backstories/personalities i’m slowly imagining for my various Tavs and Durges:
Yevenna: Acolyte background, Way of Open Fist Monk. Half-drow. Romancing Gale - she thinks he’s cute when he’s infodumping. Tries to find balanced options, talk her way through things before resorting to a fight. I imagine that her acolyte background came from being raised as an orphan by a monastery (not sure which god I feel is appropriate yet). Given her racial background, she assumes that her parents were stuck between a rock and a hard place and opted to leave her somewhere she would be safe. She doesn’t harbor resentment - she likes being a monk, it suits her. Leans neutral good, at times flirting with true neutral depending on how you look at it. Initially let Lae’zel kill her (which, don’t do this if you want to keep Lae’zel in your party, so I reloaded). Just got to the Githyanki Crèche.
Dahmira: The Dark Urge, “Seldarine Drow”, Oath of Vengeance Paladin. Dumb as a rock, relates a lot to Minsc, trying her best to resist her urges. Loves animals. Romanced Astarion because she thinks she can fix him. Their dynamic is the epitome of the meme “He asked for no pickles”. Did not realize Gale thought they were dating until she had to break up with him. Broke her oath by agreeing to let Gortash be their temporary ally, she’s still dealing with how she feels about that. Started praying to Selune after her bestie Shadowheart’s rejection of Shar. Was not impressed by the Emperor’s Rizz, but was impressed by Halsin’s earnestness. Currently looking into the Hag situation in Baldur’s Gate.
Dirge: my second Dark Urge, I was not being creative with the name. I figure they had to name themself, after all, what with the amnesia. Half wood elf gloomstalker ranger. Romancing Shadowheart. Also loves animals. Generally the “strong and silent” type. Friendzoned Gale immediately. Sometimes gives in to their urges, but refuses to kill Isobel or Shadowheart because they’re a simp for cute clerics. Supports their girlfriend 100% and was a little surprised she rejected Shar, but not mad about it. Just got to the city. Not sure if they’re going to give into Bhaal or not.
Bardker: This is my friend @sleipnir-in-disguise but as a College of Swords bard. We went for the urchin background when building because solidarity with the Tiefling kids. Romacing Karlach (and Laezel for a bit). Just escaped the crèche and heading to the shadowlands. We’re just trying to choose the most chaotic and horny options we can while being good.
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Countries
Here is a quick summary of the countries in Stravonisi. These are mainly ~generalizations~ and of course there’s exceptions and more details to go with all of this, but it gives a quick vibe i hope! v long under the cut.
Country Name: Adrias
Climate/Geography: Typically warm and sunny, with good winds and fair weather. Mostly Coastal sands, flat, some grasslands and hills further in and northward.
Unique Features: Sparkling golden coasts and strong trade have made a varied people
Local Species: Dragonborn, Human, Elf, Gnome locals. All sorts visit.
Common Language: Common, Elvish, Draconic, Gnomish
Gods Worshiped: Dawnflower Sarenrae (Light), Baldur (Law), Keaton(Luck & Trickery), Cravalhe(Oceans), Clavicus Vile(City)
Culture Highlights: Think tourist hotspot - economically driven & ambitious, vivid and eclectic in its people and culture. Bright and colorful.
Country Name: Aldinnjord
Climate/Geography: Cold, blistering icy mountains and hills thick with snow and rocky forests.
Unique Features: Hosting the oldests civilizations of Stravonisi within its strong walled cities. Known also for their expert blacksmiths and their mercenaries.
Local Species: Dwarves, Firbolgs, Goliaths, Aasamir
Common Language: Dwarvish, Giant
Gods Worshiped: Zenithar(Forge & Hearth), Kite Troy(Protection), The Three Brothers(War)
Culture Highlights: The people here reflect the environment- cold, sturdy, and unyielding.
Country Name: Atlas Woods
Climate/Geography: Rich woodlands with varied growth, black soil and strong weather.
Unique Features: Location of the Moth Temples with a grounded portal to the Feywild
Local Species: Elves, Gnomes, Halflings, Genasi, Tiefling, Fae
Common Language: Halfling, Elvish, Infernal
Gods Worshiped: Hermit God Oketra(Solidarity), Sehanine(Magic), The Traveler(Passage)
Culture Highlights: A withdrawn place where the veil is thin. Focused on the Arcana and the Planes of Existence, the people are quiet and studious.
Country Name: Galewinn Highlands
Climate/Geography: Rocky mountain range where it is always storming and briney.
Unique Features: Betgse the Storm King flies overhead, causing the unique weather patterns they’re known for. A Moth Temple remains on Ozeus Island
Local Species: Tritons, Kenku, Humans. (Halflings in the Ozeus Island)
Common Language: Common, Primordial. (Halfling in the Ozeus Island)
Gods Worshiped: Begtse the Storm King(Tempest), Crevalhe(Oceans), The Raven Queen(Death)
Culture Highlights: Eccentric and Unique people with deeply religious roots.
Country Name: Kochal Wilds
Climate/Geography: Harsh rockland valleys & foothills, with rough weather and poor growth.
Unique Features: the Howling Wilds inhospitable geography has left it “undomesticated”
Local Species: Aarakocra, Tabaxi, Orc, Goblin, Shifters, Humans
Common Language: Common, Orcish, Goblin
Gods Worshiped: The Three Goddesses(Power, Wisdom, Courage), The Usurper King(Twilight), The Traveler(Voyage)
Culture Highlights: Transient and nomadic. Mainly caravans and wandering tribes.
Country Name: Loswean
Climate/Geography: Rolling hills and plains, fertile soil, and temperate weather.
Unique Features: Surrounded by extreme people & lands, they are a bastion of normalcy.
Local Species: Halflings, Lizardfolk, Humans, Half-Elves
Common Language: Common, Draconic, Elvish, Halfling.
Gods Worshiped: Bumi Devi(Fertility), Frigg(Union), Wildmother(Nature), Kite Troy(Protection), Iosefka(Life)
Culture Highlights: A safe, more conservative and gentle folk, homey and agricultural.
Country Name: Odria of the Empire
Climate/Geography: Coastal and grassland, bisected by the Great Odris River
Unique Features: Rich in ancient gold and magic. The great Spiral Cities are the final remains of what was once an empire spanning Eastern Stravonisi
Local Species: Elves, Half-elves, Yuan-ti Purebloods
Common Language: Elvish, Abyssal, Common
Gods Worshiped: Dawnflower Sarenrae(Light), Sehanine(Magic), Baldur(Order), Clavicus Vile(City)
Culture Highlights: Elite, proud, and exclusive. They deeply value the past and honing skills.
Country Name: Odroth Tides
Climate/Geography: Rough, rocky sands and coasts. Numerous craters scar Fallray Bay
Unique Features: The Bay of Fallray sits in ruin, but wild with magic.
Local Species: Grung, Tortles, Tieflings, Humans, Changelings
Common Language: Common, Infernal
Gods Worshiped: The Raven Queen(Death), Iosefka(Life), Sehanine(Magic)
Culture Highlights: You either live a volatile short life, or a tragically long one. Either way it is spent harvesting and selling the crystals saturated with wild magic exclusive to here.
Country Name: Raijan
Climate/Geography: Dry dirt and minerals. Sandwiched between the salty Crine rivermouth and the rocky foothills of the Kochal Wilds
Unique Features: While scarce in living resources, the land is rich in minerals and gems.
Local Species: Kenku, Aarakocra, Half-orcs, humans, dwarves
Common Language: Common, Orcish, Dwarvish
Gods Worshiped: Zenithar(Forge & Hearth), Keaton(Luck & Trickery), Bumi Devi(Fertility)
Culture Highlights: A little lawless and gritty. I’m not saying they're cowboys but I'm not, Not saying it.
Country Name: Red Ebrait
Climate/Geography: Strange Forests that grow unnaturally dense and tall.
Unique Features: The forest behaves more like a deep sea than woodlands, and it sometimes feels like the trees and paths have a mind of their own.
Local Species: Shifters, Elves, Half-elves, Humans
Common Language: Common, Elvish
Gods Worshiped: The Moon Scented Hunter(Blood), The Slumbering God(Dreams)
Culture Highlights: Their homes are built into the roots and branches of trees. Dreamy and quiet, but sharp eyes and minds make them exceptional hunters.
Country Name: Tsujou Isles
Climate/Geography: Archipelagos spanning most the length of Stravonisi. Ranging from cold mountains, temperate fields, and warm beaches.
Unique Features: Ancient and Giant peoples span the islands whose pride is a rumored blessing from the Wildmother that flowers are always in bloom.
Local Species: Locathah, Loxodon, Giants, Firbolg, Aasamir
Common Language: Sylvan, Celestial
Gods Worshiped: Wildmother(Nature), Pucket(Art), Frigg(Union)
Culture Highlights: Peaceful people who love the arts, they see everything as an act of self-expression and creativity. Value feelings and communication.
Country Name: Ushar Coast and Burrows
Climate/Geography: A grand coastal city opens up to a vast subterranean country.
Unique Features: Deep within the lowest levels is the home of The Slumbering God
Local Species: Drow, Geth, Duergar, Illithid, Kalashtar
Common Language: Undercommon, Deep Speech
Gods Worshiped: The Slumbering God(Dreams), Vecna(Darkness), Clavicus Vile(City)
Culture Highlights: A strict caste system & ruthless people are still rich in wonder. They greatly value magic and beauty.
Country Name: Usnein
Climate/Geography: Craggy black cliffs and rich soils, scattered between glass-like rocks
Unique Features: There is a large obsidian crater in the south known as Bahomet’s Egg
Local Species: Dragonborns, Lizardfolk, Elves, Humans
Common Language: Undercommon, Common, Draconic, Elvish
Gods Worshiped: Bahomet(Dragons), The Three Goddesses(Courage, Power, Wisdom), Crevalhe(Ocean)
Culture Highlights: Religious Dragonborns come here for pilgrimage, fitting into a formal and somber atmosphere and a pious lifestyle.
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its probably because some people actually get annoyed that "these races are supposed to be rare, so it doesnt make sense to have a party full of them!" and tieflings are the most common example of that because of how people are drawn to their natural story elements (i think drow are subject to this as well). 9 times out of 10 the campaign is gonna boil down to "murder hobo disasters", why not do that with a little flair?
I mean I’ve definitely seen complaints about people playing rare races, and that you shouldn’t play a rare race if you don’t have a really really good reason. But like… having a party full of tieflings is not actually that weird, since tieflings tend to cluster together in groups and communities anyway. Tieflings often look for other tieflings, and will move to big cities cuz they heard there was a tiefling community there. Same goes for a lot of other minority races. They tend to have a certain kind of solidarity with each other and seek that out. It’s straight from the book lol.
Also idk if I agree with you about 90% of campaigns boiling down to murder hobo distastes. It depends on the players. Like I can see that happening if the players just like to mess around, but a lot of groups have more respect for the DM’s story and want to take it more seriously, and are not at all prone to becoming murder hobos. :’)
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