Prince of a Thousand Faces (Campaign Seed)

From D&D Wiki

Jump to: navigation, search

Everything is as it should be in the world of Vasel, until one day, the over deity, known only as "The Cheese," who holds all of reality together and makes sure everything runs the way it should, decides that he is tired of all the monotony that accompanies holding the multiverse together. He declares that he will no longer preform this task. As he leaves, reality begins to fall apart. A legend has it that he who controls the name controls reality. However, no one person or object in the multiverse knows all of it. It is up to you to undertake the monumental task of gathering the pieces of The Cheese's true name and get him to restore order. The Prince of a Thousand Faces is a great Campaign Setting for those with broad imaginations. With the Very fabric of reality tearing at the seams, Anything is possible!

History of Vasel[edit]

The history of Vasel is broken up into two main periods: The Syph and The Cheese.

The Syph[edit]

Eons ago, all of the planes were all connecting and were at war. One day, a being arose called Syph. Syph was an extremely powerful Solar, who was able to preform exceptional epic feats without effort. In time, Syph gathered an army and was able to bring down the evil forces that threatened the fabric of reality. Syph drew power from her felled enemies and managed to separate the planes and force them all into some kind of a material state in order to make it much more difficult to connect them. This came to be known as the multiverse. As time went on, the multiverse was in peace, and Syph gained more and more power. She created nine deities to oversee and handle the petty annoyances such as prayers. Soon, Syph felt that she was gaining far too much power for any one being so she created a entity and gave it a name so long that it would seem impossible to decipher, so for simplicities sake, she called it The Cheese. She gave him the sole duty to hold together the very fabric of the multiverse, to make sure that planes don't cross, that the very atoms react the way they're suppose to. She gave him no free will so that he could not assert that power for dark purposes, and scattered pieces of his name all over the multiverse so that no one else could either. Syph then locked herself into a relatively empty plane and destroyed it with her inside it.

The Cheese[edit]

At the beginning of this age, an oracle appeared that gave a prophecy that stated "He who controls the name controls reality." He predicted that one day, when the very fabric of reality was being torn a sunder, a group of heroes would arise and collect all of the "pieces" of the puzzle. After many years of the Cheese observing the sentient races, he became jealous of their freedom, and so he abandons his duty. this is where your story begins.

Races[edit]

Half-Elves, instead of being the lovable half-breeds that an elf one-ups in every way, are instead an vengeful few who have been brutally outcast from every society. This view of Half-Elves provides a good campaign set for a party of Half-Elves.

Halflings of Vasel live in the Desert and prefer deeper desert the best.

The Crysalis province is the central province of the large continent of Vasel. Main trading province. Home to humans, although all races can be found here.

Cities[edit]

Tonan

Haven for adventurers. Any good or service can be found here, for the right price. The merchants rule in guilds here. The Children of Tonan (followers of The Father) offer healing. The Smith's Guild offers weapons and armor. The Mage's Guild offers scrolls, spells, and magic items. The Brewer's Guild offers potions and ale. The Fighter's Guild offers body guarding, retrieval, or any service you could think to use a fighter for.

Fourwinds

The place where the four winds of Vasel intersect. There is always a storm brewing or raging. The sun is rarely ever seen. A hive of scum and villainy. Haven for criminals. Home to the Thieves' and Assassin's Guilds

Tellal Oasis

First and last source of water for miles. Famous for its camel breeding experts. Here is one of the few places in all of Vasel that sells large and "Everlasting" waterskins.

Carsau Oasis

The furthest Halfling society into the Crysalis province. Famous for its trap making expertise.

Gelmiel Oasis

Most southern city in the Crysalis Province. The main road to the Simultary province runs through here. Largest halfing society in the Crysalis province. A halfling's passion for shiny objects makes this town an epicenter for jewel trade.

Krot

Home to the orcish and Half-orcish barbarian tribe in Crysalis. The Eastern-most settlement in Crysalis, the main road to the Pherisol province runs through here.

Krelton

Set deep in the mountains, Kreltin is a large mining and forge city. Most of Crysalis' masterwork equipment is made here. Mainly Dwarves live here. The western-most city and home to several underground routes into the Moratin province.

Drakenwood

A terrible and dark place. Closest location of dark magic to civilization. This city is ruled by four dark lords each dedicated to a "God of Darkness" and each with a legion of undead at their disposal. They are kept at bay by a large magical field surrounding the city , severely burning anyone who have dedicated themselves to the dark arts and their undead.

Elvenshire

This is the closest most elves will get to human society due to their over-sized superiority complex. A resting place of many bards who have come to hear the elven music and poetry. Home to the finest clothing and some rather powerful magic. The most northern settlement, the road to the Kyril province runs through here.

Tonan[edit]

Guildmasters of Tonan:

Smith's Guild

Kerick Goldhammer, Dwarven Ex-Fighter (retired) Lv.24. A stingy old dwarf with white hair and a long beard. Always seen covered in soot. When he speaks in his raspy voice smoke comes forth from his mouth due to all of the smoke he inhales from working within the forge all day. He is irritable but fair. Although never very amiable, he is slow to real anger. He prefers to work alone and does not tolerate even small amounts of incompetence.

Mage's Guild

Mistress Celia Oscill, Elven Wizard Lv. 22. A fairly serious elf whose quest for arcane power cost her her sight. She has a personal Adept assistant to keep her vast library of spell books in good condition. Anytime she learns a new spell, her Adept writes it into her spell book in a magical ink that reads somewhat like braille. She refuses to speak to anyone in anything but Elven (although she knows most languages). She will work magic for just about anyone but barely tolerates anyone but elves. Since she is blind, and cannot judge by appearances, she considers anyone able to speak elven sophisticated enough to have her grace their presence. She wears a long, white robe.

Fighter's Guild

Thok Gortek, Half-orc Fighter Lv. 21. Thok was raised in a relatively civil, now destroyed, half-orc society. On one excursion to a human city for supplies, he noticed how much more intelligent the other races tended to be over half-orcs. He decided to go on a quest for knowledge. Over time, he became a master tactician. He eventually found his way to Tonan and established the Fighter's Guild to gather other fighters in hopes of broadening his tactical spectrum. To fund his guild, Thok hires out his members to anyone who thinks they might need a fighter for whatever noble reason. He is pretty amiable most of the time but becomes deadly serious when it comes time for battle.

Brewer's Guild

Kittle "Tips" Taproot, Halfling Sorcerer Lv. 23. Early in his career, Tips found a passion for brewing potions and ale and an even greater one for drinking them. He is alost always a little drunk and is very friendly. Although, nowadays, he spends most of his time drinking the concoctions rather than making them, he is very charismatic and handles most of the relations between other guilds and their own guild's customers. He has been accused, more than once, of skimming some of the profits for his own gain.

Children of Tonan

High Priest Gabriel Finegal, Human Cleric (Neutral Good; The Father) Lv. 23. A highly religious person, he is rarely seen. He is almost always in the inner sanctum of the temple. The only way to speak with him is through one of the two temple priests stationed outside the archway into the inner sanctum, who will then go speak to Gabriel on your behalf. He is very slow to make any decision because he feels he must pray for clairvoyance on every matter.


Back to Main PageCampaign Seeds

Home of user-generated,
homebrew pages!


Advertisements: