The Exodus Stones

Sunday, May 27, 2007

General Campaign Information

Other than the three Core Rulebooks, material from the following sources is allowed:
  • Complete Adventurer
  • Complete Arcane
  • Complete Divine
  • Complete Warrior
  • Player's Handbook II
  • Races of Destiny
  • Races of Stone
  • Races of the Wild
  • Spell Compendium
All other material will be considered on a case-by-case basis.

Saturday, July 01, 2006

Deities


The Eô Pantheon
Alilial, Goddess of Childbirth (Lesser Deity, N)
Ethuinë, Goddess of Rest (Lesser Deity, NG)
Karth, God of Destruction (Intermediate Deity, LE)
Liafal, God of Pain (Intermediate Deity, CE)
Sol, God of the Sun (Greater Deity, LG)
Urbanus, God of Cities (Lesser Deity, NG)

The Draconic Pantheon
Bahamut, God of Good Dragonkind (Lesser Deity, LG)
Io, Lord of the Gods (Intermediate Deity, N)
Tiamat, God of Evil Dragonkind (Lesser Deity, LE)
Aasterinian, Goddess of Invention (Demigod, CN)
Astilabor, Goddess of Wealth (Lesser Deity, N)
Chronepsis, Goddess of Fate (Lesser Deity, N)
Falazure, God of Decay (Lesser Deity, NE)
Garyx, God of Destruction (Lesser Deity, CE)
Hlal, God of Humour (Lesser Deity, CG)
Lendys, God of Justice (Lesser Deity, LN)
Tamara, Goddess of Life (Lesser Deity, NG)

The Elven Pantheon
Corellon Larethian, God of the Elves (Greater Deity, CG)
Lloth, Goddess of the Drow (Intermediate Deity, CE)
Alobal Lorfiril, God of Pleasure (Demigod, CG)
Deep Sashelas, God of the Sea (Intermediate Deity, CG)
Elebrin Liothiel, God of Nature (Intermediate Deity, CG)
Hanali Celanil, Goddess of Love (Intermediate Deity, CG)
Sehanine Moonbow, Goddess of the Moon (Intermediate Deity, CG)
Vandria Gilmadrith, Goddess of War (Intermediate Deity, LN)

The Dwarven Pantheon
Moradin, God of the Dwarves (Greater Deity, LG)
Hanseath, God of War (Lesser Deity, CN)
Laduguer, God of the Duergar (Intermediate, LE)
Mya, Goddess of Wisdom (Greater Deity, NG)
Roknar, God of Greed (Lesser Deity, NE)
Tharmekhûl, God of the Forge (Demigod, N)
Thautam, God of Magic (Intermediate Deity, N)
Valkauna, God of Oaths (Intermediate Deity, LN)

The Halfling Pantheon
Yondalla, Goddess of Halflings (Greater Deity, LG)
Dallah Thaun, Goddess of Secrets (Intermediate Deity, CN)
Arvoreen, God of War (Intermediate Deity, LG)
Brandobaris, God of Stealth (Lesser Deity, N)
Cyrollalee, Goddess of Trust (Intermediate Deity, LG)
Sheela Peryroyl, Goddess of Nature (Intermediate Deity, N)
Urogalan, God of the Earth (Demigod, LN)

DEITY DESCRIPTIONS

ALILIAL (LESSER DEITY)
(top)
Midwife to the Gods, Childbringer, The Divine Doula, The Mother’s Mother
Symbol: A fetus in utero
Home Plane: Concordant Domains of the Outlands
Alignment: Neutral
Portfolio: Birth, midwives, children, mothers, destiny of the young
Worshippers: Midwives, mothers, commoners
Cleric Alignments: LN, CN, NG, NE, N
Domains: Knowledge, Protection, Body
Favored Weapon: Dagger

Alilial (uh-lil-ee-ahl) is the deity of childbirth, midwifery, and motherhood. She considers all mothers, regardless of race, alignment, and religion to be under her protection. She is not a violent deity by any means, but becomes very angry with those that would endanger, assault, or kill a pregnant female. It is said that Alilial can see the destiny of every child while they are in the womb, and sometimes she imparts this knowledge to the mother through a series of vivid dreams and intuitions. Despite her duties as midwife, she is also aware that sometimes a child was not meant to be brought into this world, and as such is sometimes called upon to help during an abortion.
As a midwife to all the races, the actual appearance of Alilial is hard to specify. To those blessed by her appearance, Alilial appears as an elderly, earthy crone of the same race as the viewer, dressed in plain, practical clothing. Her eyes are deep pools of blackness, filled with stars, and whorls of light, like galaxies.
Clergy: Clerics of Alilial are almost always women and are respected and honored throughout all lands. They are called on to help with the delivery of children and provide assistance for a short while after the child is born. (Those that harm a cleric of Alilial are sometimes cursed so that they many never produce progeny themselves.) They are earthly, practical people that do not suffer fools well.
In addition to their duties as midwives, clerics of Alilial teach sexual knowledge, the secrets of birth control, and parenting skills to those in need. Depending on the community, this activity may be woven into the fabric of society or shunned as blasphemous meddling.
Clerics of Alilial pray for spells at sunrise, the time of new beginnings. They heed few holidays, usually those that focus on the birthday of some famous king, saint, or even deity. Her clerics sometimes multiclass as sorcerers, wizards, or bards. Alilial’s colors are brown, tan, and the color of blood.
History/Relationships: It is said that Alilial was at the birth of the first deities, using her skills and precise touch to help them come into existence. Unable to create life on her own, Alilial learned how to assist in bringing life from beyond into this world. Although considered something of a minor goddess, almost all deities respect her, knowing that it was she that helped bring them into existence. She has assisted in the ‘births’ of all manner of deities.
Dogma: Birth is the first part in a long, event-filled life. Mothers are sacred, as are the fathers who protect their families from harm. It is the duty of the community to protect and provide for mothers, for children are the lifeblood of the people – they are the most precious things of all. Aid should be given to a pregnant female, regardless of her race, her creed, or her status.


BAHAMUT (LESSER DEITY) (top)
The Platinum Dragon, King of the Good Dragons, Master of the North Wind
Symbol: Star above a milky nebula
Home Plane: Seven Mounting Heavens of Celestia
Alignment: Lawful Good
Portfolio: Good dragons, wind
Worshippers: Good dragons, anyone seeking protection from evil dragons
Cleric Alignments: LG, NG
Domains: Air, Good, Luck, Protection
Herald: Old or older gold dragon
Allies: Hound archons, trumpet archons, planetars
Favored Weapon: Claw

Bahamut (bah-hahm-ut) is revered in many locales. Though all good dragons pay homage to Bahamut, gold, silver, and brass dragons hold him in particularly high regard. Other dragons, even evil ones (except perhaps his archrival Tiamat), respect Bahamut for his wisdom and power.
In his natural form, Bahamut is a long, sinuous dragon covered in silver-white scales that sparkle and gleam even in the dimmest light. Bahamut’s catlike eyes are deep blue, as azure as a midsummer sky, some say. Others insist that Bahamut’s eyes are a frosty indigo, like the heart of a glacier. Perhaps the two accounts merely reflect the Platinum Dragon’s shifting moods.
Clergy: Bahamut has few clerics and even fewer temples. He accepts only good clerics. Clerics of Bahamut, be they dragons, half-dragons, or other beings attracted to Bahamut’s philosophy, strive to take constant, but subtle action on behalf of good, intervening whenever they are needed but doing as little harm in the process as possible. Many gold, silver, and brass dragons maintain simple shrines to Bahamut in their lairs, usually nothing more elaborate than Bahamut’s symbol scribed on a wall.
Bahamut’s clerics pray for their spells at dawn and observe few holidays. Bahamut’s clerics seldom multiclass, but when they do, they multiclass as paladins. His colors are silver and white.
Dogma: Bahamut is stern and very disapproving of evil. He brooks no excuses for evil acts. In spite of this, he is among the most compassionate beings in the multiverse. He has limitless empathy for the downtrodden, the dispossessed, and the helpless. He urges his followers to promote the cause of good, but prefers to let beings fight their own battles when they can. To Bahamut, it is better to offer information, healing, or a (temporary) safe refuge rather than to take other’s burdens upon oneself.
Bahamut is served by seven great gold wyrms that often accompany him or one of his avatars.


