Explore Malovia

Purpose
The purpose of this campaign is to have a grand time exploring a new continent together. Your characters live and grew up somewhere in the ADIGASH Multiverse. For information about the ADIGASH universe the wiki might help you (though many details have not been input) for most questions go a head and ask me.

About Malovia
Malovia is a rough place when compared to the Northern continent of Ordinia. There are no empires. The largest claims to land come from cities staking out the arable land nearby. Most organizations are spread thin just protecting their local interests. This does not mean there disparate organizations are not jockeying for power, the scale is just smaller. Your face will be less recognizable as you travel from town to town as there is not nation level news. Malovia is rich with natural resources but such treasure is protect by rough wilderness and competing interests. The most sought after being the rare metal Kyrelium, it’s time bending properties have a variety of uses the most notable one is to accelerate the growth of crops.

For your character
Your character can be native to the continent of Malovia or not, it does not matter. If you choose to be a Malovian native you must be one of the following races, Aarakocra, Grung, Aasimar, Duragar, Kenku, Changling. (Listed from most common to least common). The Kenku and Changlings were hunted to near extinction and are rarely seen. If you choose to play a Duragar, talk to me as we will need to weave your backstory into why you left your people (they are a secretive/isolated group). The aasimar were work slightly different than standard DnD lore, our aasimar were created by Barachiel using the Life Bringer’s Diadem and serve as their champion. The Aarakocra were also created by Barachiel and densely populate Vod Zorux. The grung for the most part do live in a caste system however there are multiple groups of grung accoss Malovia that interpret their colors differently. If you want to be a grung talk to me about options. (Also, think about a way your character will be able to stay wet). If you are a non-native race that is 100% cool you may play anything that exists in the ADIGASH universe (basically anything published in WoC official content except for gold dragon born). You will need a backstory reason for why you are leaving your home, are you running from something, an accident happened you don’t want to be blamed for, you enjoy new scenery, etc. Refer to the next section for specfics on why you are in Malovia.

You will start at lv 3 with a bonus feat using point buy for your stats. You will be joining the rest of the adventuring party in Vod Zorux at the Waxed Wings Adventuring Guildhall. The Waxed wings adventuring guild is a well known organization that allows anyone to put in a contract with the guild, the guild will coordinate gathering a party to tackle the task and take a small cut of the reward. You are not the only adventuring party to work for the Waxed Wings. For your backstory think about why you are joining the Waxed Wings. What did you do before looking for work in Vod Zorux? If you not native to Malovia, you likely charted a ship from a yard in Yottingham to get to Malovia. Did you have a contact there? How’d you know about Malovia?

Mechanical Changes
Flanking: We will be using flanking but instead of giving advantage you may add your proficiency to your attack roll. (Stacks with weapon proficiency).

Critical Rolls: Critical successes only apply to attack rolls. There are no critical failures. (Passing a DC on an ability check by more or failing by more still may have varying outcomes)

The Aaisimar race: Resistance to either radiant or necrotic damage not both.

Spell components: Consumable components must be tracked. None consumables can be substituted with component bag or spell focus. (gp costing items that are not consumed may be assumed to have on hand. Like the pearl to cast identify.) You can not sell or transfer components.

Encumbrance: We won't be tracking it unless you try to build a siege tower out of rusty daggers. Session absence: If you are gone from a session but play still happens your character will simply follow the group stay out of trouble. Upon your return it will be as if you didn't miss anything

Long distance flight: Uses forced march rules after 2 hours.

Resurrection: We will be using the critical role resurrection rules shown here.

THE FADING SPIRIT – ALTERNATIVE RESURRECTION RULES
Character death can often prove to become a minor inconvenience in some campaigns once the adventuring party reaches a certain level, with spells being available to return fallen comrades from the afterlife with temporary setbacks, robbing a small element of danger, and threat to future conflicts and challenges within the story. If you wish to elevate the gravity of character death, you can introduce this optional rule.

If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.

For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.

After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1.

Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost.

Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the True Resurrection or Wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual.

If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.

I’m happy to answer any questions about places, people, relationships etc. of creatures in the world!