Asopsai is a god of many things. The god also known as The Fire Maiden, the Eternal Bonfire, and the Flame in the Night, has never had many worshippers on any plane, much less the Material one. Yet, in recent times, some shift in the metacosmos has occurred, and Asopsai's power has increased to a level where she can now dip her hands into the material plane, to communicate with a select few.
Asopsai is first and foremost a god of knowledge. Her followers (most of them anyway, Asopsai's church is small and not very formally structured) believe that it was she herself who taught mankind how to wield fire, both mundane and magical, as such, on the ocasion that her followers need to do combat, many can be found wielding heated straightswords or revolvers, or blasting their opponents with fireballs. Asopsaians believe that Asopsai is responsible for the light of the moon, and as such, it is a symbol of the moon ablaze that serves as Asopsai's holy symbol. Many of her followers learn to speak Ignan, either out of respect, because they have elemental heritage themselves, or a combination of both. Indeed, the holy book (what of it there is) for Asopsai is written in the blazing language.
Asopsaians also believe campfires and bonfires to be places of sanctuary, refuge, and contemplation. As such, many are traveling vigilante-scholars, who bring Asopsai's light to the world by day, and engage in quiet contemplation by moon and firelight at night. These Asopsaians (who make up less than a third of the already small faith's following) form a small, informal order called the Nightlanterns. Their devotion to justice is less out of a sense of good and more of one of fairness. Asopsaians believe that everyone is entitled to knowledge, and oppression almost always the withholding of knowledge of some kind from one group by another. Asopsaians also value freedom, fire is, after all, an inherently chaotic force. As such, Asopsai's clerics may not be Lawful.
Asopsai is often depicted as a towering female fire giant, several times the size of actual, flesh-and-blood fire giants, sometimes she is instead pictured more abstractly, as a towering bonfire whose flames lick the sky itself.
Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
Live By The Gun
The Old World is dead. It was overgrown with thorns and weeds, burned in by fire, was eroded through overfarming, was carved up by petty empires, and sank into the sea.
Thousands escaped to a new, untouched land, away from imperialism, exploitation, and extinction. Human, elf, dwarf, orc, various deities, etc, all found themselves on a new frontier, which they named the New World. Seven nation-states, settlements they formed; Hamilton, Eerie, Texarcana, Knox, Atlantae, Vega, Valleytown, and Diablo.
In front of you, are the sylvans, the native peoples who are also the forests that blanket this vast continent. They stand hundreds of millions strong, they possess special psionic/social organs with humanoid shapes and functions, and they understand little of societal mores.
At your rear are the Old Gods, patron deities of the great kingdoms, deprived of their worship by the shattering of the Old World. Their followers and children wash to the shores every day, some brutal and murderous, others secretive and cunning.
Can you survive this harsh new land? Can you escape or overcome the reach of imperialism? Or will the cycle take another turn in this land of promise?
The Classes
Barbarians (also known as the Frontiersmen) are the rough warriors of open plains, who weaponize their significant breadths of anger in battle.
Berserkers induce terror and make their rages even deeper with drink.
Totem Warriors learn to emulate the fight-and-flight traits of the animals.
Bards (a.k.a. Skalds) weave dreamstuff with their mystical music to alter the world. They also have an irreplaceable role in New World culture, carrying stories and songs of the boldest warriors, the cleverest heroes, and the fastest gunslingers.
Lore Collegiates focus on social and skill-based music.
The College of War rally soldiers with drum-lines and trumpeting but can also hold their own.
Clerics (Pastors or Padres) are mortal conduits of divine power and will. They are anything from philosophizing clergymen to battlefield chaplains and medics.
The domain of Death grants power over disease and decay.
Knowledge is the purview of secrets and learning.
Life spells invoke health and invigoration.
Light evokes illumination and fire.
Nature has power over wood and animals.
Tempest commands the storms and lightning.
Trickery grant movement and illusion powers.
War gives power and martial might.
Druids (Shamans or Skinwalkers) possess a connection with nature, which fuels their spells and allow them to take the shape of animals.
Those who draw power from Circle of the Land root themselves to specific terrains (Mountain, Coast, Arctic, Desert, Forest, Grassland, Swamp, Underdark) to define their powers.
Druids of the Circle of the Moon focus on their shapeshifting powers to fight as beasts. Both types of Druids use their abilities to become ranchers, fishers, and farmers, maintaining a harmonious, controlled growth.
Fighters (Soldiers or Troopers) are the ones who carry the muskets, arrange in lines, and fire.
Champions focus on physical excellence.
Battle Masters are fire-team sergeants and commanders, calling out maneuvers in battle.
Eldritch Knights learn to fight with magic in one hand and a weapon in the other.
Monks (Pugilists or Boxers) are specialists of unarmed and unarmored combat, and draw upon internal energies to fuel complicated techniques. They are everything from barroom brawlers to bareknuckle practitioners of the "sweet science."
The Way of the Open Hand trains its practitioners to strike specific weaknesses.
The Way of Shadow teaches stealth and quietness.
The Way of the Four Elements allows its practitioners to command fire, water, earth, and air.
Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
Paladins (Marshals and Preachers) are firebrand warriors who fight in the name of whatever they stand for, deriving their power from their oaths. While all sentients may become paladins, sylvans are particularly attracted to it, because of the romance of it all.