ETHUINË (LESSER DEITY) (top)
The Comforter, The Grey Maiden
Symbol: A willow tree against a full moon
Home Plane: Olympian Glades of Arborea
Alignment: Neutral Good
Portfolio: Rest, peace, night, sorrow, music
Worshippers: Bards, commoners, half-elves
Cleric Alignments: LG, NG, CG
Domains: Protection, Good, Healing, Rest
Herald: NG female celestial half-elf Clr 15/Brd 5.
Allies: Movanic deva, trumpet archon, planetar
Favored Weapon: “Crescent” (scimitar)

Ethuinë (air-thoo-ee-neh) is the sleepy goddess of rest and healing. She exudes an aura of calm that puts most other deities around her at peace. Ethuinë generally keeps out of the affairs of the other deities, preferring to spend her time sleeping or watching over her followers in the mortal realm.
Whenever she does make her presence known, Ethuinë appears much as she did when she was mortal – a beautiful, dark-haired, half-elven girl in a hooded robe of grey.
Clergy: The church of Ethuinë is a loosely organized one. Temples to Ethuinë can be found in most major cities, beautiful marble structures surrounded by willow trees that provide sanctuary to any who seek it. Her clerics wear hooded robes of ash gray, and spend their time working to ease pain and suffering in the world. Ethuinë’s clergy, though passive, is possessed of a quiet grace and determination that sets them apart from the passionate clerics of other gods.
Ethuinë’s clerics pray for their spells at dusk or in moonlight. Winterfest and full moons are considered holy days, and are celebrated by evenings of music and dance which all are welcome to attend. Ethuinë’s clerics often multiclass as healers or bards. Her colors are grey and midnight.
History/Relationships: Ethuinë is a young deity, having only ascended to godhood less than a hundred years ago. Ethuinë was a half-elven girl caught in the middle of the Sin War. After losing both her parents in the war, she dedicated the rest of her life to visiting and healing the wounded and sick. Her uncanny ability to ease even the most pain-wracked injuries made her famous among the soldiers, among whom she became known as the Grey Maiden, for the color of the robes she wore. Near the end of the war, Ethuinë stood her ground against a balor general intent on killing a child in her charge. She was brutally murdered and defiled. At this atrocity, a solar descended from the heavens in a sudden burst of light, destroying the balor and carrying Ethuinë’s broken body away to be deified.
Ethuinë rarely interacts with the other deities. One notable exception is Sol, the god of light who originally deified her.
Dogma: Rest doesn’t solve all problems, but it makes them more tolerable. Relief and comfort should be given to the suffering and those who labor in body and spirit. Sometimes a moment of quiet and peace amidst the strife of life is all someone needs.


KARTH (INTERMEDIATE DEITY) (top)
The Destroyer, The Black
Symbol: A broken black disc
Home Plane: Infernal Battlefields of Acheron
Alignment: Lawful Evil
Portfolio: Cruelty, corruption, manipulation, betrayal
Worshippers: Sorcerers, blackguards, devils
Cleric Alignments: LN, LE, NE
Domains: Evil, Destruction, Corruption
Herald: LE male human Sor 15/Asn 5.
Allies: Haraknin, erinyes, pit fiend
Favored Weapon: Morningstar

