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Brave New World #26: CC 01: Crossroads Campaign Setting

Brave New World
This additional column contains the text of my Crossroads Campaign Setting document that I handed out to my players. You can get the table of contents in my last column.

I've pulled out the closed content and modified the text to match the new descriptions. I'll be building on this beginning document for at least the next two years, Elishar willing.

1. Introduction to Crossroads

The Crossroads campaign centers on your character, your team, and their story. The rules are found in the Player's Handbook 3.5 and the roleplaying background in the Crossroads Campaign Setting (this document).

As the DM, I will provide the setting, NPCs, and adventure hooks your team needs to explore Crossroads. I'll offer advice when asked and keep things fun and keep things moving. I will run this campaign for at least two years barring any needed changes due to personal reasons outside the game. Rom may guest DM to give me a break every once in a while, but my campaign will not change when I'm behind the screen.

It will up to you, as the player, and your team to succeed. Learn everything you can about your character's world and then use your knowledge to shape the future of Crossroads.

Crossroads, like the D&D game itself, revolves around three main themes. First is the conflict between Elishar, god of light, and Toldoth, god of darkness. Good versus evil with the very existence of reality at stake.

Second, is the challenge of exploring a new world and uncovering its secrets and lost magic. Exploration is critical to understanding Crossroads and that exploration will range from the floating slums of the city of Anbegriffon to the war-torn battle cubes of the plane of Iron Lore.

Last, but not least, is the interaction with the cultures and creatures of Crossroads. Evil may exist only for conflict but what about all the neutral creatures and cultures out there? You could ignore them or fight them if they oppose you, but how much more effective would it be to make them your allies and help you defeat the evil of Toldoth and other menaces in the world?

And even those who follow Elishar don't always agree. You will need all your skill to make friends, gaining friendships that may spell the difference between victory and defeat for your team.

Finally, a challenge of a different sort awaits you in the use of D&D itself. Will you make the right race and class selections for your team? Will that skill or that feat synergize with all the other player choices to propel the game forward and lead to ever greater successes? Will your team, in the end, win?

All of you are in charge of your characters' and team's destiny. Ultimately, the choices you make will lead to victory and glory or a final defeat. It's all up to you.

Your Story Begins

Your story begins in the river city of Anbegriffon as you arrive in the Harbor District. A wind rich with the smell of both vibrant and rotting vegetation ruffles hair and clutches at cloaks. As you sail into the harbor that smell mingles with the odors of cooking meat, freshly caught fish, hot tar, and stinking refuse. Hundreds of boats form a floating district all its own.

Anbegriffon sits on the Thunder River, the frontier of civilization on the continent of Kreados. Kreados is known as the New World because the colonies there are young and surrounded by wilds. Across the sea to the southwest lies the continent of Amperia, home to the Great Kingdom.

Kreados sits on the crossroads between four other continents on the planet of Krarvell. The other continents are well settled by cultures with conflicting beliefs. Kreados is where these cultures interact with swords or words. In addition, much of the continent remains unexplored and wild.

Subjects of the Great Kingdom, you have come for many reasons. To fight the evil forces of Toldoth, to explore, to find new races to join the Great Kingdom, to plunder ancient treasure, and to find your destiny on the shores of this great continent.

Making Your Hero

You can start by skimming the House Rules or read the world information first. House rules are explained first in part 2 followed by information on the people and the starting location for the Crossroads campaign in parts 3 to 5.

Unlike previous campaigns, Crossroads does not have one overarching storyline or plot. Instead, the campaign will be about what your characters, as individuals and as a team, do to change the world and the events that unfold around them that try to change them.

After a couple of introductory adventures, I plan to create eight adventures. Each adventure will focus strongly on one of your character's backstory and/or game focus but will also focus on the team's goals. In other words, if you really want to try city adventuring then create a character good at city adventures and with a backstory to match. I'll use that info in at least one adventure at lower levels.

