Setting Information.   Posted by GM.Group: 0
 GM, 1 post
Tue 22 Sep 2015
at 05:07
Setting Information
First, a brief history.

At one point, most, if not all of the races found in today's nations lived on the mainland.  There was no overcrowding, kingdoms that spanned farther than the eye could see, but that changed.  It wasn't exactly subtle, but it wasn't the first thing to disrupt order like this, even if it was rare.  People in the countryside and in poorer districts of cities began to grow ill and over the course of a few weeks, began to transform and lose their minds.

It would look like a normal, if vicious, disease first.  Fever, coughing, vomiting and even boils and lesions on the skin.  It didn't stop there, though, and patients rarely died at this point.  They began to lose their sanity and at the same time, their body began to mutate.  Skin hardened, bones moved and even organs rearranged or... dissolved.  Whatever illness was inside those people had decided it didn't like how it's new home had been arranged.

Mutations tended to follow certain trends, but there were some abnormalities.  Skin grew to resemble chitin, strong as armor, and even well-armed warriors fell before the abominations whose own armor was a natural part of it's body.  In what felt like an instant, the disease spread and the mutants that it created began hunting down and either killing or infecting anyone they came across.  Expansive empires, hidden villages, even undead and constructs like the warforged fell.  What became known as the Filth, a fitting word considering how reviled they were, would infect and mutate anything with sentience, including animals and even stranger, baser creatures like slimes, oozes and some vegetation.

What little people were able to discover about the Filth was done as people tried to escape or defend their homes.  The Filth were not, in of themselves, a form of undead, demons or devils or any of the usual adversaries that the world faced.  They were aberrant and it seemed as if the only way to defeat them was through conventional means as they hit a sort of critical mass and even people who had never seen or encountered the Filth before became infected.  That was until those who tried to escape took to the seas.

It was a reasonable idea, trying to find an island.  Any Filth that wanted to come after them would have to walk across the ocean, they did not construct anything and they had been seen sinking into rivers and moats.  However, surreptitiously, those who escaped over the ocean found the key.  A combination of the ocean's depth (and subsequent pressures) as well as the natural salt within somehow kept the Filth at bay.  The armies that had gathered on the mainland could not pursue.  Some waited at the beaches as if guarding the mainland.  Some say that the Filth guard the mainland to this day.  They couldn't follow, but it wasn't a cure.

The Filth had reached a critical mass and somehow were able to infect people over long distances.  Those that settled on islands would still fall prey, but people were ready now and the abominations were nipped in the bud.  The Cleaners were formed, unofficially at the time, to guide the infected to where they could be released from their nightmare.  The process killed the infected, but prevented further infestation and the people of the time agreed that the price was worth the reward.  They passed that on to their children to continue their tradition, at least until they could find a better cure than to cull their own herd.

When the first races arrived at the islands of Bon and Domu, they found that many of their previous enemies had also tried to escape here.  For a long time, there was war between the islanders, but as numbers dwindled and it became harder to maintain their hold against the Filth, clearer minds prevailed and the first villages containing all people, humans, orcs, elves, kobolds, etc., appeared.  These groups were at an advantage over the others who still prefered war.  Those older groups were eventually either assimilated or defeated.  This gave rise to the nation of Bon, the kingdom of Domu and, eventually, the floating island merchants of Huis.

Now, very little is known about the true nature of the Filth (what the people who had to war with them knew).  Rumors persist of what the Filth actually look like, slavering beasts, demons or worse, but the truth is somewhat obscured.  Over time, the citizens would become used to their particular view of the Filth and start to desensitize themselves to the idea of actually having to face them.  The ruling council of the time decided to nip that in the bud and the Cleaners have maintained that virtually all ideas of what the Filth are like have some truth to them.  All that is known is that very little is known of this enemy.

This message was last edited by the GM at 22:21, Thu 24 Sept 2015.

 GM, 2 posts
Tue 22 Sep 2015
at 07:49
Setting Information
More of what you need to know:

This RP is going to take place in the nation of Bon.  Like real-world Hawaii, Bon was originally created by a series of three volcanoes organized in a triangular formation which gave way to five islands each for a total of fifteen close islands.  The three volcanoes make three separate island chains with Hatta on the island of Bon (the one first settled and for whom the nation of Bon was named) has created the largest islands.  The capital exists on the island of Bon with it's two sister cities occupying the other two, Ru and Tam (in order of size).  All of the islands are occupied save for the very smallest whose size doesn't offer enough to make up for travel between it and the larger islands for supplies.

There do exist other islands outside of the Bon or even Domu chains, but despite their large size, they tend to be home to more primal creatures and the possibility of more developed infestation of the Filth.  The Cleaners make plans to survey and investigate these islands for eventual settling, but the process is slow and dangerous, so they remain outside of Bon rule for now.

Bon culture and architecture is vaguely Asian in appearance.  The architecture and fashion bears a resemblance to ancient Chinese, Korean, Vietnamese and Japanese buildings.  The big three cities are so developed that overcrowding has become an issue with buildings covering almost the entirety of the surface of the islands, 24,000 people covering approximately 3,000 square miles on the island of Bon itself, slightly smaller amounts for the other islands down to only a couple hundred square miles for the smaller islands.  Not all of the islands are completely covered and some of the smaller ones are still large enough to host multiple individual villages, mostly farming or fishing villages.

On the main three islands, druids care for the active volcanoes, channeling the lava flows down a particular channel towards a point between the three, decreed and sanctioned by past royal councils in the hopes of unifying all three, making travel easier and providing more space for all of them when the volcanoes go inert.  Volcanic activity on the smaller islands have slowed to the point that it's become of little concern for the inhabitants, although some sanctioned druids to exist there to keep things in check.

The nation of Bon is extremely multicultural with humanity no longer possessing a majority.  None of the three nations, including Domu and Huis, have human majorities, but neither does any race possess a majority there.  Dwarves come closest in Domu where the northern archipelagos resemble their original mountain homes (which they now share with other races like gnomes, warlike races like the orcs and even otherwise ubiquitously evil ones like the drow).  Huis is the most multicultural, though, as they're made up of fleets of individual floating islands almost as large as some of Bon's islands and visit nearly monthly in order to trade Domu and Huis made goods and raw materials with Bon.  The diversity in Bon make races that were previously rare to be almost common with humans coexisting with the nocturnal drow, elves working with orcs and goblins and dragonborn cooperating with kobolds.  Those that do not accept it become outcasts.

That's not to say that prejudice has been eradicated and the original, more numerous races like humans, dwarves and elves seem to occupy a higher caste than other races, especially those that used to be enemies.

Due to the way in which the culture has changed on Bon, the gods and goddesses are recognized by different names (Domu still recognizes them by their old names while Huis recognizes whichever suits them at the time).  In addition, one deity has been added representing a force that has come to be of enough importance to the civilized people as Pelor's sun or Sehanine's moon.  This deity is known as Gahira and represents the ocean, both a protector and unwitting destroyer.

Bhatakaiya:  Avandra

Nobala:  Bahamut

Kalakara:  Corellon

Bildara:  Erathis

Vijarda:  Ioun

Nakarb:  Kord

Jangali:  Melora

Bauna:  Moradin

Surya:  Pelor

Anta:  The Raven Queen

Candrama:  Sehanine

Gahira:  Unaligned.  Goddess of the ocean and nautical storms.  Gahira is the patron of aquatic druids, sailors and fishermen.  Purported to dwell at the bottom of the ocean, too deep for even the aquatic races, Gahira represents the cruel neutrality of the ocean.  It's bounty, it's harsh and often destructive storms as well as it's crucial protection against the Filth.  Her tenants are simple:
 - Respect and fear the ocean and it's depths.  Be thankful for it's protection and the life-giving bounty, but never forget the destruction it can wreak.
 - Remember the Filth and do not trust agents of gods or demon lords, neither would help against the abominations.
 - Cleanse the infected, keep the islands pure of the Filth or any other perversion not native to the World.

This message was last edited by the GM at 23:26, Tue 22 Sept 2015.

 GM, 3 posts
Tue 22 Sep 2015
at 23:55
Setting Information
Information on classes:

For the most part, most classes are relatively unchanged.  Divine classes have changed the most, but those changes (none of the changes) affect the game's mechanic, just their role in society.  A little more quickly, I'll go over how the classes from the 1st player's handbook (for now) have changed or been slightly modified for character background consideration starting with the divine classes.

Divine Classes:  All divine classes have a different view of the gods than in a conventional campaign.  Instead of dedicating themselves to one god, paladins and clerics recognize all gods and try to pay their respects to each one when they can (part of the duties of operating and defending their temples).  Clerics and Paladins do still choose a particular god or goddess to revere above the others, though, and it usually revolves around who mentored them.  If a paladin was taught by an older paladin of Anta, then they are most likely to revere her as well.  However, if they lived in a temple, they may have been taught to pay homage to a particular deity while other paladins or clerics prayed to others so that the temple had all of the gods covered.

Fighter:  Fighters are the least changed of any of the classes, but in The Purge, they tend to put a higher importance on personal honor or pride in their skill.  Whether they're affiliated with the government of Bon or not, practice and experience serves to hone their skills.  Any monetary reward or fame comes second to that.

Ranger:  Rangers have a harder time due to a lack of wilderness aside from the ocean to work in.  There is a great need for their kind in the Cleaners, however, as expeditions to otherwise untamed islands let's them show their full potential and the Cleaners are happy to have them among their ranks.  Rangers are also likely to originate from outlying islands as well, growing up in or near the wilderness there.

Rogue:  Rogues, or people who would identify themselves as such, are fairly common within the the crowded streets of Bon, especially in areas of higher poverty.  Bon architecture and society makes for an environment that is perfectly suited to rogues who work within the city, whether their work is with the city guard, the Cleaners or just for themselves.  More than usual, people (especially youth) resort to the lifestyle of a rogue just so they can survive.

Warlock:  Warlock's are generally distrusted by Bon civilians, but while no one has been able to successfully travel to the Feywild in a long time or even accidentally blunder into the Abyss, their pacts are made.  Star Pact warlocks, however, are almost revered by the city's elite and an official group of Star Pact warlocks have set up in their own compound resembling the wizard's academy, basing themselves on the smaller of the large islands, Tam, and claiming to be able to tell the future.

Warlord:  Warlords are very common within the Bon army and city guard as well as the Cleaners.  Anywhere that a commander is required, they seem to find themselves.  Where fighters focus on self-improvement and paladins focus on the divine, warlords, as they usually do, lead by example.  They are not often found outside of organizations where they can lead, though, as it's difficult for them to lead by example when there's no one there to lead.

Wizard:  Wizards are most known for the academy on the island of Ru, second largest island in the Bon nation.  The academy's pagoda rises high into the sky, each floor representing a higher level in the hierarchy.  The academy takes anyone who would prove their potential, but once the basics are mastered, life at the academy becomes more political.  The wizards are important as advisers to the royal council in the palace on Bon and there's increasingly less room at the top.  Those with a passion for the arcane, but no patience for politics find themselves tutored by less official wizards and, indeed, these wizards are seen as unofficial.  There's little difference in the skill between the official and unofficial, but it can be hard to find tutors willing to teach their arts outside of the academy.

If you have any questions regarding any of the classes, please let me know and I'll get back to you.  I've only gone over the main classes for now in the interest of simplicity, but I am willing to work with anyone wanting to play a class outside of the 1st player's handbook if required.
 GM, 4 posts
Thu 24 Sep 2015
at 12:20
Setting Information
Finally, the Cleaners:

The Cleaners started unofficially as part of the town guards for the first settlers of the Bon islands.  The people of the time knew all too well what could happen if the Filth were allowed a foothold again and their duties were rather clear.  Defend against Filth, search for and dispose of infection and give civilization a foothold in new lands.  The first part was easy as there were initially no Filth on the islands (and the only developed Filth were the mutated abominations of wildlife, usually small animals that could be taken care of by the guard at the time) and the third part was little more than an extension of the first.  The second part was where things became controversial.

Infestation from Filth starts out like a normal disease.  It can be difficult to detect until the lesions appear and the sanity of the infected begins to deteriorate.  Once it's been confirmed that someone's been infected, it is impossible to cure them.  Many different methods have been tried, but in all cases, the infection has proved far sturdier than the infected person themselves and anything that would kill the Filth within would also kill it's victim.  This led quickly to the Cleaners becoming executioners of sorts.  At first, they'd wait until the infected was too far gone before killing them, but more often than not, waiting that long was more cruel than putting them out of their misery earlier.

Although difficult, it was easier for the people of the time to agree to this than to risk the Filth running them out of their homes again and as civilization found it's way and the tribes and villages on Bon island became the nation of Bon, the Cleaners had to adapt.  Generations went on without people seeing one of the true Filth, fully mutated from their initial infected, so the disposal squads of the Cleaners were even less welcome than before.  For a while, infections would break out because people would hide their loved ones from the Cleaners and then the disposal squads and the town guard were charged with destroying nearly fully formed Filth.  This would put some of the trust back in the Cleaners and return things back to how they were for a time.  Until people once again forgot about the dangers the Filth's disease represented.

The ruling council not too long ago had to make a change.  The same group who decided to channel the main islands' lava flows towards one another to unite the big three islands set a plan into motion to keep the people of Bon afraid of the Filth, for their own good.  People weren't just educated about the Filth, but the danger the Filth represented became somewhat exaggerated.  Reports of how long infection took were modified, shortened.  In reality, infections happen on the order of only about a dozen a year for every ten thousand people, but rumors would have the number far, far higher than that.  The process of disposal within the Cleaners was hidden behind a veil.  The executions were done painlessly as possible, but still behind closed doors and as respectful as possible and in time, people learned to fear the Filth despite never having encountered them and the Cleaners position in society became more stable.

That wasn't to say that the Cleaners were put on a pedestal in society, whatever they really deserved, but that they were mostly left to do their business.  Some people joined the Cleaners looking to make a difference or perhaps for some sort of revenge, but others had to "convinced" to join.  The Bon government offered able-bodied people the option of serving in the Cleaners in order to work off debts or jail sentences and others were outright forced into it where certain, less-reputable portions of the organization required more hands.  The Cleaners are seen as something of an ill-omen by the people, but the job they do is necessary.  Ultimately, one of Bon's pillars are the Cleaners and if that organization were to topple, who knows what would happen.

In this RP, the PCs will have become part of the Cleaners.  Low-level Cleaners are organized into squads (parties) operate within the cities, checking on reports of infection and, if confirmed to be Filth, take the infected to the disposal center (part of the Cleaner's compound on each island) in order to be swiftly executed.  Higher level Cleaners or those who had earned respect in some way could be assigned to units (several squads) to be sent out into the islands around Bon and help clear Filth infestation there for further settling.  The Cleaners duties are numerous, however, as they are also responsible for eliminating infections that have progressed too far, foregoing the disposal center entirely and even carry the authorization to incapacitate or kill anyone who attempts to stop the Cleaners from completing their duties.