Karth (karth) is the god of cruelty, meticulous destruction, and corruption. He enjoys gaining the trust of others, before corrupting them and utterly destroying them emotionally and psychologically.
Karth appears as a tall, attractive, gaunt human with a slightly devilish appearance, his sinister eyes hollows in his pale face.
Clergy: Karth’s clerics keep in touch but rarely work together, preferring their own company. Temples to Karth are nonexistent, but shrines of black marble are common. His clerics are scheming and diabolical, playing with and using others for amusement. They enjoy choosing a target and slowly picking him apart, dream by dream, hope by hope, until he collapses in a heap of shattered sanity.
Karth’s clerics receive their spells at dusk, the end of the day. They observe no holy days and often multiclass as sorcerers, wizards, or bards. Karth’s colors are black and gray.
History/Relationships: While not abhorred like his brother Liafal, Karth is largely distrusted among the gods. Most evil gods are wary enough not to associate with him.
Dogma: Destroying people is a lot like destroying buildings. The physics are the same, at least. When destroying a person you must survey the psychoscape, find the main support, and take it out. The method is up to you, but once the weak point is established, it shines - that one thing you can say to any particular person that you know will hit them hard. Don't stop with the offhanded comment, push forward with action, chip, chip away at their bonds to sanity. People crumble much in the same way an old village inn falls when it gets demolished. The explosions start somewhere around the knees, and in slow motion, the person gets knocked askew, twisting into a pile of broken promises and shattered confidence. Look close, you can see the pain split their faces as the entirety of their frame atomizes into a pile of choking dust, arms flailing, the air carrying a resonating thud as they hit the ground.


LIAFAL (INTERMEDIATE DEITY) (top)
The Tormentor, The Frenzied One
Symbol: A bloodied blade
Home Plane: Windswept Depths of Pandemonium
Alignment: Chaotic Evil
Portfolio: Pain, malice, anguish, carnage
Worshippers: Barbarians, assassins, demons
Cleric Alignments: CN, NE, CE
Domains: Evil, Destruction, Madness, Pain
Herald: CE male human Bbn 10/Rog 10.
Allies: Maurezhi, glabrezu, myrmyxicus
Favored Weapon: Shortsword

Liafal (lie-uh-fuhl) is the god of pain, mayhem and wanton destruction. He is said to enjoy pain so much that he flays himself alive.
Liafal appears as a black-haired, grinning human with slightly demonic features, his eyes burning pits of insanity.
Clergy: Liafal’s clerics are often loners, with little or no organization at all. Temples to Liafal are banned in all but the most evil cities, where they are huge stone buildings often stained in blood. His clerics are often borderline psychopaths who spreading pain and carnage wherever they go, delighting in the chaos they cause. Random human sacrifices are also made where the victim is tortured, defiled, then left to watch their wounds fester and bleed until death.
Liafal’s clerics receive their spells at sunset, the dying of the light. They observe no holy days and often multiclass as barbarians, rogues, or fighters. His colors are black and crimson.
History/Relationships: Liafal has no allies among the gods. Even other evil deities shun Liafal. Many good deities and a few neutral ones are openly hostile towards him, especially since he raped the Goddess of Freedom. He has no particular feelings unique to any of the other deities – he would willingly slaughter them all if he had a chance. The only deity who willingly approaches him is his brother, Karth. He has a son from his unholy union with the Goddess of Freedom – the now-mortal Tneme, once the God of Enslavement, who cast off his godhood to free himself from the chains inside his body.
Dogma: Pain is sacred and should be revered. It is far better to scar, torment and defile a person and leave them alive than to kill them outright.

Skills and Feats

Skills

All standard 3.5 skills are in, as are any skills from other sources (except feats dealing with psionics; psionics does not exist in this world). There are no exclusive skills in this game. If you do not have a skill in-class, then it is cross-class.

Feats

Any feat from any source allowed, excluding feats affecting psionics.

Races and Classes


Races


All standard races allowed, and any humanoid race with a +0 level adjustment might get approved subject to DM approval. Rules changes and race information is as follows:

  • Humans remain unchanged.
  • Elves sleep rather than going into a trance (however, they only need to sleep for 4 hours, and this trait does not affect their immunity to magic sleep effects). Elves in Eô come primarily in three types: high elves, wood elves and dark elves. High elves are the most cosmopolitan, and use all the statistics for normal elves. Wood elves live in forests and have the same statistics as high elves except as follows: +2 Str and -2 Int in addition to the high elf ability changes, favored class changes to ranger. Dark elves mostly live in the Underdark, and resemble high elves except as follows: +2 Int and -2 Wis in addition to the high elf ability changes, darkvision out to 60 ft. in replacement of low-light vision, proficiency with the hand crossbow, rapier and short sword in replacement of the high elf's weapon proficiencies, Undercommon as an additional automatic language.
  • Dwarves may or may not have an Irish accent. Most dwarves in Eô can be found in mountaineous regions, though Dwarven villages outside of caves do exist.
  • Halflings are not allowed to be hobbits. Halfings in Eô are very urban creatures, although they also show some predisposition towards travel.
  • Gnomes are very rare in where most of the campaign takes place, and a commoner could live his whole life out without ever seeing one.
  • Half-Elves receive +2 to Listen, Search and Spot (rather than +1). They can be found wherever there are humans and elves.
  • Half-Orcs remain unchanged.
  • Katta are a new race, native to the southlands and rare among the cities. Statistics for the katta can be found here.


Classes

Base classes: All base classes from the Player's Handbook are allowed, in addition to a few others. Psionic classes do not exist in Eô. If you would like minor alterations made to a class (for example, adding Cure Light Wounds to the Ranger's first level spell list), consult the DM with lots of faith that it will probably be okay. Rules changes and class roles in the world are as follows:

  • Barbarians remain unchanged. Barbarians in Eô hail from either the frigid Northlands, because one character class always hails from the frigid Northlands. The Northlands in this case usually refer to the mountains of Sarcha, but barbarians can just as easily hail from the wastelands to the south. Simply put, they aren't native to where most of the campaign takes place.
  • Bards remain unchanged. Bards in Eô often study in one of the several bardic colleges scattered throughout the lands (such as the Fochlucan college in the southeast).
  • Clerics remain unchanged. See the section on Gods to see what deities you can pick in Eô.
  • Druids remain unchanged. Druids can be found in any forest, and sometimes in the mountains. Some of the most powerful druids are cloistered in the deep forests of the east.
  • Fighters remain unchanged. Fighters can be found virtually anywhere on Eô, and range from battle-hardened soldiers to cold-hearted mercenaries to - well - anyone who can fight.
  • Healers are a new class, and are described on this page. Healers differ from clerics primarily in that they are less religion-based and lack offensive spells entirely, but they are unparalleled in their curative ability. Healers in Eô can be found in most major cities, working independently of temples. An exception is the clerics of Ethuinë, the goddess of sleep, whose clerics often multiclass freely as healers.
  • Monks are no longer restriced to a lawful alignment. Monks in Eô may or may not belong to a monastic order - more often than not, they are simply warriors specializing in unarmed combat and the refinement of their own bodies.
  • Ninja do not exist in Eô, or so they would have you believe.
  • Paladins are no longer restricted to being Lawful Good; they are only required to be within one step of their deity's alignment (if they have a deity: most do). Evil paladins are blackguards for all intents and purposes, and will have certain class features adjusted (lay on hands inflicting rather than curing damage, for example). Paladins in Eô usually (but not always) belong to a knightly order, more often than not associated with the church of some religion.
  • Rangers remain unchanged. Rangers in Eô usually hail from the elven lands to the east, or from the forests south of Rydalia. Several ranger orders exist, one of the most notable being the Silent Watch of the eastern forests.
  • Rogues remain unchanged. Thieves' Guilds are rampant throughout Eô, and there is a branch in almost every settlement larger than a village - you just have to know how to find it. Non-thieving rogues can find other related organizations such as the Shadowsong, or work independently.
  • Sorcerers remain unchanged. Sorcerers in Eô are rare, and most societies have no place for them, drawing them to the path of adventure.
  • Wizards remain unchanged. Wizards in Eô are uncommon but not as rare as sorcerers. A few mage orders do exist, but only in the larger cities.
Prestige Classes: Subject to DM discretion. A few campaign-specific prestige classes do exist, such as the dragon knight.