During those low-level adventures I will also introduce three to five high level team options based on the decisions your team has been making. As we close in on 11th level or so, your team will pick one of these options to explore heavily. You can then match your individual character to this new option and I'll create more adventures focusing on the new directions you've created for your characters.

For example, you might have the following options based on the interests and goals I've seen: form a holy army and smite the followers of Toldoth, become rulers of Anbegriffon and grow the city and surrounding lands, carve a kingdom out of the Unknown North, or explore the planes from a planar city. As a team, you'd let me know which of the four options you want the team to pursue. I would then write eight more adventures focusing on your higher level characters that work with this option.

In addition, villains will be hatching plots in the background, natural disasters and wars may happen, and various other out-of-your-control events will be set in motion. Your team can investigate or ignore them at your option and perhaps at your peril.

In a nutshell, my goal is to give life to Crossroads and then let our creation live its own life. No one person on the team, me included, will be in total control of our creation.

2. House Rules

The Player's Handbook 3.5 contains almost all the rules you need to create a character. Three changes to the core rules include changes to random variables used in character creation, gods allowed in the campaign, and turn undead.

Also, one new race, several modified races, one new class, and several new feats are options for characters. The new race requires the use of the commoner NPC class. Finally, notes on starting level and treasure division are included.

Changes to Random Variables in Character Creation

Ability scores all start at 8. 25 points can be spent to raise them per the DMG. Apply racial modifiers after assigning scores.

Hit points are maximum at 1st and 2nd level, with the average scores from the DMG used thereafter.

For starting gold, use the average listed in parentheses in the Player's Handbook.

Change to Sources of Divine Power

Elishar, God of Light and Prophecy

The only god available to clerics and paladins is Elishar. Clerics and paladins represent the ideals of goodness, honor, courage, and loyalty. See Religion in part 6 and Deities and Demigods for more information.

Name of Priests and Religion: Lightbringers and the Shining Church.

Name of Lay Person and Place of Worship: Lightmakers and cathedral.

The Force of Nature

Druids and rangers respect Nature as a powerful force and gain divine power from belief in the natural world. They tend towards self-reliance and try to spend as much time outdoors in the wilds as possible. Religion in part 6 has more details.

Change to Turn Undead

Turn Undead is resolved as destruction of the undead in Complete Divine. The Sun domain granted power increases the damage to 2d6.

Modified and New Races

All of the races in the Player's Handbook can be taken as well as the new race of aasimar and the modified races below. See part 3, Races, for information on racial history and background.

Aasimar

  • +2 Wisdom, +2 Charisma.
  • Medium size.
  • An aasimar's base land speed is 30 feet.
  • Darkvision: Aasimars can see in the dark up to 60 feet.
  • Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
  • Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
  • Resistance to acid 5, cold 5, and electricity 5.
  • Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
  • Favored Class: Paladin.
  • Level adjustment: Aasimars must multi-class to commoner at 2nd level. This level of commoner does not count against multi-classing.

Dwarf, gold

Use the game stats in the Player's Handbook except replace racial modifiers and favored class with those given below and add the two new racial abilities.

  • +2 Constitution, -2 Dexterity
  • +1 bonus to attack rolls against aberrations
  • +1 natural armor bonus
  • Favored class: captain (see new class below).

Elf, gray

Use the elf game stats in the Player's Handbook except add the additional racial modifiers below.

  • +2 Intelligence, -2 Strength.

Gnome, stonehunter

See Dragon Magic for details.

Halfling, stout

Use the halfling stats with the following additions or changes.

  • Darkvision out to 60 feet.
  • Stonecunning: Stout halflings have a +2 racial bonus on checks to notice unusual stonework or something that isn’t stone but that is disguised as stone. Coming within 10 feet of unusual stonework allows a check as though actively searching. Can use the Search skill to find stonework traps as a rogue can. A stout halfling can also intuit depth.
  • +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.
  • Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.

Human, Amperian

The humans in the Player's Handbook are Simar humans. Amperian humans differ slightly as noted below.

  • Cross class skills cost only 1 skill point for 1 rank (the maximum ranks at each level don’t change)
  • The bastard sword is considered a martial weapon
  • No bonus feat.

New Class

Captain

The captain is modeled after the marshal in the Miniatures Handbook. I've renamed the auras to reflect my own military experience.

Minor Aura:

  • Ambush Busting
  • Art of War
  • Critical Strike
  • Digging a Ditch
  • Dog and Pony Show
  • Force of Will
  • Incoming!
  • Long Hump
  • Over the Top
  • Oxymoron
  • Pick up the Pace
  • Punch a Hole
  • Rapid Response
  • Suck It Up
  • Tag Team
  • Watch Your Back

Major Aura:

  • Beatdown
  • Double Time
  • Duck and Cover
  • Eagle Eye
  • Kick Ass
  • Live Forever
  • Overwatch

New Feats

Battle Dancer (General). From the Player's Handbook II. Added at the request of a player.

Daunting Presence (General). From the Player's Handbook II.

Fast Move (General). Benefit: As long as you do not wear heavy armor or carry a heavy load, your base speed increases by 5 feet and you gain a +1 bonus to initiative.

Master Manipulator (General). From the Player's Handbook II.

Short Haft (General). From the Player's Handbook II. Added to help a player.

Prestige Classes

The Crossroads campaign does not currently use prestige classes.

Starting Level

The current starting level for new PCs is 1st. As the campaign progresses, I will adjust the starting level for new PCs upward.

If the character is created in the middle of the game, the following rules apply. The DM will give the player the choice of two or three backgrounds to define the new character's backstory and a matching set of gear to go with the chosen background. The DM will also assign a set amount of XP. The player will have to level the character up, figure in his gear, and jump back into the game as soon as possible.

If the character is created in between games, the player and the DM will work together to generate the background and backstory adventures. The PC will be given a set amount of XP and TP (treasure points, see Treasure Division below) determined by the DM. The player can then bargain with the DM for desired treasure or simply ask for the DM to determine starting gear for him.

Treasure Division

Although not a rule change, the division of treasure is handled slightly differently in Crossroads. Along with the XP award a character receives, each character will also receive a TP or treasure point award.

The treasure point award will then be spent on buying treasure found in the adventure after Appraise checks and identify spells are cast. Any PC can add in his own gold to buy expensive items.

If two PCs want the same item they bid on it, offering extra gold that the rest of the team then splits. High bid wins.

3. Races of Crossroads

All the starting races in Crossroads are subjects of the Great Kingdom. Aasimar, dwarves, elves, gnomes, and humans founded the GK three hundred years ago. The Shining Crusade, a company of adventurers, was instrumental in the founding of the GK. Halflings joined the GK fifty years ago.

The GK promotes cooperation, exploration, and defense for its members with crusaders of the SC leading the way. Despite a strong influence of religion, the GK does not require members to worship Elishar, god of light.

All of the races except the aasimar are described in the Player's Handbook. The GK is ruled by an Overking but each race also controls their own kingdom. Aasimars and humans have a monarchy, dwarves and gnomes form clans, the elves are set up as a tribe, and the halflings have a democracy. The GK is a monarchy with the Overking's power kept in check by the Great Council. An Overking serves for seven years and then a new Overking is chosen from another race in order.

Aasimars

The kingdom of Simar was home not just to humans but also to celestials who served Elishar. In the ancient past, Simar resisted the Empire of Amperia's expansion successfully, leading to the founding of the SC and eventually the GK itself.

Once the children of a human and a celestial, aasimars are now a race unto themselves. Many serve as leaders in both the SC and the GK.

Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.

Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.

Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.

Dwarves

Silver dwarves match the description given in the Player's Handbook. Long ago, this race was threatened with extinction by the aberrations of the Underdark. The dwarves asked the elves for aid but were rebuffed, leading to years of estrangement between the two peoples. Leaders stepped forward out of the dwarven ranks, overcame the normal dwarven rivalry between clans, forged a united kingdom, and defeated the aberrations. These dwarves are called gold dwarves. Not all leaders of the dwarves are gold dwarves, but most of them are.

