Serious Phoenix, A Dungeons and Dragons Ongoing Story

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MaXenzie

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Phoenix. A world named for its cycle of destruction, and rebirth.

- Grand Archivist Jakelin Ward

The year is 526 PR (Post Rebirth). The world of Phoenix remains at peace, but tensions brew worldwide as the various factions formed centuries ago expand, and begin encroaching on each other's territories.

Civil Folk & Allies

The Civil Folk are what the layman would be within Phoenix. Simple armed guards, bankers, labourers, and nobles manifest and attest to their right to rule the land, of varying races.

Humans - Humans are fair in numbers, and are quick to establish order, whether through negotiation or attrition. To other races, humans are uninteresting. So uninteresting in fact, that other races find it hard to acknowledge them at all, even when they know they should.

Humans have advantage on Stealth checks against other races.



Elves - If an 8 foot tall stick-figure ducks through the doorway, their foot-long ears brushing against the top, then an Elf has entered the room. Elves are functionally immortal, and do not age past their prime, though their gaunt and almost near-malnourished features give the appearance of an unhealthy individual. While much rarer in numbers than most other races, Elves demand respect for one simple reason. Elves cannot interbreed, and its unknown as to how they breed at all.

For every other Elf within 30 feet of an Elf casting a spell, they treat that spell as one level higher.



Dwarves - Creatures made of stone, to mine stone, and live in stone. Their skin, while naturally colored like any other skin, is very clearly materialistic in nature, and their crystalline eyes glow brilliantly in the dark. Their mentality is as hard as their skin, and it takes a rock-hard individual to befriend a Dwarf, but a simple sign of mockery will make any Dwarf jaded for eternity.

Dwarves do not take damage if that damage is equal to or less than half their level (Rounded up)+CON Modifier (With the exception of Psychic)



Elementkin - Born exclusively within the city of Umuzun, these Elementals given humanoid form exist primarily to serve their Pure Elemental masters, though many diverge from this path for their own purposes. Their personalities tend to be a personification of their element.

Elementkin can, as part of their movement, squeeze into a space as if they were tiny. In addition, their equipment is also considered tiny for the duration, as it morphs into their elemental form to suit the enviroment. After they leave the space, it returns to it's original form, unharmed.



Savages

Orcs (Half-Orc, Orc) - Green skinned beastmen, often wearing the hides of victims as coats and hoods, and roaring out at the chance to slaughter. They care not for fights, only for decreasing the amount of entities still breathing in a given area. And they'll do that however they please.

Every time an Orc kills an opponent, they regain their level in HP.



Goblins - Generally scrawny, small, hard of talking individuals, with a penchant for breeding like rabbits. Their numbers are near-uncountable, with their rapid expansion and merciless dogma growing stronger every day.

All Goblins have Pack Tactics.



Abominations

Undead - Skeletons, Zombies, Vampires, and other unbreathing monstrosities. All usually sentient and free-thinking, they've been around longer than anyone can remember.

24 hours after dying, Undead return to life unless holy water is poured on their body.



Demons (Including Tieflings) - Demons, generally self-serving, arrogant creatures, with a knack for causing trouble. Their reputation is legendary for bringing destruction their way.

Demons have advantage on Intimidation checks against Non-Demons



Other

Brutes (Goliath) - Hulking great masses of muscle and bone, Brutes stomp through life with a cold determination to simply overpower any challenge they meet. They range from 6 feet to 12 feet tall, and are often several hundred pounds in weight. Seemingly any race can become a Brute through mutation, though there hasn't been an Elf Brute in known history.

Brutes can continue fighting whilst making their Death Saving Throws.

Vita - Life

Mors - Death

Bellum - War

Pacificae - Peace

Naturae - Nature

Divinus - Magic

Advocatus - Law

Inordinata - Chaos

Kuori "Keeneye" Thunukalathi
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Kuori grew up in the Maerda Vale of Phoenix as one of few Brutes, due to this he was feared from his mid teens. His village was caught in the midst of a freak accident, of which he managed to save most of his family and friends due to his hulking stature and feats of strength. This granted him the title of "Hero of Maerda Vale" and the admiration of the village. As a devout follower Advocatus he believes in lawful treatment for anyone, even if this results in the worst case scenario. If the proceedings are lawful, Kuori is benign.

Paladin 3, Oath of Devotion, Brute, Lawful Neutral

Rodolph Dunduscel
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Many people know their parents. They spend a large portion of their lives raised by them, and love them dearly. Rodolph has only been told how his parents were from other people, as he never knew them himself. His mother's lovable personality, his father's diligence; many a time has he been reminded that they were fit for each other. Sadly, an arranged marriage forced his mother into an abusive relationship to an influential lord of Beogrove.

The day their third child was delivered was a momentous occasion just as celebrated as the previous two. Something didn't seem right though, the child's ashen blonde hair raising a few eyebrows. The lord speculated the child was not his, and when he confronted his wife about it, she admitted to adultery. Upon learning this the lord went into a fury and killed his spouse and her lover. Rodolph's father was a groundskeeper on the manor the lord and lady lived on, he was quickly framed for the murder of his dearly beloved and his body was burnt beyond recognition to be forgotten about. The lord, being guilt-stricken from the death of his spouse at his own hand, could not bring himself to murder the child; he bid the child be taken away far, far away from the city.

