Editing The Valley of Darkness:Main Page

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
[[Category:A D&D 3.5 Edition Campaign Adventure]]
 
[[Category:A D&D 3.5 Edition Campaign Adventure]]
  
[http://wiki.rpg.net/index.php/The_Valley_of_Darkness:The_Main_Plot[The Main Plot]]
 
  
== An Overview of the Valley: ==
+
 
 +
== '''An Overview of the Valley:''' ==
  
 
This is a very large valley set in a moderate, temperate region.  The Western edge of the valley is set against a large bay, the three other borders are defined by Rugged Mountains that had no less than 2 passes each, allowing for robust trade with the nations and regions beyond the valley prior to the 'Darkening.'
 
This is a very large valley set in a moderate, temperate region.  The Western edge of the valley is set against a large bay, the three other borders are defined by Rugged Mountains that had no less than 2 passes each, allowing for robust trade with the nations and regions beyond the valley prior to the 'Darkening.'
Line 13: Line 13:
 
The slave trade is a very vibrant form of income for the valley as a whole.  Nearly all communities, no matter the race, have been victimized by slavers, or used the slave market to help them carve a nich for themselves.  There are slaving groups that act very similarly to the way the Privatiers of the 1500's did.  They are licensed to operate by one of the rival ruling parties, but considered outlaws and thieves by the other ruling party.  The slave market is not exclusive to any race, creed, or socio/political stature, they are all possible slaves; though it is dominated by the minority races (Orc, Dwarf, Elf, etc...).  All of the slaves have a magical mark on them that is recognizable by anyone who does not have that mark.
 
The slave trade is a very vibrant form of income for the valley as a whole.  Nearly all communities, no matter the race, have been victimized by slavers, or used the slave market to help them carve a nich for themselves.  There are slaving groups that act very similarly to the way the Privatiers of the 1500's did.  They are licensed to operate by one of the rival ruling parties, but considered outlaws and thieves by the other ruling party.  The slave market is not exclusive to any race, creed, or socio/political stature, they are all possible slaves; though it is dominated by the minority races (Orc, Dwarf, Elf, etc...).  All of the slaves have a magical mark on them that is recognizable by anyone who does not have that mark.
  
Deeper into the valley, which is 500+/- miles East to West and 350+/- miles North to South, there are numerous communities, a few of which rival Pillinqual in size and diversity.  Typical traveling to and from these communities can be either by river or road.  Most of the communities deeper into the valley have little or no slavery, they are the communities most commonly victimized by the slavers, and have developed a dislike for it.   
+
Deeper into the valley, which is 300+/- miles East to West and 200+/- miles North to South, there are numerous communities, a few of which rival Pillinqual in size and diversity.  Traveling to and from these communities can be by either river or road.  Most of the communities deeper into the valley have little or no slavery, they are the communities most commonly victimized by the slavers, and have developed a dislike for it.   
  
 
The western end of the valley is difficult to travel through without the roads or rivers for it is rife with plateaus and deep river canyons.  There are many bridges and switchback trails that lead into and out of Pillinqual, and the other two cities on the coast, but each of these cities have direct access to each other by sea, and to the valley by the rivers.  Skald and Ermach have easier access to the eastern portions of the valley by land because they are ouside the area with all the canyons.
 
The western end of the valley is difficult to travel through without the roads or rivers for it is rife with plateaus and deep river canyons.  There are many bridges and switchback trails that lead into and out of Pillinqual, and the other two cities on the coast, but each of these cities have direct access to each other by sea, and to the valley by the rivers.  Skald and Ermach have easier access to the eastern portions of the valley by land because they are ouside the area with all the canyons.
Line 19: Line 19:
 
Set in the heart of the valley, is a fairly large mountain range that is known to be the home of numerous savage species, as well as two strong, successful dwarven clans.  There are a couple big townships that have sprouted up in the foothill surrounding these mountains.  In the northern and southern corners along the far eastern border of the valley, there are two fortress communities who have storied histories dating back before the darkening, but they are mostly remembered for their roles in allowing the darkening to occur.
 
Set in the heart of the valley, is a fairly large mountain range that is known to be the home of numerous savage species, as well as two strong, successful dwarven clans.  There are a couple big townships that have sprouted up in the foothill surrounding these mountains.  In the northern and southern corners along the far eastern border of the valley, there are two fortress communities who have storied histories dating back before the darkening, but they are mostly remembered for their roles in allowing the darkening to occur.
  
== Races of the Valley: ==
+
I ran this valley with Orcs and 1/2 Orcs as regular members of society.  Yes, they are nearly always left in the dregs, scraping and fighting to make a living, but they are accepted as another of the civilized races - barely.
 
 
I ran this valley with Orcs and 1/2 Orcs as regular members of society.  Yes, they are nearly always left in the dregs, scraping and fighting to make a living, but they are accepted as another of the civilized races - barely.  Therefor, full Orc can be taken as a Player Character.
 
