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| [[Category:A D&D 3.5 Edition Campaign Adventure]] | | [[Category:A D&D 3.5 Edition Campaign Adventure]] |
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− | [http://wiki.rpg.net/index.php/The_Valley_of_Darkness:The_Main_Plot[The Main Plot]]
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| == An Overview of the Valley: == | | == An Overview of the Valley: == |
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| 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. |
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− | 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. |
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| 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. |
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| == Magic & Healing in the Valley: == | | == Magic & Healing in the Valley: == |
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− | 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:
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− | Teleportation, Dimension Door, and all other forms of immediate travel have ceased to work.
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− | Spells that use extra-dimensional effects, such as Magic Rope, or Meld Into Stone, no longer function.
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− | 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.
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− | Healing effects of priests, druids, shaman & bards have increased significantly:
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− | The orison 'Cure Minor Wounds' heals 2 pts + 1 pt per 5 levels of the caster.
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− | 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.
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− | 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.
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− | 2nd lvl. Wiz./Sorc. spell 'Mend Minor Wounds' heals 1d6+1/2 lvl. (Maximum +5)
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− | 4th lvl. Wiz./Sorc. spell 'Mend Moderate Wounds' heals 2d6+1/lvl. (Maximum +10)
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− | 7th lvl. Wiz./Sorc. spell 'Mend Serious Wounds' heals 3d6+1/lvl. (Maximum +15)
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− | 9th lvl. Wiz./Sorc. spell 'Mend Critical Wounds' heals 4d6+1/lvl. (Maximum +20)
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− | == Religeons of the Dark Valley: ==
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− | THE NINE
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− | 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.
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− | THE HAG - Mistress of Death, The Crone, Queen of the Dark, Web Weaver
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− | Followers are typically NE,
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− | Favored Weapon: Hand Crossbow and Club
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− | THE ALL FATHER - Rager, Storm Bringer, The Judge
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− | Followers are typically CG
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− | Favored Weapon: Battle Axe and Spear
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− | THE PRINCE - Blade Master,
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− | Followers are typically LG
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− | Favored Weapon: Long Sword, Bastard Sword and Heavy Repeating Crossbow
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− | THE PRINCESS - Beauty Queen, Life Bringer, Morning Glory
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− | Followers are typically NG
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− | Favored Weapon: Scimitar and Light Crossbow
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− | THE JESTER - The Clown, The Fool, Keeper of Secrets, Gossip Monger
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− | Followers are typically CN
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− | Favored Weapon: Dagger and Dart
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− | THE GENERAL - Tactician, Battle Master
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− | Followers are typically LN
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− | Favored Weapon: War Hammer and Horn Composite Bow
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− | THE MISTRESS - The Seductress,
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− | Followers are typically CN
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− | Favored Weapon: Dagger (melee & thrown)
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− | THE ORACLE - Harbinger,
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− | Followers are typically N
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− | Favored Weapon: Scythe and Javelin
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− | THE WIZARD - Moon Rider, Dark Spirit
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− | Followers are typically LE
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− | Favored Weapon: Stave and Sling
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− | THE ONE TRUE GOD
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− | 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.
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− | THE GODS OF OLD
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− | 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
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− | 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.
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− | MYSTRA - NG
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− | KORD - CN
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− | BANE - LE
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− | TYR - LG
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− | HELM - LN
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− | SHAR - NE
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− | EHLONA - CG
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− | CYRIC - CE
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