D&D Gods

  • Just give me a list, its not that important.

    Votes: 3 100.0%
  • I love active gods and religion is central to my character, I'll need more.

    Votes: 0 0.0%

  • Total voters
    3
  • Poll closed .

Scalerender

Chaos Sphere
Benefactor
Hello and welcome to The Shadows of Arqan OOC Thread.

We will use this thread for pre-game prep, Q&A, discussions regarding the game or simply shooting the breeze.

I'll be your host and GM for this game, i hope to make it a fun experience for all of you and that It gets to where I hope it will get.

The game has a set story line following your characters and the supporting cast through a series of events which they have no control over. Expect to face some tough choices, I hope to stimulate some inter character development and in general have lots of fun!

I'm not perfect, If I made an error please feel free to speak up, I thrive on feedback.

Finally I assume that everyone is at least as old as their profile says, I tend to feature mature content in my games. The darker themes do not reflect my personal convictions, i'm a big softy :p


Setting Information :
Human
Elf (Drow if BG is solid)
Half-Elf
Dwarf
Halfling
Tiefling
Androids are artificial creatures with both biological
and mechanical elements, originally created by
humanity as servants and now free to chart their
own destiny among the stars.
An ancient four-armed race from a distant star
system, kasathas are staunch traditionalists with
customs that make them seem wise and mysterious
to other races.
Lashuntas are naturally gifted psychics, divided into
two subraces: one tall and lean, the other short and
powerful. Both are compelling to other races and
dedicated to scholarship and self-perfection.
Once part of a terrifying hive-mind that devoured all
in its path, the insectile shirrens mutated and broke
away to become independent but community-minded
individuals addicted to the freedom of choice.
Devoted to conquest and dominance, the reptilian
vesk only recently ended their long war with the other
races of the Pact Worlds, and many still distrust them
despite their sense of honor and their utility in combat.
Passionate and scrappy, the ratlike ysoki are experts
at getting both into and out of trouble. They let their
love of technology, exploration, and adventure carry
them throughout the galaxy.
While I think classes and lvl are restrictive I am going to ask to pick one (or two) just to frame your character and help me make decisions based on what you should be able to do. This is especially important in the case of spell casters which have unusual abilities that need some limit at least.

The envoy uses her personal magnetism
and intelligence to help her allies and
baffle her enemies, often in the service of
negotiation or politics.
The solarian contemplates and gains power
from the life cycles of stars. His techniques
allow him to create a weapon or suit of
armor from a mote of stellar energy.
Adept at building and modifying machinery,
the mechanic has either an advanced
artificial intelligence or a cutting-edge robot
drone as his constant companion.
Thoroughly familiar with weapons of war,
the soldier is ready to wreak havoc when
force is called for, and specializes in a
particular fighting style.
The mystic magically channels the energy
connecting all things, often through a focus
on the divine or intuitive understanding of
biological systems.
The technomancer understands the
connections between technology and
magic, and exploits them by bending reality
to suit her needs.
The operative has the skills to complete
almost any mission requiring stealth and
discretion, whether it be simple espionage
or messy wet work.
History is broken in Starfinder. No matter where you go, from the myriad mortal worlds floating in space to the strangerealms of the gods, you’ll find the same thing: historical records go back a few centuries and then suddenly go blank or contradictory, shifting randomly between readings and becoming reliable again only when referring to the dim and misty ages of the ancient past. What’s more, this hole torn in history isn’t restricted to blurred photographs and garbled almanacs. Modern history begins with accounts of worlds across the multiverse erupting in riots and panic as those living through this transition found their memories suddenly blankor unreliable. While these people retained all the knowledge,
skills, and interpersonal connections from their lives, specific memories became difficult or impossible to retrieve—a woman might have instinctively known a million tiny details about her spouse but have had no concept of how they met or how long they’d been married. Nations forgot why they were at war. Angels lost track of sinners’ indiscretions. Everything in motion
remained in motion, but without context or reason.