STATS: As per the Monster Manual 3.5 except that I gave them an additional +2 Con.  If you compare the Orc from the MM w/ the common Dwarf, there is no reason not to give the orc the extra Con. (in my humble opinion)
 
 
 
Drow Elves are common members of society, however, their 3 centures of exposure to the pseudo-sun and fresh air have had an effect upon them similar to the effects it has upon their magical armor & swords - their powers and abilities have diminished greatly.  Drow no longer have spell resistance and their dark vision is cut down to 60'. 
 
STATS:  No Spell Resistance, Dark Vision 60 ft., No Light Blindness, No Dancing Lights, No Faerie Fire, Light Sensetivity (dazzled in bright light).  All other stats are identical to those from the Forgotten Realms Campaign Setting rule book, pg. 13.
 
  
Mountain Dwarves;  These are a sturdier race of dwarf that come from the Dragon Scale mountains - the range of mountains in the heart of the valley.  These dwarves are refered to as Mountain Dwarves, their homes are more like the cliff face homes of the native american tribes of the american south west.  These dwarves average 9" taller than typical dwarves.
 
STATS:+2 Str, +2 Con, -2 Cha, +2 attack vs orc, goblinkin, & giantkin, base speed 30, +2 AC vs giant, no appraise bonus, Low Light Vision, No sense of Depth underground, no bonus to saving throws vs spells, no bonus to stone-crafting skills.
 
  
No race with outsider blood was allowed.  As the story goes, the people of the valley learned to loath and mistrust any creature from the outerplanes, for they are the reason the valley has become what it is today.  All regions of the valley, and all levels of society, will draw together to slay anyone they feel has outsider blood.  Therefor, no Aasimar, Genasi, Tiefling or any other powerful race should be allowed.
+
== '''Slavery in the Valley''' ==
 
 
 
 
== Slavery in the Valley: ==
 
  
 
It is vile and despicable, it is reviled by most, and yet it is pretty much everywhere.  Even the people of the valley who have little exposure to slavery take it for granted and are unwilling to help any who are trying to escape it.  It has been a part of the culture of the region since before the Darkening, though before the Darkening they were not victimized by slavers, nearly all of the slaves came from beyond the valley, with a small few consisting of convicted criminals.   
 
It is vile and despicable, it is reviled by most, and yet it is pretty much everywhere.  Even the people of the valley who have little exposure to slavery take it for granted and are unwilling to help any who are trying to escape it.  It has been a part of the culture of the region since before the Darkening, though before the Darkening they were not victimized by slavers, nearly all of the slaves came from beyond the valley, with a small few consisting of convicted criminals.   
Line 60: Line 49:
  
  
== The Darkening: ==
 
 
History tells the inhabitants of the valley that for more than a century, prior to the Darkening, the world around their valley had erupted into catastrophic war.  The war, it is said, reached unimaginable levels of horror, depravity and destruction, wizards and priest around the world had invited creatures of the outer planes to come over and assist them in their pursuit of their goals.  Somehow, this valley had managed to stay mostly free of much of the conflict that went on around them, however, and many began to realize that something drastic must be done.
 
 
So the people of influence from around the valley began to work on a way to prevent the war from overlapping into their relatively peaceful home.  As time passed, pressure mounted for those involved to succeed, so they too started to recruit help, but only from outside their valley, they limited their recruitment, allowing only mortals to contribute.  This collaboration is why Drow are regular members of society, for they were amongst some of the greatest wizards contributing to the ritual spell they eventually cast.
 
  
Sadly, something went terribly wrong with the casting of the spell, for all those involved were permanently turned to stone: every form of enchantment breaking magic and transmutation has been used upon them since the Darkening, all to no avail.  However, it appeared to accomplish that which they said it would, albeit with some unexpected side effect. 
 
  
Upon the completion of the ritual a thick, miasmic darkness descended around the valley in a palpable line.  In the early years, many people would cross over the line of darkness, seeking news from the outside, brave adventurers seeking unknown glory, lovesick family members or sweethearts searching for a lost loved one, they all went into the shadows but never returned.  The Darkness stretches around the entirety of the valley, beginning just where the statues of those great wizards, priests and other people of power stood to enact their one last hope.  Even out in the mouth of the Bay, there is a line of statues that appear to be standing upon the surface of the sea, where the heroes who were there to contribute to the ritual, were levitating or flying.
 
  
The only remnant of the bright, beautiful realm they lived in before the darkening, the people of the valley have is their subdued sun. While their sun rises and sets every day, as it has done since the creation of their world, the darkness seems to sap away some of its light, subduing it, making it appear to be twilight, even in the middle of the longest day of the year.
+
..
  
Many, if not most of the people have come to hate the darkness, saying they should have taken their chances with the war.  At least then they would have died normally.  There are those who believe this darkness is supernatural and not of their world, that it is cold, and smacks of the freightful, Dark Goddess Shar, Mistress of the Night.
 
