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sentrygun
Dec 29, 2009

FUCKIN
ASSHOLE




Our tale begins in Kreuse, a simple kingdom that works closely with its peasants to ensure the entire kingdom is well fed and equal. The royalty has never shown much fondness for flaunting their wealth, especially given their notable lack of it. It's a peaceful place, where the worst of feuds is nothing more than neighbors arguing over their daughters. Their striking behavior compared to the more violent, conquest-minded folk made the mystical fey curious, and with some talks between the fairy-folk and the royal family the two formed an alliance. This has made a lot of people very angry and has been widely regarded as a bad move.

Since their alliance, they've only become plagued by requests for help from the fey, caught up in all sorts of evil plots and magics that they are incapable of handling alone. What was once a quiet kingdom is now a bustling hub for brave, adventurous souls seeking gold and glory by taking up the many little tasks the fairies pester the kingdom with. However, these requests have often been petty at best and young dragons or minor mad magicians at worst. This time, they've come with a great deal of fear. Something big's brewing, and a little merchant's band won't cut it.

The royal messengers and fey emisaries have set out to find grand heroes who might be capable of overcoming what dangers are brewing out of sight. The fey may have caught on to these early, but the other kingdoms won't just drop their current affairs to send an army at a simple fairy tale. It's up to you to stand as the front line.

What do you do?


Recruitment

Kreuse needs heroes! You're those heroes! This is going to be a kind of silly, high fantasy Dungeon World game, and I won't have too solid an idea of what kind of setting we're looking at until you tell me. So, tell me!

Make a level 1 character using either the jobs from the core book, anything that Funhaver has published, possibly anything that goons have cooked up in the Dungeon World thread pending review (a good index of content), or maybe even something you cooked up! So long as it's not too crazy, I'll probably be fine with it.

You'll need to give me a background for your character that describes them and also answers a few questions:

What makes you special among so many other potential recruits?
Why are you interested in the tales these fairies tell?
What have you seen of these dangers the fey warn of?


I'll also be asking some more specific questions throughout recruitment to get a better idea of your characters and develop them and maybe even the setting. Writing is fun!

Finally, I ask that you be able to post on a daily basis at the least if you do apply. Nothing kills a game faster than inactivity, and the mortality rate of threads here is already pretty high even when they do ask for frequent posting. I don't mind if you get sick or something big comes up and you can't really drop by to post about how you punch the dragon so long as you let me know, but daily posting should be pretty manageable normally. I'm pretty serious about this. To date I haven't had a game run more than a couple months thanks to people going inactive, and I don't want this to be another one of those.


I'm not sure how long I plan to run recruitment (though I will warn ahead of time when I plan on closing it), and I'm not solid on the number of people I want to take. However, I don't see this running much longer than a week tops, depending on how many people apply. Feel free to ask any questions you might have, and I'll do my best to answer them.

Applications close Monday, around 1400 CST.

sentrygun fucked around with this message at Jan 27, 2013 around 05:34

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berenzen
Jan 23, 2012

Check yourself. You're on fire

Submitting an Elven Mage with the Winter Spell Focus. I'm planning on fleshing out the backstory a bit, but it's 4:00 here, so coherence isn't all there right now



Calderyn

Race: Elf (Whenever a magical effect happens close by, you can feel it)

Alignment Neutral (When you Discover something about a magical mystery, mark exp)

Look
Sharp Eyes
Styled Hair
Strange Robes
Thin Body

Attributes

Str 8
Dex 13 (+1)
Con 9 (+0)
Int 16 (+2)
Wis 12 (+1)
Cha 15 (+1)

Damage d8

Armor 1

HP 13

Moves

Arcane Learning
You are a font of esoteric knowledge. When you Spout Lore or Discern Realities about something magical or otherwise arcane, on a 10+ the GM will also tell you a little known secret about the subject

Counterspell (INT)
When an enemy uses magic to try and harm you specifically, roll+INT. On a 10+ choose 2. On a 7-9, choose 1:

-The spell deals no damage to you
-The spell's effects on you are superficial and temporary
-You take +1 forward against the caster
-You may Cast a Spell against the caster immediately

Cast a Spell (INT)
When you use the chaotic and unpredictable power of magic to deal with a problem in front of you, roll+INT. On a 10+, your spell helps to solve the proble, but choose two, or let the GM choose one. On a 7-9, the spell takes effect, but the GM chooses two:
-Your magic's effect is temporary or superficial
-You spell affects either much more or much less than you wanted
-Your spell has unforseen side effects
-You draw unwanted attention or put yourself in a spot. The GM will tell you how
-You casting saps your energy. You take -1 ongoing to cast a spell until you have a few moments to clear your head

On a 6-, something's gone horribly wrong. Your spell may have worked, but you will regret casting it.

When you deal damage to multiple targets with a single spell roll once and divide the total amongst the targets however you like

Spell Focus
Your magical studies are centered on a particular kind of magic, an aspect of the metaphysical world from which you take inspiration. When you first learn magic, select one Focus and gain all Aligned and Opposed elements of that Focus.