The Oath of Devotion espouses honor and compassion.
The Oath of Ancients demands efforts to preserve life and beauty.
The Oath of Vengeance seeks to fight evil and punish sin.
Rangers (as is) are the tireless and fearless manhunters and stalkers, possessing some magic as well as combat prowess. All nation-states have a standing force of rangers, but Texarcana's are the most renowned.
Hunters learn specialized tricks to take on specific foes.
Beast Masters establish powerful bonds with a bosom animal friend.
Rogues (Robbers and Crooks) are various criminals, such as con artists and gamblers. All societies have a criminal element, and the New World is no exception.
Thieves focus on breaking, entering, and retrieving.
Assassins on infiltration and death-dealing.
Arcane Tricksters use their large range of skills and magical tricks to get in and out of trouble.
Sorcerers (as is) are the living legacies of the magic of the Old World, carrying it in their blood. Their birthright grants them a natural command of spellcasting, and they may twist and shape their spells with metamagic processes.
Draconic Bloodlines draw their power directly from having the Old Gods being their ultimate ancestors and gain various mutations.
Sorcerers of Wild Magic are the rare children of sylvan and human unions, their powers manifesting in chaotic and uncontrolled surges.
Warlocks (as is) make pacts with various deities for arcane power and secret lore.
The Pact of the Chain gives a warlock a familiar.
The Pact of the Blade gives warlocks a magical weapon.
The Pact of the Tome is embodied in an enhanced spellbook.
Their Patrons are the Secret King (or the Archfey),
Orel the Double Eagle (or the Fiend),
and the mysterious creature known as the Great Old One.
Wizards (as is) turn to magic as an academic pursuit. Every nation-state has its own military academy for wizardry, and the North Way Academy is the most prestigious. Wizards specialize into Schools:
Abjuration is the magic or protection and banishing, serving as armor units.
Conjuration is the magic of creation, summoning, and teleportation, serving as troop movement, supply, and support.
Divination is the magic of luck and future sight, and use their abilities to enhance strategy and tactics.
Enchantment is the magic of beguiling and domination. Enchanters serve as diplomatic corps and interrogators.
Evocation is the magic of manipulating destructive energy; fire, ice, wind, lightning, and so on. Naturally, they serve as living artillery pieces.
Illusion is the magic of trickery and illusion, and they use their powers in espionage and camoflage.
Necromancy is the magic of undeath. They command corpses to rise again, bolstering army ranks.
Transmutation is the magic of modification and shaping. They can change their shapes, heal, and use their alchemy in logistics.
Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
I think I'll use Roll20 to serve as the tabletop. There won't be any log-in and play schedules, we're just using it to roll dice as well as visualize size, scale, and positioning.
EDIT: I'd also like pictures of your characters, to serve as thumbnails and tokens.
Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
I don't mean draw your characters, I mean grab a picture off the internet to represent your character, otherwise known as "faceclaiming."
I can always use a generic picture of whatever your character is supposed to be with the in-house image galleries, but this would have so much more character.
Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
Also yes, 'The Man In The Red Robe' is fine, although I will allow you to make some customization to your attire's appearance while still keeping with the equipment's stats.
Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
Actually, Jane, you could list out your information like Acererak did and I'll just input all the stuff into the sheet for you. But be sure to include backgrounds, bonds, etc.
when you say backgrounds do you mean I should pick a background from the backgrounds list in the player handbook or just like give you a description of her background.
Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
Two things:
First, the Death Domain isn't in the Player's Handbook, and is cited as a villainous ability. I say that's bullshit, and anyone who wants it can have it.
Second, I meant to write up Sylvan as a player species, but I kept forgetting to do it. I'm doing so now.
Class: Cleric (Asosai* The Fire Maiden) [Light Domain]
Alignment: Chaotic Good
Equipment: Straightsword, Pistol, Leather armor with cap (I've chosen to forego a shield)
Appearance: Dark skin, unnaturally red hair, green eyes. Very tall, athletic build. Average looks, some would say.
Personality: Quick to both action and anger, Sister Sulfur is a natural leader, but a headstrong one, who despises tyrants and hates the rich and the lazy.
Background: Acolyte: Asa was raised as a member of the Nightlanterns (as many fire Genasi are), and keeps many contacts within the order.
{I couldn't think of a personality trait but if I have to go with one: I see omens in every event and action} [Personality Trait]
Change [Ideal]
I owe my life to the priest who took me in when my parents died** [Bond]
I have trouble keeping my true feelings hidden. My sharp tongue has gotten me in trouble more than once*** [Flaw]
*I dropped the P, I think it sounds better this way
**Technically Asa was abandoned and the priest in question was an old dwarven Warden Lord, same difference.
***This is actually from the Entertainer background but it fits Asa's personality better than any of those in the Acolyte background.
in addition there's some stuff I'd like to go more in-depth on, namely the Nightlanterns and the fighting styles they (and in turn Asa) employ. Also I couldn't figure out where to put it in there, but Asa speaks Ignan as a liturgical language, if that's OK with you, Mach.
Comments
Those gods are cool but not appealing to me.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Is CC playing? Because the more there are, the merrier (also you get bigger challenges).
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead