XavierZeherisHarper
Supernova
- Joined
- Oct 17, 2012
- Location
- USA
Lycanthrope Campaign
At the beginning of the world, there were four beings. Gaia, Goddess of Life. Luna, Goddess of Change. Storm, God of the Skies. Wyrm, Eldritch Evil.
Gaia created the creatures of life that walked the earth. Perhaps she was lonely, or it was her solemn duty, none can say for sure. What is certain is that eventually she came to blows with the Wyrm for one reason or another, and that her creatures were able to save her.
Some stories say that the Wyrm desired Gaia, and kidnapped her to be his. Others say that he wanted to destroy her and everything she stood for. It is fact that they are ancient enemies, and at the moment battle through chosen soldiers in a never ceasing war that has lasted millennia.
The Wyrm has created servants of death and darkness to combat Gaia's creatures. Worse, it has subverted many of Gaia's creatures into it's service. And as the years go by, more and more of the supernatural is hidden, and what you don't know _can_ kill you.
However, there remains one last race that is mostly Gaia's, and remembers their ancient duties.
The Garou. Werewolves.
Thirteen tribes of Garou still stand, Guardians of Gaia against her greatest enemy. There are other tribes of shapeshifters that aid them and fight the Wyrm, but the Garou are the most common, and the current leaders of the fight.
Once more the wheel of destiny turns. What guardians shall step up and fight the horrors of darkness? What heroes shall save Gaia in her darkest hour? For evil plots and schemes ceaselessly, while time marches on...
The setting is based on Werewolf: the Apocalypse. The rules are D&D 3.5. Gestalt is there if you want to use it. The starting level is 15.
In addition to the normal character creation process, there is the choice of 'what kind of lycanthrope are you?'. And if you choose werewolf, then an additional choice needs to be made. What tribe are you a part of?
In this campaign, being a werewolf is a +3 level adjustment. Using Unearthed Arcana's Level Adjustment buy-back rule, your starting Effective Character Level is 15.
Werewolf: Shapechanger subtype, 50ft speed in wolf form, +2 natural armor, Bite natural attack for 2d6 in wolf and hybrid forms, Claw natural attack for 1d6 in wolf and hybrid form, Alternate form (Small to Large wolf, largest of the other forms' size for hybrid), Damage Reduction 10/silver, Low-light Vision, Scent, +2 WIS, +14 STR +4 DEX +6 CON while in hybrid or wolf form, Alertness, Run, Track, Weapon Focus (Bite)
The tribes of werewolves also have sub-groups, and are as follows;
Black Furies: These warrior women search for places to guard and artifacts to protect, and are usually clerics or fighters. The Amazons of Diana protect women from men and the Wyrm. The Freebooters search for places of power and ancient artifacts, and are the easiest for men to get along with. The Temple of Artemis are devout followers of Luna. The Black Furies get along with the Bone Gnawers, Gaia's Children, Fianna, Red Talons, Silent Striders, Stargazers, and Wendigo tribes. They have severe issues with the Get of Fenris, Glass Walkers, Shadow Lords, Silver Fangs, and Uktena tribes.
Bone Gnawers: These are the scavengers and survivors of the world, able to live anywhere and sneak through the cities, and are usually rogues. The Rat Finks are snoops, gossips, and spies, going anywhere for information. The Hood are the protecters of the downtrodden, both human and werewolf. They get along with the Black Furies, Gaia's Children, Fianna, Glass Walkers, Silent Striders, Stargazers, and Wendigo tribes. They distrust the Get of Fenris, Red Talons, Shadow Lords, Silver Fangs, and Uktena.
Gaia's Children: These are the peacekeepers and healers of the werewolves and are clerics. They get along with most of the tribes. They have issues with the Get of Fenris, Shadow Lords, and Silver Fangs though.
Fianna:
Get of Fenris:
Glass Walkers:
Red Talons:
Shadow Lords:
Silent Striders: originated from Egypt, but they were defeated and driven away by the vampire Set and his minions. (Set was ancient then, and is even more so now.) Silent Striders are known for their wisdom gained in their travels, and for often seeing what will happen. They were among the few who were against the Impergium, a massacre of humans caused by Garou, and still hold it against all who participated in it. Once a year, almost all the Silent Striders will gather for a Grand Conference. Silent Striders are wary of Black Furies, get along with Bone Gnawers, respect Gaia's Children, like Fianna, like Glass Walkers, dislike Get of Fenris, dislike Red Talons, dislike Shadow Lords, dislike Silver Fangs, think that the Stagazers think too much, think the Uktena have secrets whose price is too high to pay, and respect the Wendigo.
Silver Fangs:
Stargazers:
Uktena:
Wendigo:
At the beginning of the world, there were four beings. Gaia, Goddess of Life. Luna, Goddess of Change. Storm, God of the Skies. Wyrm, Eldritch Evil.
Gaia created the creatures of life that walked the earth. Perhaps she was lonely, or it was her solemn duty, none can say for sure. What is certain is that eventually she came to blows with the Wyrm for one reason or another, and that her creatures were able to save her.
Some stories say that the Wyrm desired Gaia, and kidnapped her to be his. Others say that he wanted to destroy her and everything she stood for. It is fact that they are ancient enemies, and at the moment battle through chosen soldiers in a never ceasing war that has lasted millennia.
The Wyrm has created servants of death and darkness to combat Gaia's creatures. Worse, it has subverted many of Gaia's creatures into it's service. And as the years go by, more and more of the supernatural is hidden, and what you don't know _can_ kill you.
However, there remains one last race that is mostly Gaia's, and remembers their ancient duties.
The Garou. Werewolves.
Thirteen tribes of Garou still stand, Guardians of Gaia against her greatest enemy. There are other tribes of shapeshifters that aid them and fight the Wyrm, but the Garou are the most common, and the current leaders of the fight.
Once more the wheel of destiny turns. What guardians shall step up and fight the horrors of darkness? What heroes shall save Gaia in her darkest hour? For evil plots and schemes ceaselessly, while time marches on...
The setting is based on Werewolf: the Apocalypse. The rules are D&D 3.5. Gestalt is there if you want to use it. The starting level is 15.
In addition to the normal character creation process, there is the choice of 'what kind of lycanthrope are you?'. And if you choose werewolf, then an additional choice needs to be made. What tribe are you a part of?
In this campaign, being a werewolf is a +3 level adjustment. Using Unearthed Arcana's Level Adjustment buy-back rule, your starting Effective Character Level is 15.
Werewolf: Shapechanger subtype, 50ft speed in wolf form, +2 natural armor, Bite natural attack for 2d6 in wolf and hybrid forms, Claw natural attack for 1d6 in wolf and hybrid form, Alternate form (Small to Large wolf, largest of the other forms' size for hybrid), Damage Reduction 10/silver, Low-light Vision, Scent, +2 WIS, +14 STR +4 DEX +6 CON while in hybrid or wolf form, Alertness, Run, Track, Weapon Focus (Bite)
The tribes of werewolves also have sub-groups, and are as follows;
Black Furies: These warrior women search for places to guard and artifacts to protect, and are usually clerics or fighters. The Amazons of Diana protect women from men and the Wyrm. The Freebooters search for places of power and ancient artifacts, and are the easiest for men to get along with. The Temple of Artemis are devout followers of Luna. The Black Furies get along with the Bone Gnawers, Gaia's Children, Fianna, Red Talons, Silent Striders, Stargazers, and Wendigo tribes. They have severe issues with the Get of Fenris, Glass Walkers, Shadow Lords, Silver Fangs, and Uktena tribes.
Bone Gnawers: These are the scavengers and survivors of the world, able to live anywhere and sneak through the cities, and are usually rogues. The Rat Finks are snoops, gossips, and spies, going anywhere for information. The Hood are the protecters of the downtrodden, both human and werewolf. They get along with the Black Furies, Gaia's Children, Fianna, Glass Walkers, Silent Striders, Stargazers, and Wendigo tribes. They distrust the Get of Fenris, Red Talons, Shadow Lords, Silver Fangs, and Uktena.
Gaia's Children: These are the peacekeepers and healers of the werewolves and are clerics. They get along with most of the tribes. They have issues with the Get of Fenris, Shadow Lords, and Silver Fangs though.
Fianna:
Get of Fenris:
Glass Walkers:
Red Talons:
Shadow Lords:
Silent Striders: originated from Egypt, but they were defeated and driven away by the vampire Set and his minions. (Set was ancient then, and is even more so now.) Silent Striders are known for their wisdom gained in their travels, and for often seeing what will happen. They were among the few who were against the Impergium, a massacre of humans caused by Garou, and still hold it against all who participated in it. Once a year, almost all the Silent Striders will gather for a Grand Conference. Silent Striders are wary of Black Furies, get along with Bone Gnawers, respect Gaia's Children, like Fianna, like Glass Walkers, dislike Get of Fenris, dislike Red Talons, dislike Shadow Lords, dislike Silver Fangs, think that the Stagazers think too much, think the Uktena have secrets whose price is too high to pay, and respect the Wendigo.
Silver Fangs:
Stargazers:
Uktena:
Wendigo: