Edit: Been reading through some of the character sheets and read all of chapter two. I'd love to get as much world info on the deserts, half-orcs and druids as you can provide.
-There's a massive series of deserts to the east of Lyro. They're ruled by a series of city-states. Most are human-priest-king ruled, making heavy use of necromancy (in particular mummies) and binded fire elementals plus fire outsiders, with some cities actually having direct portals to the plane of fire, which are used as powerful sources of power. Some are ruled by stone giants, that put a bigger enphasis on martial prowess than magic. The city-states are usually warring among each other, allying and backstabbing each other for the last centuries, but they've set up general truces when a corrupted inevitable invasion broke out. Otherwise there's some smaller deserts across the world, but they barely have any population and are mostly dens of bandits and monsters that raid on the surrounding areas.
-Half-orcs don't have any stablished community and barely any common culture, too few in number and dispersed. Not really fitting with either orcs or human groups, they usually take a wandering existance, usually as mercenaries or heavy laborers, wherever they can put their muscle to good use, altough more talented individuals can be found in a variety of jobs.
-Druids are found more commonly on the wild areas of the world, staying away from cities. Usually they can be found either as lone hermits that have taken to protecting a certain natural area, leaders of nomadic/barbarian tribes or small, rural settlements. In the wildest areas, where there are no big cities for miles and miles, druids are considerably more common and end up forming circles, joining periodically for group rituals and discussing how to better serve their purpose of preserving balance. They rarely act togheter in large scale however, in fear they may end up causing even more destabilization. When a grave problem arises, they prefer to choose just one or two of their own they believe more suited for the problem, and is that chosen one that is sent to take care of the problem.
By jove, I think I've got it!
Character concept: a Dvati God, the god of the hair's breadth by which adventurers avoid (or fail to avoid) death in battle - tied to luck, inevitability, life and death, etc.
Would this be appropriate to the game?
Sounds a pretty cool idea, and a "depowered" god would be quite fitting to join the party. Altough remember many of the god's abilities would demand both dvatis to concentrate to pull it off.
Some advice on fitting it into the wider cosmology would be massively appreciated - it seems like this is a world in which a fairly minor divine character would fit, but any extra fluff is appreciated.
Well, really, I wasn't trying to reinvent the great wheel here when I started this campaign. You can assume standard gods and outer planes pretty much, plus the fluff intro.
I'm making my way through the thread to try and get a handle on the world, plot and so forth, but a brief summary would benefit everyone, I think.
Well, besides the fluff section in the first post, the party has found that somebody has been using custom artifacts to corrupt the diferent aligned outsider groups. So far the campaign mostly focused on "containing" said corrupted outsiders, but after having recovered two of such custom artifacts, they're seeking to get any clues on who's actually behind all of this. Queen Tymio has been "sponsoring" them from the start, organizing operations in a large scale while the party works as her elite squad to deal with the biggest problem at the moment, but the party's made a number of other acquaintances and allies along the way, including a sentient temple at the top of a mountain and a devil blacksmith in Sigil.