Elves and Half-Elves

Elves long fought against the orcs that raided their forest homes. A small group of elves allied with the orcs and almost destroyed their fellow elves in a civil war. Banished to the Underdark, these dark elves were the reason the elves would not aid the dwarves in their time of need. The surface elves did not want to face their brethren in battle again. Eventually, the elves did aid the dwarves, but the scars have never completely healed.

Green elves are the normal elves described in the Player's Handbook. Gray elves are elves of keen intellect but with an even smaller connection to the physical world. They enjoy living under the pines of mountain foothills and were instrumental in forging peace between elf and dwarf. Some elves laud them as heroes for this action and just as many consider them somewhat strange for doing so.

Half-elves are rare and have not become a race unto themselves like aasimar. Many half-elves try to live in the woods with elves but are usually not welcomed. Many end up living in the aasimar regions of the Simar Kingdom.

Gnomes

Songsinger gnomes are described in the Player's Handbook. This race was decimated in the Dragonfall Wars by kobold followers of Toldoth.

During these wars, a group of gnomes formed alliances with copper dragons. They also stopped hiding from the kobolds and started hunting them. As the colleges and laboratories of their songsinger brothers burned, the stonehunters kicked kobold ass and brought the beatdown to the scaly enemies. The stonehunters led the way to the gnomes joining the Great Kingdom and gaining the aid they needed to finally overcome their foes.

Today, many stonehunter gnomes are leaving the Great Kingdom behind to adventure in the New World with purpose and courage. The gnomes remaining behind struggle to rebuild but remain a shattered people.

Halflings

Few subjects of the Great Kingdom totally trust their newest brothers, the halflings. Halflings hail from another continent where they roam grasslands in wagons and sail rivers and coastlines trading in small boats. These halflings, called hairfoot halflings, are described in the Player's Handbook.

Native to the continent of Kreados, stout halflings are explorers who left their homelands for the New World long before Anbegriffon became a city. They live in Deepearth, above the tunnels and caves of the Underdark. They are just as comfortable underground as they are in the city.

Humans and Mercs (Half-Orcs)

Four hundred years ago, the Empire of Amperia tried to conquer the kingdom of Simar. Through force of arms and, some say, divine intervention, the invasion was halted. Eventually peace grew between the two realms and the GK was founded.

Humans from the kingdom of Simar are called Simarians while those from the former empire are called Amperians, The Simarians are described in the Player's Handbook. The Amperians are master skills and sword, but are otherwise similar.

The Amperian Empire once used orcish mercenaries in its armies. The elven defeat and subsequent routing of most orc tribes to the Underdark helped Simar keep its independence. The many half-orcs still found in both Amperia and Simar serve as reminders of that dark time. Half-orcs are nearly a race unto themselves now, much as the aasimars are. They have starting using the racial name of merc.

4. Classes of Crossroads

Barbarian

Barbarians were once most common in Amperia, the former wild mercenaries of the Amperian Empire. Tribes of humans and half-orcs still live in the wilds as their forefathers did. Barbarians are now most common around Anbegriffon, as subjects of the Great Kingdom head into the wilds to live lives on their own terms.

Bard

Bards are a dying class in Crossroads. The songsinging gnomes were decimated by their kobold enemies. Bards today still entertain, but many mourn their lost colleges and colleagues.

Captain

Made famous by the gold dwarves and Captain Naramis (see part 5), captains serve in armies and adventuring companies across the continents. Not all remain military leaders although their combat abilities always remain sharp "just in case".

Cleric

Clerics of Elishar are revered by the faithful and reviled by evil creatures everywhere. Along with the NPC classes, they serve as priests for the Shining Church.

Druid

Almost unknown in the Great Kingdom, the druids find themselves gripped in a crisis of faith across the New World. Once strictly balanced and supporting neither Elishar or Toldoth, now druids serve on both sides or neither. Some druids blame the rangers, who have always sided either way or neither. Others see the current state of affairs as the natural way of things. Regardless, druids have much to protect and explore in the New World including their faith and what it means to be a druid.

Fighter

Fighters range from brigands to mercenaries to soldiers of the Overking. They fight on battlefields ranging from open plains to hidden caverns to the decks of ships. Conflict in the New World provides continual work for fighters.

Monk

Subjects of the Amperian Empire were divided into citizens and civilians. Civilians were not allowed to bear arms and suffered from the occasional "purge" by the citizens. The monk developed as a way to fight unarmed or with farming implements against oppression, while at the same time not losing one's humanity (or race-ity). Monks have grown this basic beginning into a philosophy of seeking perfection of body, mind, and soul. Monks are most common in Anbegriffon, where they quest for perfection by testing themselves in the New World.

Paladin

Paladins serve Elishar by adhering to a strict code of goodness and law. Normally, they do not serve as priests, instead waging wars against evil, leading negotiations with neutral cultures, and protecting good folk everywhere.

Paladins must protect good, smite evil, and promote order and mercy. They cannot adventure with evil creatures although they may negotiate with evil creatures that are not dragons, fiends, or undead. Those three must be smote.

Paladins must leave a company that murders neutral innocents, uses torture (even on evil creatures), or grossly violates other common laws of civilized behavior. In extreme cases, evil acts may force a paladin to fight his former companions to protect good.

As long as no harm comes to good creatures or innocent neutral creatures, cruelty and wanton destruction (destruction is okay, just not wanton) is avoided, and no aid is given to evil dragons, fiends, or undead than a paladin has leeway in what he does to promote the greatest good. However, even in war, goodness must be protected at all costs, even if it costs the paladin his friends--or his life.

Ranger

Rangers live in the wilds and hunt beasts or beings or both. They are happiest away from civilization and suffer from few of the spiritual conundrums druids face. The New World welcomes them.

Rogue

Not all rogues are thieves. Rogues can learn their trade as spies, scouts, guides, or as thieves. Anbegriffon offers untold opportunities for rogues and the surrounding lands are filled with dungeons and other places to explore.

Sorcerer

No one knows where the arcane power of sorcerers comes from. The mystery around them makes some uncomfortable, but their sheer power makes them useful as well. Sorcerers have to be especially clever or glib to avoid being exploited or ostracized. Fortunately, sorcerers abound with personal magnetism and confidence, and are on the forefront of exploration of the New World.

Wizard

The elves codified magic into writing and developed the means to cast the first spells. These arcane casters are usually scholars as well, and serve as the scientists of their time. The New World hides many unknown spells and lost knowledge which almost every wizard hungers to find.

5. The City of Anbegriffon and the New World

The City of Anbegriffon

The first thing that greets travelers entering the frontier of the New World through the city of Anbegriffon is the sight of hundreds of houseboats and floating taverns. The hairfoot halfings who started the city began with just the boats they arrived on. It wasn't until the first humans arrived that the settlement, then called just Griffon, actually had buildings on the shoreline.

The Thunder River winds for hundreds of miles through the Plains of Naramis before entering the sea. Anbegriffon faces the Unknown North, with the Hool Swamp to the west. The city sits on the edge of the swamp around the Thunder River and has grown northeastward on both banks. Strong defenses face both the Hool Swamp as well as the Unknown North. Anbegriffon is the northernmost city in the Great Kingdom's New World holdings.

Anbegriffon is divided into many districts. Most adventurers begin their careers in the Harbor District, move on to the Gateway District, and if they survive eventually retire to the Noble District or the Scholar District.

The Harbor District consists of cheap housing, cheap taverns and inns, discount gear and fishing equipment, and brothels. Anyone can afford to live there, if they can afford or beg for space on a boat or raft. The poorest of the poor strap themselves to scrap wood or broken barrels to sleep on or in at night. They just have to watch out for crocodiles or worse things. But then, who doesn't?

The Plains of Naramis

Naramis was a human captain who led the first organized expedition into the Unknown North. He arrived at Griffon, formed treaties with the halflings that would one day pave the way for their entry into the Great Kingdom, and mapped the nearby lands and recorded details on the cultures he found. His maps and records are kept in the Wizardhouse in the Scholar District.

For those new to the city who can't yet gain entry to the Wizardhouse, the lands around Anbegriffon can be explored carefully within ten miles of the city. The Shining Crusade provides regular patrols within this radius.

Beyond those ten miles, the Unknown North beckons.

6. Calendar, the Night Sky, and Religion

Religion covers the worship of Elishar and the reverence of the Force of Nature. What is known of Toldoth's faith is too horrifying to record here.

Calendar

A year is 364 days, 52 weeks, or 13 months long. A month is 28 days or 4 weeks long. The calendar helps those engaged in magical item creation as well as priests observing holy days. One can also avoid werewolves and lunatics by not standing under the red glare of Lune when she’s full in the night sky.

Spring, running for 13 weeks, and the spring equinox start on Boc 01. Summer, 13 weeks long, and the summer solstice start on Fhar 08. Autumn, lasting 13 weeks, and the autumn equinox start on Kor 15. Winter, also 13 weeks long, and the winter solstice start on Pel 22 and runs for 13 weeks.

Days of the week

  1. Sunday
  2. Moonday
  3. Earthday
  4. Windsday
  5. Seaday
  6. Fireday
  7. Starday

Months of the year

  1. Boc (spring)
  2. Cor
  3. Ehl
  4. Fhar (summer)
  5. Gar
  6. Heir
  7. Kor (autumn)
  8. Mor
  9. Obad
  10. Pel (winter)
  11. Cuth
  12. Wej
  13. Yon

Beginning date

The Crossroad campaign starts on November 17, 2006 in real time. In game time, it starts on 01 Boc 1076 AD (Amperian Dynasty). The Amperian Empire was founded on 01 Boc 0001 AD and the Great Kingdom was founded on 07 Kor 0777 AD. Next year will be the Kingdom’s 300th year anniversary.

The Night Sky

More so than any other part of Krarvell, the night sky connects every sentient being. The night sky is used to navigate by and many a birth sign has signaled the birth a great man (or other sentient being).

Arcaneus, the indigo moon. A dark satellite, Arcaneus has a stable orbit that controls the tides. Lycanthropes are affected in a predicable way by Arcaneus.

Battle Everlasting constellation. This grouping of stars shows Elishar and Toldoth locked in eternal conflict. Great leaders and warriors are many times born under this sign.

The Captain constellation. These stars look like a dwarf pointing to a distant horizon. Explorers and those who seek knowledge may be born beneath this sign.

The Diplomat constellation. Two beings, arms extended, seem to clasp hands in this grouping of stars. The birth of great peacemakers and diplomats are heralded by this sign.

Doth, the Blackstar. A spot of empty, terrible blackness in the night sky, Doth is the absence of everything--light, planets, moons, color. It is complete and total darkness in a perfect circle.

Ehlonna, the green planet. Rarely seen, Ehlonna is one of the three known planets orbiting the sun, Shar. Its vibrant green color comes from the massive forest that covers the entire planet. When Ehlonna can be seen, harvests are abundant and natural disasters are absent.

Lune, the red moon. With an erratic and unpredictable orbit, Lune's waxing heralds lunacy, conflict, madness, and strife. A red moon rising means bloodshed is not far away. A lycanthrope may have uncontrollable shiftings under Lune's red glow.

The North Star. A brilliant white star that always appears in the north.

Shar, the Silvery Sun. Krarvell is bathed in the silvery light of a brilliant white sun called Shar. Shar burns hot and winters are rarely harsh on Krarvell. But summer can blaze out of control triggering drought and wildfires.

Telchur, the white planet. Harder to see than Ehlonna, and many times mistaken for a star, Telchur is a frozen wasteland. When Telchur rises in the sky temperatures plummet, hail falls from the sky, and wild animals attack travelers.

Religion

Most "civilized" folk worship Elishar or at least give him passing respect. Those living in the wilds or on the frontier mostly revere the Force of Nature.

Holy days

For the Shining Church, every Sunday is a day of worship. The summer solstice on 08 Fhar is a high holy day. The winter solstice, on 22 Pel, is a day of holy conflict against Toldoth and his faithful.

The two holiest days for the Force of Nature are the two equinoxes on 01 Boc and 15 Kor. Otherwise, simply living in the wilds and living well is a form of worship.

Tenants of the faith

Followers of Elishar believe the following:

  1. Elishar represents everlasting happy life and Toldoth represents eternal suffering and undeath.
  2. Toldoth must be opposed without exception and his followers converted or stopped from worshipping.
  3. Elishar protects good and innocent people, fights evil, builds and creates, forges friendships, and explores the multiverse and he expects his people to do the same on the Material plane and in all of the multiverse when possible.

Followers of the Force of Nature don't have codified beliefs except for the druids. However, most followers believe a person must be responsible for his life and meeting his own needs whether through solitary work or as part of a community.

Some followers believe you should not force your beliefs on others--"live and let live", while other followers believe you should take whatever you can get--"survival of the fittest".

A popular phrase is "if you don't work, you don't eat". "Survive and thrive" is another popular saying.

Druids regardless of personal beliefs all agree to the following tenants:

  1. Never wear metal armor.
  2. Revere nature.
  3. Remain balanced (neutral).
  4. Keep the Druidic language secret.

Druids who violate any of these oaths suffer severe repercussions up to and including loss of all spells and druid class features. Some leeway exists however, for instance druids who remain somewhat neutral no longer lose abilities. And revering nature ranges from shepherding and protecting sentients while tending the forest around them to dominating any and all life around a druid to be the top predator in the food chain. Tenants 1 and 4 have never been successfully modified though.

7. The Planes

The following broad overview of the planes is excerpted from the journal of Challis, wizard and planewalker. More details along with planar "maps" can be found in the library of Wizardhouse in the city of Anbegriffon.

Bloodfire, the plane of woe

Demons. Devils. Yugoloths. All trying to kill each other in an eternal Bloodwar. Every once in a while a fool or follower of Toldoth (well those are always fools) summons one to Krarvell. And their leaders sometimes use Krarvell as another battleground.

Celestian, the plane of weal

Angels. Archons. Lots and lots of celestial beings who spent most of their time building, growing food, and exploring their endless plane. Sometimes they go to war in the service of Elishar or fight with a good-aligned caster of Krarvell.

The elemental planes

Gateways to the planes of alignment, the elemental planes are hostile in two ways. All of them pose significant travel risks (fire, suffocation, falling, drowning etc.). And elementals and genies of various temperaments and attitudes consider the planes theirs an theirs alone.

The Material plane

The world of Krarvell. Warriors. Explorers. Diplomats. Or just keep your head down and enjoy life. You won't listen to me o' course.

Plane of Elishar

You can have too much life. The Plane of Elishar fills material creatures with so much life that they can burst into incandescent light. The Demiplane of Radiance is located here.

Plane of Toldoth

If the denizens don't suck out your life the plane eventually will. Or Toldoth will finally show up. The Demiplane of Dread is hidden somewhere here, if you want to go looking.

Planes of chaos and law

No gods live here but some really strange outsiders do. You might be able to enlist their help or you might end up as lunch.

Planes of traveling and storing

The Astral Plane and the Shadow Plane offer quick movement around the planes, although the Shadow Plane can be really creepy. 'Course, the Astral Plane has githyanki so you take your chances either way. The Ethereal Plane is a good place to hide--yourself and/or your stuff.

May Elishar’s face shine upon you all,
Charlie


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