  
  
== Magic & Healing in the Valley: ==
 
  
Immediately after the completion of the Darkening ritual, manny users of magic around the valley began to notice very profound changes in the way magic works:
 
  
Teleportation, Dimension Door, and all other forms of immediate travel have ceased to work. 
 
  
Spells that use extra-dimensional effects, such as Magic Rope, or Meld Into Stone, no longer function.
 
  
Effects such as Fly, Levitate and Wind Walk have their effects significantly restricted.  They move at a greatly reduced pace, while the maneuverability, and duration require significant concentration - on a plus side, however, they all now last at least as long as their caster can hold his/her concentration and most of them last a little longer, based upon the caster's level.
 
  
Healing effects of priests, druids, shaman & bards have increased significantly:
 
The orison 'Cure Minor Wounds' heals 2 pts + 1 pt per 5 levels of the caster.
 
All of the other Curing spells add the casters level x 1.5 to the dice roll, and all healing dice have been increased from a D8 to a D10.
 
  
Additionally, spell casters who traditionally have had access to powerful magic, but not to powerful healing magic, have found a new connection to the magical weave, allowing them to cast some worthwile healing spells.
 
2nd lvl. Wiz./Sorc. spell 'Mend Minor Wounds' heals 1d6+1/2 lvl. (Maximum +5)
 
4th lvl. Wiz./Sorc. spell 'Mend Moderate Wounds' heals 2d6+1/lvl. (Maximum +10)
 
7th lvl. Wiz./Sorc. spell 'Mend Serious Wounds' heals 3d6+1/lvl. (Maximum +15)
 
9th lvl. Wiz./Sorc. spell 'Mend Critical Wounds' heals 4d6+1/lvl. (Maximum +20)
 
  
  
== Religeons of the Dark Valley: ==
 
  
  
THE NINE
 
Practiced Primarily in Pillinqual, the Nine are new gods that have enjoyed a great increase in their following over the past 200ish years.  After the Dark War and the collapse of the rest of civilization, The Nine were attributed with leading the High Wizards to contact the Drow and convince them to come up from the depths to aid the citizens of the Dark Valley.  It is taught that The Nine were the creators of this world, forgotten for millennia, awaiting the coming of the Dark War and their rediscovery.
 
THE HAG - Mistress of Death, The Crone, Queen of the Dark, Web Weaver
 
Followers are typically NE,
 
Favored Weapon: Hand Crossbow and Club
 
THE ALL FATHER - Rager, Storm Bringer, The Judge
 
Followers are typically CG
 
Favored Weapon: Battle Axe and Spear
 
THE PRINCE - Blade Master,
 
Followers are typically LG
 
Favored Weapon: Long Sword, Bastard Sword and Heavy Repeating Crossbow
 
THE PRINCESS - Beauty Queen, Life Bringer, Morning Glory
 
Followers are typically NG
 
Favored Weapon: Scimitar and Light Crossbow
 
THE JESTER - The Clown, The Fool, Keeper of Secrets, Gossip Monger
 
Followers are typically CN
 
Favored Weapon: Dagger and Dart
 
THE GENERAL - Tactician, Battle Master
 
Followers are typically LN
 
Favored Weapon: War Hammer and Horn Composite Bow
 
THE MISTRESS - The Seductress,
 
Followers are typically CN
 
Favored Weapon: Dagger (melee & thrown)
 
THE ORACLE - Harbinger,
 
Followers are typically N
 
Favored Weapon: Scythe and Javelin
 
THE WIZARD - Moon Rider, Dark Spirit
 
Followers are typically LE
 
Favored Weapon: Stave and Sling
 
  
THE ONE TRUE GOD
+
..
A new, volatile religion that is gaining more and more momentum in the outlying towns and villages. Much of what is taught by this following is very similar to the Muslim faith of today. Specifically that it is acceptable, even expected that those who are not believers are not worthy of respect; that it is okay to enslave them, or even slay them.  They are fervent believers in a keeping purity within the races.  It is also taught in this faith that men are expected to have more than one bride/lover to more quickly spread the good word, and that women are to respect their men, who are their superiors.
 
THE GODS OF OLD
 
When the Dark War ended, most of the citizens of the Dark Valley abandoned the old gods, especially since their ability to communicate with the people of the valley was severely hampered by the warding that currently keeps the valley safe from the Demonic
 
denizens of the world.  Only these few Gods of Old have been able to keep much of a following in the valley, and it is mostly in Skald and Emach where they have anything resembling a strong following.  These gods have even adapted some, to better fit the needs and demands of their believers.  It is taught by the fellowship of the Gods of Old that the Dark War was planned, orchestrated, and put into play by The Nine.
 
MYSTRA - NG
 
KORD - CN
 
BANE - LE
 
TYR - LG
 
HELM - LN
 
SHAR - NE
 
EHLONA - CG
 
CYRIC - CE
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)