located in the middle of an enormous urban area which is concentric to the island. This area, nearly 100 miles across, is called The Crossing. It earned this name because of the major roads and pathways that intersect there, as well as the numerous portals to other planes. Creating or using a portal that isn't overseen by the government is a serious crime, and it's very rare for a legal portal to be created outside of The Crossing. If an exception is made, it's almost always for one of the dukes of the other four regions. Each duchy has its own environment, and the borders between regions can be disconcerting to look at, as the environment changes all at once instead of gradually.

The northwest region is a desert that bears its vain ruler's name. Duke Ralokrana the sea elf rules the Ralokrana Desert from Ralokrana Manor in Ralokrana City, located in the Ralokrana Oasis. He is also in charge of dealing with threats from the sea for the whole island, but he has been unable to convince the King and Queen to name the sea after him.

The southeast is a series of wetlands ruled by Duchess Chaedi, who is half-drow and half-shadar-kai. She prefers to delegate management of the various marshes, swamps, and bogs to her subordinates, and rarely comes to the surface. She is also tasked with overseeing the island-spanning Underdark, an interconnected series of tunnels and caverns that contains both wildlife and civilization, made up of creatures that prefer to live underground.

The southwest is home to a savanna and is ruled by the eladrin Duchess Valna. She is an expert at predicting the weather and reading the stars. There hasn't been a natural disaster or bountiful harvest that she didn't see coming.

The northeast is the most diverse region, with plenty of forests, lakes, and mountains. Duke Quarion of Ahuodon takes great pride in his duchy. The wood elf is the duke that interacts the most with his subjects, traveling from settlement to settlement for a large portion of the year.

The royal family is shrouded in mystery. The King and Queen make public appearances, but only a privileged few know their names. The public has no information about other members of the royal family. When a King or Queen dies, their spouse abdicates and a new generation takes over in a secretive ceremony. Every King and Queen in recorded history has been a high elf.


Spoiler: Gods and their Planes
It is impossible to deny the existence and power of the gods. Most commoners witness divine magic with their own eyes a few times in their lives. It is usually done by a cleric or paladin sworn to a particular god, but those sworn to an ideal can also manifest divine power. It's not uncommon for a creature visiting The Crossing from another plane to be a servant of a god. Each god is an extraordinary powerful being whose essence has merged with a plane of existence. They have no physical form, but can manifest an avatar when they desire. It is impossible for a mortal to truly comprehend a god. Sometimes they help those who do not worship them, and sometimes they ignore their most devout followers' pleas for assistance. Many mortals worship one or multiple gods, and many others acknowledge the gods but do not follow them. When a mortal dies, their soul travels through the Astral Plane and reaches the plane of whichever god that mortal followed. Gods will sometimes claim the souls of mortals who did not worship anyone, if that mortal's ideals were similar to the god's.

The Upper Planes are home to the gods of Good and many celestial beings. Tyr, the god of justice, presides over Mount Celestia. The Feywild is the domain of Lliira, the goddess of happiness. The realm of the goddess of peace, Eldath, is Elysium.

The Lower Planes are the planes of Evil. They are home to many kinds of fiends, including demons and devils. Asmodeus, the god of torment, rules the Nine Hells of Baator. Graz'zt, the god of pleasure, has tenuous control over the Infinite Abyss. The Shadowfell belongs to the Raven Queen, goddess of death.

Mechanus, the plane of order, is ruled by Primus. While Primus has divine power, it has no interest in currying favor with mortals. There is no difference to Primus between someone who ardently worships it and someone who adamantly believes that it doesn't exist.


Spoiler: Other Notable Planes
Numerous planes that aren't linked to a deity also exist; the following are only a few examples. The Astral Plane is the pathway departed souls take to reach their new homes. The Ethereal Plane overlaps with all other planes. While on the Ethereal Plane, creatures and objects take on a ghostly appearance. They can see into the plane they are overlapping with, but they cannot interact with it. The ability to see into the Ethereal Plane without being in it is known to exist, but it's rare. The Elemental Plane is home to wondrous beings made of air, water, earth, and fire. There are regions where different elements meet, and in the center is the Elemental Chaos.

The chaotic, ever-changing plane of Limbo used to have a divine power, but it was driven out over time when evil aberrations took refuge there. Once found throughout the planes, these vile creatures have retreated to Limbo to avoid being hunted by their former victims. It is dangerous to pursue them into their new home, for they have proven adept at manipulating the malleable plane with their minds.
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Post Post #1 (isolation #1) » Tue Jul 31, 2018 5:47 pm

Post by SleepyKrew »

These campaigns use the Calendar of Harptos, minus Shieldmeet. Each day is 24 hours long.

roll20 and this wiki are excellent free resources. We'll also be using roll20 for character sheets, combat, and rolls. Note that the information on roll20 isn't comprehensive, and the wiki doesn't have flavor. The best resources are the actual books, and I encourage you to buy them if you're able.

All material from a published 5e book will probably be accepted, with the exception of
Wayfinder's Guide to Eberron
. Material from that book and from Unearthed Arcana will be accepted or rejected at my discretion.
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Post Post #2 (isolation #2) » Tue Jul 31, 2018 6:42 pm

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Here's a list of non-standard rules I'll be using:

Combat maps will use hexes instead of squares.

There is no half-cover or three-quarters cover. You can either see a target or you can't.

At levels 4, 8, 12, 16, and 19, every character receives an Ability Score Increase, meaning they can increase one score by 2 or two scores by 1 (maximum score of 20). At these levels, you also choose a feat. Some character classes get extra Ability Score Increases. Those extra ones do not get a feat.

Combat will use initiative blocks instead of standard initiative. They function similarly, except all PCs in a row between NPCs can act in any order. Example scenario: an enemy orc rolls a 19, a player rolls a 12, an enemy goblin rolls a 5, and another player rolls a 7. The orc will go first and the goblin will go last. Either player can go first after the orc's turn, and the order between the two players can change each round.

A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy. A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one hex of its space qualifies for flanking. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on attack rolls against that enemy.

If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, the character makes the check with advantage.

To identify a spell that someone else is casting or has already cast, a character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast. If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence (Arcana) check with the reaction or action. The DC equals 15 + the spell's level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.
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Post Post #3 (isolation #3) » Thu Aug 02, 2018 3:16 am

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Starting stats are determined with standard point-buy (27 points). This website is useful. It doesn't have every race option, but it covers a lot of them.
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Post Post #4 (isolation #4) » Thu Aug 02, 2018 3:57 am

Post by SleepyKrew »

Your character sheet can be found by clicking the newspaper-looking icon above the roll20 chat (after I make the sheet available, which I'll do once everyone in your group joins the roll20 game). If you have a picture you'd like to use, you can edit the Bio & Info tab and upload it. Don't mess with the Attributes & Abilities tab. The Character Sheet tab will let you edit everything aside from the picture. Let me know if you have any questions about editing the character sheet. At the moment, you should focus on making sure your name/race/class/level/stats are correct. Fill in other stuff if you want to. You should see four sections of the sheet: Core, Bio, Spells, and a gear icon. There are two things I recommend changing via the gear. In Attribute Options, change Armor Class Tracking to custom. In General Options, change Roll Queries to Advantage Toggle and turn off Encumbrance.
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Post Post #5 (isolation #5) » Sun Aug 12, 2018 7:55 pm

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The world Kavir is located on is known as Ima, with some creatures from other planes calling it the Islands of Ima. There are two other large inhabited islands. Vonin is northwest of Kavir, and Maglubiyet is to the southwest. Most planar travelers arrive in Kavir due to its stability compared to the other two.

A seemingly eternal war ravages Vonin, primarily fought by dragons and giants. Alliances are determined by philosophy and morality rather than race. Both sides also have allies of other races. The government of Kavir's official stance is neutrality, but there are rumors of the crown sending aid to the side led by metallic dragons and benevolent storm giants. Many Kaviri soldiers have sailed to Vonin with the goal of bringing an end to the war. Few have returned.

War often rages in Maglubiyet as well, with occasional reprieves of peace. The political landscape of Maglubiyet is ever-shifting. A hobgoblin warlord might celebrate conquering the entire island one day, and orc chieftains might kill him and divvy up sections of the island for their respective tribes by the following week. Those same orc tribes could easily become embroiled in a conflict with each other the week after that. The only constant law of Maglubiyet is that might makes right. Some fight with honor, whereas others will do anything to win and seize power. Some Kaviri warriors have gone to Maglubiyet with varying agendas. Some have even found victory and power there, though it didn't last. If a ruler manages to stay in power for a long enough period of time, usually a few months, Kavir will attempt to establish diplomatic relations.

Many creatures native to the other islands of Ima have moved to Kavir in order to escape constant chaos. There are also several underwater communities. Sea elves, tritons, and merfolk tend to be friendly or at least indifferent toward outsiders, whereas some other races will immediately attack anyone they perceive as an intruder.
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