The Goddess' Tears Welcome to Tarshus, the setting created for the Goddess' Tears campaign. A world filled with magic, suspense, politics and an abundance of secrets waiting to be unveiled. The campaign itself would be classified as "Mythic Fantasy" so expect to see some godly influence, legends come to life and magic central to existance. Restrictions For the sake of both world history and personal preference, the following races have been restricted for the campaign and will not be available for PC creation or use: Dragonborn

Half-Orcs

Tieflings

Gnomes

All PC races present in Volo's Guide to Monsters Please note that DM may overrule and decide that any other races may not be playable or some may actually be playable, but please ask your DM and make sure. Background Information On the to actual information about the world, if anything is not covered properly, or and questions arise, feel free to ask the DM for clarification on history or lore . Creation Gods have been around forever, long before even time itself, however they do not live forever. To the average being though, a god would seem to live forever, as their lifespans go beyond what a human would think to be finite. A god can see the rise and fall of a kingdom in a single blink. Before the world existed, there were only a handful of gods, a tight-knit family essentially, with unimaginable power. Over the generations of gods however, said power was divided between the younger gods as their numbers increased. The older generation, seeing their power wane, wished to limit this decrease in power by staying smaller in numbers to increase their future influence. This idealism caused a split between the gods, with each side arguing and fighting over whether to stay their numbers or not. The side of freedom eventually lost to the older generation and their leader was executed and kicked from the heavens, falling to rest where Tarshus now stands, his body have becoming the land, and his blood having given rise to all forms of life.

The world as of Now The continent, which has come to been known as Tarshus, is filled with life of all forms, abundant forests filled with woodland creatures and elvish communities, vast deserts with flourishing trading posts along with everything in between. The government of the realm has fallen into the hands of six distinct guilds, each are open to everyone, but each guild has their own strengths and focus' relating generally to their chosen (core) element. The guilds are as follows: The Barrons; Earth Guild

The Vaelish; Air Guild

The Rourks; Fire Guild

The Lauscians; Water Guild

The Xenneths; Light Guild

The Mekkens; Dark Guild The leading forces of the guilds are families who have stayed within their own throughout hundreds of generations and, albeit small, still have presence of Tarshus' blood itself. This blood however at this point is nothing more than a symbol of influence and at most allows for the occasional naturally talented individual. The Guilds The six guilds across the lands each are best described as adventuring hubs, each guild has a request board where anyone can put up errands, requests or jobs that need to be fulfilled, and registered guild members may take any request they feel they can accomplish and finish. Other than that, each guild also offers services unique to each, such as a higher quality shops, generally stronger guild members and other services. The guilds are as follows. The Barrons; Earth Guild The Barron's are the most well rounded group, having no real drive for fame or fortune. They relish the familial bonds an individual can create and believe that each person should be strong enough to protect those bonds, no matter the cost. Most of the populace of the guild is mostly dwarvish and human, with some of all other races thrown in the mix. The leading family, the Barrons, are directly involved in guild affairs, showing compassion and interest even in the newest and youngest of members. Most people see the Earth Guild as the every-mans guild, welcoming all and being extremely friendly with all other guilds and guild-less individuals. Beliefs: Treasuring one's bonds, be it family or friends, and being strong enough to protect said bonds. Typical Requests: Mundane work of all kinds, dealing with minor threats to villages or cities, masonry work for those with the proper skills.

The Vaelish; Air Guild Vaelish are a quirky group, always on the move searching out more and more outrageous tales to tell. General member population is made up of half-elves and halflings, being amongst the most cheerful and nomadic people, but that doesn't stop others from joining and enjoying themselves. Almost viewed as the jokesters guild, they are seen at almost every festival across the land, sharing and telling stories that some would say are pure fiction, and some might be, but you'd be wise to entertain the possibility of the truth of each story. Guild wise, there always tends to be a lack of real serious jobs asked of the Vaelish, which has led to some people viewing the guild as the lazy-mans guild. Beliefs:Telling the tallest of tales, explore and discover even taller ones to share. Typical Requests: Entertainment at taverns, festivals and parties. Hunting down the source of rumors and such. The Rourks; Fire Guild The Rourks are a rowdy bunch, not a day has passed that there hasn't been some sort of commotion in their guild halls, be it a fight, argument or just drunken stupor among all. Once you get passed the violent nature, you may find a fiercely driven, and proud guild. The Fire Guild is know for it's extremely ambitious members, desiring fame and fortunes above all else, and most usually going the route of combat to achieve their goals. Because of this drive, most members are strength bound, challenging themselves in all aspects in order to become the strongest around, and then competing with each other to prove their superiority. The other guilds tend to turn a blind eye to the Rourks actions, mostly in order to avoid the fiery tempers themselves, but even the Rourks answer the calls for help from all over. Once you get past their strong-man way of life, you'll find nothing but kindness from even the hardiest of man. Beliefs:Seek your place in life, find your fame and fortune, but forget not your place and those who helped you to get there. Typical Requests: Routing out violent criminals, gladiatorial requests, taking care of major menaces. The Lauscians; Water Guild Ebb and Flow, the Lauscians live by it to their very core, in all senses of life. The flow of coin and goods, energy in a room, or even interactions with people, all aspects of living life flow like water, in and out like the waves on a sandy beach. This way of thinking has caused a influx of membership for merchants, artists and anyone who typically aligns with this way of thinking. The leadership of this guild has taken on the shape of it's own hierarchy, with the leading family at the top. The Lauscian family is of elvish origin, and due to this nature have a tendency to seclude themselves from most guild activities, instead sending emissaries in their stead to handle guild affairs. Beliefs: Be like the waves in all ways of life, flow like a river and take not what you can give back. Typical Requests: Merchant work and help, work on the ocean, hunting down inspiration for artists or even escorting them for inspiration.