Some cultures collapsed in fire and famine, but most societies, faced with no other choice, simply gritted their teeth and carried on, either attempting to piece together their traditions from the unreliable shreds of the past, or else using their amnesia as a chance to reinvent themselves, unshackled from whatever they might have been before. Those races that reproduced faster had the advantage, as children born into a world without recent history accepted the fresh start as natural—new historical records and memories held firm, and that was all that mattered.

Gradually, order reestablished itself.

Today, roughly 3 centuries after the obscured period now referred to as the Gap, most societies view the historical cataclysm with little interest, save for the cryptoarchaeologists, salvagers, and scientists who attempt to unearth and reverse engineer wondrous artifacts from the lost age. For everyone else, the focus is on creating new history, moving ever onward
and upward. No one has ever been able to say for certain what caused the Gap, as even the gods themselves remain steadfastly silent (or ignorant) regarding the matter.

Nevertheless, theories abound, the most popular being that the Gap was a quantum ripple effect caused by the discovery and use of Drift technology, a hole torn in history and traveling backward in time, possibly entangling our timeline with those of alternate universes. Others argue that the Gap was caused by whatever magic whisked away the planet Golarion , a magical resonance that stretched forward and backward, its tremors gaining strength until they eventually shattered the fundamental structure of time.

What is known, however, is that while the Gap is universal—and a combination of carbon dating and astrochronology suggest it lasted several millennia—its edges are geotemporally
inconsistent. Where one star system might have accurate records stretching back 300 years from the present, worlds in different parts of the galaxy might have 310 years of
history, or only 275. Some scholars have even uncovered rare “caches” within the Gap—places where accounts seem suddenly consistent for a given period or topic. For an organization like
the Starfinders, locating these scattered bread crumbs and syncing them up with ancient pre-Gap records may yet hold the key to unraveling the greatest mystery of the universe.

***Disclaimer This excerpt is taken from the Starfinder corebook***
When history recommenced at the end of the Gap, many worlds found they had already established spaceflight and interplanetary trade. Vercite aetherships, Eoxian bonecruisers,
Brethedan vacuum-swimming biovessels, and more all plied the void, and magical gates and dimension-hopping spells granted opportunities to visit other worlds and confer with colleagues throughout the system. Yet while spaceflight was relatively common, the vast distances between the stars still made travel beyond a single solar system mostly infeasible—the realm of planeswalking spellcasters or long-lived daredevils.

The ascension of Triune changed all that. While the solar system had always had gods dedicated to machines, even back to confirmed antiquity, they’d always remained relatively minor. Yet exactly 3 years after the end of the Gap in the Golarion System, a new deity revealed itself: a divine network integrating Epoch, the machine-built deity of Aballon; Casandalee, the
god of androids; and Brigh, the clockwork goddess. Calling itself Triune, this new collective consciousness vaulted to prominence by providing mortals with access to a heretofore unknown hyperspace dimension called the Drift, reachable only via technology and granting easy travel to distant stars.

For a relatively low price, ships could now acquire a Drift engine that let them slip quickly between star systems. In the wake of this revelation, a land rush began. The adventurous and disenfranchised sought opportunity in new colonies. Corporations sought resources and freedom from regulation. Governments sought to expand their territories.

Yet as quickly as it began, this exodus hit its first hurdles, for many “new” worlds were already inhabited or bore strange contagions inimical to life, and predatory civilizations both vast
and incomprehensible lurked in the dark between the stars. New races flooded the Pact Worlds in turn, coming in peace and in war, forcing the worlds to come together for mutual protection and in shared appreciation for all they held in common. Today, space exploration remains rampant and lucrative for citizens of the Pact Worlds, but it’s still a romantic pursuit and fraught with danger.

***Disclaimer This excerpt is taken from the Starfinder corebook***
In the inhabited solar system nearest to their own, enthusiastic explorers from the Golarion System encountered the vesk, a reptilian race that lent credence to fears of extrasolar threats.
Having already conquered the entirety of their own system, the warlike reptiles longed to expand, yet had mysteriously failed to receive Triune’s gift of interstellar travel. When the
first explorers arrived via the Drift, the vesk received them warmly just long enough to decipher Drift technology—and then promptly began assembling Drift-capable war fleets aimed at their generous neighbors.

In the wake of the disastrous Battle of Aledra, the independent planets of the Golarion System
recognized the vast danger facing them and banded together for mutual defense, creating a single system-wide government capable of defending against the vesk. This coalition became
known as the Pact Worlds.

For the next 250 years, the two systems would remain each other’s greatest threat, skirmishing over planets outside the direct authority of either autonomy, or else engaging in limited
space battles along the cordons between their systems, too evenly matched for either to commit to a full-scale assault. This so-called Silent War finally came to an end in 291 ag, when
a vast, world-devouring entity called the Swarm attacked both systems simultaneously. In danger of being completely overrun, the Veskarium—as the reptilians call their empire—and
the Pact Worlds signed a formal alliance, together managing to force the Swarm out of their region of space. Yet while the alliance put an end to active hostilities and opened both
systems up to trade with one another, citizens on both sides recognize that the alliance was one of convenience and could fall apart at any moment.
Fortunately for the Pact Worlds, not all extrasolar contact
was so violent.

The insectile shirrens arrived in 83 ag, bearing nothing but goodwill and quickly integrating into Pact Worlds society. Kasathas, who appeared in 240 ag on the massive worldship Idari, proved less willing to be assimilated wholesale, yet they quickly established themselves as valuable allies.

Although other sentient creatures hailing from beyond the Golarion system occasionally arrive, brought back by Pact Worlds explorers or homing in on Absalom Station’s powerful
Drift beacon, the already incredible diversity of life-forms in the system means that most such creatures can easily blend in and take up residence, provided they don’t stir up too much trouble.
***Disclaimer This excerpt is taken from the Starfinder corebook***
DEITYALIGNMENTPORTFOLIO
HylaxLGdiplomacy, first contact, friendship, peace
IomedaeLGhonorable battle, humanity, justice, valor
SarenraeNGhealing, redemption, the sun
YaraesaNGknowledge, mental perfection, scholarship, science
DesnaCGdreams, luck, stars, travelers
WeydanCGdiscovery, equality, exploration, freedom
AbadarLNcivilization, commerce, law, wealth
TalavetLNcommunity, self-reliance, tradition
ElorituNhistory, magic, secrets
IbraNcelestial bodies, the cosmos, mysteries of
the universe
PharasmaNbirth, death, fate, prophecy
TriuneNartificial intelligence, computers, the Drift
BesmaraCNpiracy, space monsters, strife
OrasCNadaptation, evolution, natural selection
DamoritoshLEconquest, duty, war
Zon-KuthonLEdarkness, envy, loss, pain
Lao Shu PoNEassassins, rats, spies, thieves
UrgathoaNEdisease, gluttony, undeath
The DevourerCEblack holes, destruction, supernovas
NyarlathotepCEconspiracies, dangerous secrets, forbidden magic
[TBODY] [/TBODY]
The Forgotten Hammer, Freehammer or simply The Hammer. A once magnificent Dwarven Space Citadel built around a large asteroid rich in minerals and ice formations. how old it was is unknown, it was here before the gap and for some unknown reason the other Dwarf strongholds in the diaspora have not layed claim upon it in over 3 centuries since then. Less then a century before the present a lucky band of scavengers happened upon it and after loading their ship with as much as it could carry they sold its location to a group of enterprising scrappers who repaired and repurposed the ancient facility into a port fit for those who seek safe haven from the powers that be. A zone of free commerce and illicit markets far away from the prying eyes of the Pact World and all their rules and regulations. Quite recently The Forgotten Hammer has been claimed as an official stronghold of the Free Captains, the larges conglomerate of space faring pirates in existence.

It is the only Stronghold with its allegiance which coordinates are wide spread and known across the galaxy. Freehammer is the port where one moors to find and employ Freecaptains or deal in contraband and forbidden services. many believe that The Forgotten hammer is the first attempt of The Free Captains to be recognized as a true Faction of note, a Pirate Kingdom which sets itself apart from the world of bureaucracy and pressure from Abadarcorp, the faith inspired Coorporation which is the most dominant commercial force of the known galaxy which funded many of the Pact World's endeavors including the formation of the Stewards (the galactic Police force) and the banking the unified credit system which unites different planetary governments under one shared form of currency.

The Hammer is the home of thousands of souls, many becoming unwanted residents after being abandoned by their crew or simply stranded after a turn of bad luck. People who stay on The Hammer for long either toughen up or become fodder for the appetites of others. Few people know the virtues of mercy and compassion which is made apparent every few days when someone is found murdered and discarded in one of the many halls or maintenance shafts of the former citadel, something which has become a profitable business by an Ysoki outfit calling themselves The Ashbringers which specialize in keeping the Station free of rotting corpses (sentient or otherwise) wherever they may be hidden (and moonlight in making a business out of the art of making people disappear, for the right price)

Leadership and control over the citadel is reserved for the seat of "The Smith", A position which has changed occupant a little to much over the last few decades but is currently held by an Android calling "Himself" Red-15. While many may have problems with an Android running things Red-15 has proven to be a fitting leader of the station, prioritizing its functionality over the fates of those living in it. Red-15 and his coterie of fellow Androids defend the stations control level fiercely and have standing agreements with The Pirate Council that keep the current Smith in place. Other then coordinating the Port's docking procedures and repairs to the station The Smith does not involve himself with the day to day dealings of The Hammer with the one exception of having the Ashbringers on retainer. There is a loose sense of community to be found on The Hammer, certain pirate outfits having carved out sections for their own use and more permanent establishments and markets that make their living on the station police themselves (and protect) with a small battalion of hired goons and brutes. Despite all this The Forgotten Hammer is still a lawless cesspool one better avoid unless there is business to be done.
In some ways "The Inn" is no different from other seedy dives and bars one can find allover Freehammer. You can find Illicit drinks, forbidden contraband and home-brewed spirits to drink. It clientele varies from the worst the galaxy has to offer to the few desperate and innocent souls looking for oblivion in the bottom of a glass.

But that's where the similarities end. The Inn differs for a mirriad of reasons, for starters its homebrewn drinks are more expensive then any other drink. This because of its proprietor and occasional Innkeep Tovan Craghammer, who distills the fine foaming drinks following an ancient family recipe he refuses to share to anyone, even after being offered hefty sums. The standing policy of the Inn is the second oddity withing the lawless and chaotic space-station, you don't mess around in the Inn. Tovan offers safe haven from the predation of gangs and pirates, under no circumstances does Tovan allow anyone to be mistreated, harmed or dragged out of his establishment. A rule he enforces through personal martial ability, heavily supported by two Turret wielding drones that are always seen attached to the ceiling or walls. Tovan's staff is willing to defend their boss's tavern to their dying breath and have demonstrated a level of loyalty that inspires envy within most resident captains.

This does not mean that no business is conducted within the Inn, in fact many captains have utilized the relatively young Tavern as neutral ground during parleys. In general gangs or pirates will not bother risking Tovan's ire and as a general rule The Inn's peculiar rule and status as neutral ground is respected. Those foolish enough to test Tovan by breaking his rule, or even threatening to, will find the dwarf has absolutely no qualms in relaying an immediate order to fire. A known fact which has prompted a continuous presence of a small group of Ashbringers which are always skulking outside The Inn's doors.

The Inn is a popular location for those who seek safety or a more peaceful environment away from the rowdy taverns one can find all around The Hammer. The assured protection is often worth the Dwarf's infamous temper and tendency to throw out anyone deserving his ire.. In general the Dwarf is left alone and allowed his temper out of respect for his provided services.
Not Much is known about Tovan or The Inn apart from the fact that the Dwarf has lived on the station for as long as anyone can remember and is even rumored to have been part of the original crew of The Forgotten Hammer in its Pre-Gap incarnation (though these are unconfirmed rumors at best.). The Inn used to be the dwarf's lair that remained shut under every circumstance, any invasion rebuked with extreme firepower and resilience. The Inn is believed to have its own functioning generator and life support system as any attempt to cut it off from the grid and starve the venerable Dwarf have failed. Tovan is also believed to be the stations leading expert on anything regarding the ancient and forgotten Star Citadel. The Inn opened it's doors a good 4 years ago after the dwarf took in a half orc refugee that was being attacked outside his doors. The Half-Orc Moarka now stands behind The Inn's counter most of the time and is the only person that gets away with insulting Tovan much to the amusement of the local patrons.

THE CAST & SUPPORTING CAST

https://www.storytellerscircle.com/threads/the-shadows-of-arqan-characters.4340/
 
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Oh my sweet summer-child... thats old enough, you can drink and fuck... nuf said.

And pay taxes...
 
LOL liking this OOC thread already. Well, you know me, so I don't need to further attest my age :p
 
Pokes in here meekly

I feel like I'm the youngest amongst all of you old people... I can't even drink yet. Not to worry though, I'm not that young.
 
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huh looks like I won't be the youngest person here

altho i usually act younger than i am lmao
 
And thats player number six :p

I so hope I can pull this off.


So! enough of making each other feel old/young

I've allready added some lore for you guys to get familiar with and will be adding the known npc's today.
I don't want to make it to lore heavy BUT this is still a d&d setting and thus the divine is an active force.

I can provide you with a short list of gods, I have no intention on making it too religeon based this time so unless you guys need a more exstensive explenation about each god I will just go with the simple list ok?
 
Just want to say that I'm super excited for this to start. A question though, what's the post rate you'd expect from us?
 
Heya,

So am I! I hope to make it fun :)
Without dice and such it'll be a different format and I will be railing it a bit but I like to make it all about choices and story.

Anyways as far as post rate:

I'm aware all of us have jobs/kids/studies so I will not be draconian in my demands. once every 48hrs would be cool but if you need time or rl is slapping you around just let us know or say SKIP in here if your character is just brooding all cool in the background ;)

There will be no post order in particular, if some people are engaged in conversation without anyone else involved they can post at their own rate.
When I start Action sequences I will be implementing a post order which I alone will be disrupting, when you see me posting (ACTION!) after someone that means that there will be a GM intervention and I'll basically make your characters lives more difficult :)
 
Hey Everyone,

I'm finishing the final touches and we can kick off.
Thanks you all for your patience, I'm rather tired now, work kicked my ass, so I'm going to head off a bit early.

Final updates to the thread are coming the next few days I think and then it's blast off :)
 
Okay folks I'm as prepared as i'll ever be.. Still defining some thigs but i can do that during play.

https://www.storytellerscircle.com/threads/the-shadows-of-arqan.4347/

Have at it folks!

As far is equipment and weaponry is concerned I am trusting you guys to come up with suitable gear. There is a wide variety of armors going from more known and classical forms to super sophisticated suits of powered armor or biomechanical chitinous suits. Backgrounds wise I see no one excemt Sin having more fancy stuf.

Weaponry exists in many forms, from advanced projectile firing weaponry like our tech level to laserweapons and plasma (weakest to strong red, green, white, Blue star). Monofilament weapons, vibroblades, plasmaswords (even chainswords). Sci fi equiptments such as comlinks (advanced smarphones with holo projection) and so forh also exist, again..go with what fits your character but if it needed to be said: NO MECHAS and none of you have a ship, part of the reason you're stranded here.

ENJOY!
Disclaimer: I hate the music but seemed fitting
PS No paragraph requirement but if you answer with "Walks into the Inn and sits down" I will beat you to death with a thesaurus.

Scale
 
Lol no worries chief. Will be tomorrow before I reply but I promise to make it a good one :p
 
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