Rodolph spent his early life in an orphanage in the fourth ring of Beogrove. It was as much of an orphanage as it was a whore house; the children were merely servants (fetching things and cleaning rooms, still filthy but they weren't sex slaves max you cheeky fuck) for the hedonistic staff that relished in making money from other people's sadistic desires. A patron of the establishment once stumbled in and recognised Rodolph from somewhere. It wasn't his scraggy clothing or the bruises on his face that gave it away. It was his eyes. He had his father's piercing blue eyes. Rodolph soon found himself on a long ride to the Red River with someone he didn't know. The stranger's name was Moric. He confessed to Rodolph he was a good friend of his father, and he had decided that he would raise Rodolph himself to pay respect to his dear friend. The land around the Red River was a troublesome place to live, and Rodolph learnt how to hunt and live off of it if need be. It seemed the way he appreciated the land grew on him, as he grew to hate murdering the local fauna. A person isn't too different from a deer, right?

Life wasn't as boring as catching fish to eat the next morning, was it? It certainly isn't boring when you find out the real truth about your parents. That a pompous prick killed them. Rodolph secretly harbours thoughts of redemption, despite the fact that he hates death at his own hand. If he had a choice in killing one person, it would be that putrid fucker.

Power, he needed power to grow stronger. He needed to prove that he was strong enough to face the opponents that would separate himself from his revenge. At the age of 18, he set out spelunking caves, tombs and dungeons.

A dark-coloured tome, ravaging his mind with phrases and images no normal man could understand. He didn't know what they meant, but they would just cause him headaches and illness in the most inopportune moments. Perhaps the tome was trying to tell him something? Rodolph had to know. He had to. He searched far and wide, emptying coin purse to find books which he could study to harness the arcane. Even today, he himself is unsure if he's one step closer to deciphering the meanings behind the messages the tome left. He would not step foot in another dungeon again.

Many men decide that a source of income can be found from Bounty Hunting; those that have the strength to do so anyway. He didn't like to kill his quarries, and often sent them back to the contractors alive, but not able to walk for a few weeks. Perhaps the Floating City Of Zarakzadd could provide a plethora of fortune for a man such as himself...

Fighter 3, Eldritch Knight, Human, Chaotic Neutral


Shami 'The Undead Bane'
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Abandoned as she was born, the little half-orc found refuge in a monastic congregation known as the 'Death Keepers', which were brothers and sisters consegrated to keeping Vita's wishes fulfilled and make sure that the taint of the undead did not reach the lives of those that lived closely to the monastery.

There, Shami learnt it all about her culture - well, the human part that is, and was overall a pretty good kiddo. That is, until the undead nation attacked - I mean, until a necromancer put his eyes over the monastery, sending his minions to ruin said sacred place.

While his foster parents were busy defending the interior of the monastery, they told Shami to escape via a small trapdoor that gave way to a series of caves connecting to a small lake from which she'd be able to reach the nearest town. Although in her rage and disgust both due to the loss of her parents and the filth that was now touching the monastery, Shami did not know what to do - either run like a coward, or stay and fight.

Years later, after travelling from place to place and even enlisting in the army - yet being forced to leave due to her race, Shami now roamed the vast expanses of the world in search of more undead to purge, with help from one of the few artifacts that Vita let her take: The Life Sentence.

Barbarian 3, Path of the Zealot, Orc, Chaotic Good

Rolmir
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Rolmir Originates from the citadel of the Demon Baron.
During Rolmir's time on the island he was under the mind control of the baron through his lords, however once he was sent on a scouting mission for the baron on the mainland he lost his psychic link with his noble and went rogue from the island corporation. since Rolmir is in the eyes of the common folk a demon Rolmir took this as his opportunity to have fun with his favorite element fire, Rolmir started off with simple arson to kill unaware victims during the night, however this grew boring quickly as the death screams felt distant and quiet. so Rolmir began to grow more creative with each new kill, he went from torture on the stake before burning his victims alive to roasting and eating a victim in front of his family then burning them alive as well. occasionally Rolmir would find a town or village which would out right refuse him entry and whenever they did this he would return at night from the sky and rain down fire and raze the village to cinders and ash. Rolmir always found fun in fire however he never could find any other source of fun and enjoyment.
the unique think about Rolmir and his craze with fire is that rather than the typical orange fire you get whenever Rolmir decided to use fire, the colour was a deep purple that looked as if it was from the pits of hell itself.

Sorcerer 3, Shadows, Demon, Chaotic Evil

Rom Windsplitter
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As baby, I was found in the Tempest Hills and it is where I have lived for all of my life. I never knew my parents, but they were worse than the monsters living atop Tempest Hills, as they left a defenceless baby in such a dangerous place.

I was found in Tempest Hills by Liu Saong he was a formidable monk, who lived at the top of this vicious hill and occasionally had to fight off those who posed a threat to him. Liu decided to train me when I was just 8 years old, eventually when I reached the age of 18 he had decided to teach me The Way of the Open Hand, according to him "once a monk has been trained for 10 years and they are trusted by their mentor they can be taught The Way of the Open Hand.".

It took a year but I finally learned it, my mentor then told me "go to the floating city as I believe your destiny starts there", so I listened to my master and started to make my journey to the Floating City, Zarakzadd.

Monk 3, Open Palm, Human, Chaotic Good

If anyone is interested I can write up the first 2 sessions here. Vote above.
 
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MaXenzie

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dope

i like ur take on elves, very different from the "humans but with pointy ears and they magic good"

i wont go into details rn but a party member used disguise self to disguise as an elf
no one dared question him whilst he was disguised
 
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Aleks

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Love more world building stuff on the forums. One day I'll actually run my homebrew world instead of just writing lore.
 
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