If some of the information on this site seems familiar, I'm not stealing and passing it off as my own. It's because I'm using an existing commercial product that I have changed some names and other things in order to protect the innocent villains against those dastardly adventurers.

Saturday, March 28, 2015

Campaign Information Site Created

Rather than trying to keep old blog posts up to date with the latest information I've created a site to host various information regarding the campaign: https://sites.google.com/site/mountreddoors/

Announcement and new information will continue to be posted to this blog. But I wanted a central location for all general campaign information for players and PCs.

As of this post it has all the information currently posted on this blog. More info will be forthcoming.

Campaign Background: Local update

To the south of the city-states lies Volmar, a southern remnant of the old Sulian Empire.

Thursday, March 26, 2015

Campaign Background: Religion

Update 3/27/2015: Changed of Umirfoxor to Desornia

The Great Church was a religious institution of the Sulian Empire, formed from an amalgamation of the nine most influential faiths among the Sulians. The Sulians established the Church both in hopes of securing the blessings of all the gods and as an instrument of policy. The Church itself ceased to exist with the fall of the Sulian Empire, though many of its constituent faiths continue to cooperate with one another. Likewise, the titles employed in most religions today are evidence of the Church’s continued influence even after its institutional cessation.

Ezaos (LG) is the god of medicine, poetry, and music. His clergy are well-loved, both for their healing prowess and for their lightheartedness. Temples to Ezaos typically include both hospitals and theaters, making them at times both busy and raucous.

Juros (N) is the goddess of fortune, prosperity, and destiny. Called Lady Luck, or simply the Lady, she is a whimsical and occasionally capricious mistress. Beseeching her aid is no guarantee of good fortune, only that the Lady will provide an unexpected outcome, leading some, such as the clerics of Vadros, to charge that she is, in fact, an enemy of Law rather than an ally.

Midis (LN) is the god of craftsmen, invention, and travel. He and Nycina are allies and their clerics often cooperate in endeavors of mutual interest.

Niysus (LN) is the god of the dead, and as such, is not much worshiped by the living. He is invoked to protect the recently deceased from necromancy and similar sacrileges. Niysus’s clergy are implacable foes of the undead and those who create such abominations.

Nycina (LN) is the goddess of strategy, heroism, and science. She is thus equally the patron of military officers, adventurers, and sages. Nycina and Sigmir have something of a rivalry, though many common soldiers pay homage to both deities, seeing both as necessary to success in battle.

Orcus (CE) is the Demon Prince of Undead.

Sigmir (LE) is the god of warfare and battle. He sees warfare as both natural and praiseworthy and teaches his devotees how to achieve worldly success through mastery of it. He and Nycina are often rivals, in part because Sigmir revels in physical battle while Nycina is as content with intellectual debate as she is with armed struggle.

Desornia (LG) is the goddess of grain, fertility, marriage, and law, making her worship widespread and important. Her agricultural aspects have primacy in rural areas, while her role as the guardian of marriage and the law is emphasized in cities, where her clergy commonly act as advocates and judges. There is some rivalry between the faith of Desornia and that of Vadros, particularly in realms with a more evil interpretation of Law.

Vadros (LN/LE) is the god of judgment, discipline, and trade, three spheres considered to be the founda- tions of man’s civilization. Vadros’s faithful con- sider their god the greatest of all deities. His clergy are numerous, and consist of clerics, priests, and priestesses. Vadros is renowned for his vigilance against demons and his clerics excel as exorcists and monster hunters. On the other hand, his clergy are also known as overbearing bullies, who use the influence of their temple to advance themselves in social situations.

Wednesday, March 25, 2015

Campaign Background: Local

Mount of the Red Doors

It is located a few miles to the northwest of the fortified town of Karlsburg. It was excavated from the tallest mountain in the Wintertop range and is reputed to have at least half a dozen levels, if not double that number.

The dungeon was the site for the most important magical research of past eras.

For hundreds—maybe thousands—of years, Mount of the Red Doors served as a fortress for a succession of empires. It fell two centuries ago, when a rebel uprising culminated in a mysterious cataclysm that sealed the dungeon off from the outside world.

Many of the inhabitants of Karlsburg and the nearby region known as the City-States are there to keep an eye on Mount of the Red Doors. Some hope to enter the dungeon to get rich, others to free one of the powerful beings which the local authorities hope will remain locked away in its extra-dimensional prison.

Within the last few weeks, rumors have begun to circulate that the magical wards that once sealed off Mount of the Red Doors have fallen. Shadowy figures are reportedly going into, and coming out of, the mountain fortress.

Politics

Previous Empires:
  • The Great Ancients
  • The Eld
  • The Sulian Empire
Currently the areas near the Mount of the Red Doors are controlled by rival city-states. Karlsburg is a vassal town of Adamas city state. The other nearby city states are Retep City and Yethlariz (City of the Dead)

Updated: 3/28/2015
To the south of the city-states lies Volmar a southern remnant of the old Sulian Empire.


Note to those who happen to wander to this site. If some of the information on this site seems familiar, I'm not stealing and passing it off as my own. It's because I'm using an existing commercial product that I have changed some names and other things in order to protect the innocent villains against those dastardly adventurers.

Character Generation

Number of Characters

For each session I would like to have a party of at least four characters. So when a session has fewer than 4 players, each player should control 2 characters. Note, a session must have at least 2 players. Therefore, each player should generate at least 2 characters. A player may create more than 2 characters within reason.

Restrictions

The only restrictions on character creation is as follows:

Additional Available Languages:

  • High Sulian
  • Ancient Sulian
 Note Common is also known as Low Sulian.