When you cast a spell that is directly Aligned with your Focus, your modifier cannot be less that +1. If you cast a spell that is neither Aligned nor Opposed, take -1 to the roll. You can never cast a spell that is Opposed to your Focus

Winter. Aligned: Chilling them to the bone, inducing stasis, revealing grim portents. Opposed: showing generosity, helping things grow


Gear 4/6
Spellbook (1 Weight)
Dungeon Rations (5 uses, 1 weight)
Leather Armor (1 Armor, 1 Weight)
Staff (Close, two-handed, 1 weight)
Healing potion

Backstory

Calderyn was born and raised in the Winter Court of the Sidhe, studying the arcane aspects of winter as he grew up. As he gained in age, he started to take the personality of winter as well. Harsh and cold, Calderyn is still fair to those around him in the same way that the winter does not discriminate.

When the treaty was signed, Calderyn was the representative for the Winter Court, and is currently is the acting Ambassador for the Winter Queen. When the Mage got wind from his wintery homeland of danger, he started sending messengers, as did his Spring, Summer and Autumn counterparts. Then he convened with the other Ambassadors and the royal house, attempting to draw up plans of action that might be taken, and what sort of ideas

Arrrthritis
May 31, 2007

But they have the soft hearts of women


Énna Barrfhionn

Background coming soon (need to go to school), but this is the general overview of my character so far.



pre:
Name: Énna Barrfhionn
Race: Hawkman (In addition to other attunements, The Towering Mountains is always considered your land)
Class: Druid 
Look: Wise Eyes, Messy Hair, Practical Leathers
Alignment: Neutral (Eliminate an Unnatural Menace)

Stats
STR 15 (+1)
DEX 13 (+1)
CON 12 (0)
INT 8 (-1)
WIS 16 (+2)
CHA 9 (0)

HP: 18/18
Armor: 1
Base damage: d6

Moves
Born of the Soil (The Frozen North, the Towering Mountains)
By Nature Sustained
Spirit Tongue
Shapeshifter (Tell: Two large, black stripes)
Studied Essence

GEAR

3/7 weight

Hide Armor (1 Armor, 1 weight)

Spear (1 weight, Thrown, Near/Close)

Poultices and Herbs (2 uses, 1 weight)

BONDS:
_________________ Smells more like prey than a hunter

The Spirits spoke to me of a great danger that follows _______________

I have shown ____________ a secret rite of the land

_____________ has tasted my blood, and I theirs. We are bound by it.

Arrrthritis fucked around with this message at Jan 24, 2013 around 14:28

Captain_Indigo
Jul 29, 2007

Smooth soft red velvety lungs.

Haruspex Garland


"What I don't understand is, if you've studied the line between life and death in such fine detail, why do you act like death's a curse and life's a chore?!"

The Grave Whisperers of the Western planes are sought in kingdoms the world over. Their methods are dark and mysterious, their writings are secretive and insular, and their arts are forbidden under penalty of death in much of the world. They are known to be wiry, pale and miserable beings with sharp grim faces and a love for nothing but the dead.

Which is why Garland tends to be so popular. He stands nearly seven feet tall, nearly six feet wide and has a fondness for food, drink and women that would rival that of any barbarian. His great gut makes him jolly and rambunctious, his ruddy skin gives him a healthy glow. He is kind, caring and considerate, always with a smile whether he's telling jokes to a spirit nobody else can see, or slaughtering chickens in order to messily devour their still beating hearts. Apart from the fact he talks about it often and loudly, most people would never guess he was a shaman. And quite a remarkable shaman at that - Garland hears the whispers of dead and dying things louder than any known living practitioner of his art. Sure there are doubtless powerful necromancers in towers of bone, and air-headed wizards consorting with their minions in other planes who could vastly outperform the humble shaman, but you don't see them down The Snake and Feathers, do you?

Now, Garland heads into danger alongside the other brave souls who seek to honor the agreement with the fey, regardless of their reasons.

What makes you special among so many other potential recruits?
"Special? I'm not special at all! Everyone's special in their own way! I'm just...unusual! Eccentric! Perhaps a little wild I suppose, but I doubt anybody holds it against me! HAHA! Hold it against me? Chance would be a fine thing! HAHA! If you're asking why I should be chosen to head out instead of somebody else, well...I suppose its that life and death are everywhere, aren't they? I mean, whatever the threat, it'll be either living or dead, right? And I'm a master of both! The group will need someone who can answer questions and the last thing someone needs is a crotchety old wizard studying books and bloody great orbs or what have you just to find out that 'Yes, the body IS indeed dead'. I can just go 'excuse me fine fellow, but are you dead?' and when he answers, we'll know!"

Why are you interested in the tales these fairies tell?
"Because the fairies are a bloody bunch of lunatics! All I know about fairies is, if they say soemthing's complicated then it turns out to be dead simple, and if they say it's simple then it ends up being as complicated as all night! They're funny little weirdos, but they love pranks even more than I do and I'll be honest, I'm dead interested in how the line between life and death effects the little sods! They say there's some great danger coming, and the spirits tell me the same, so they aren't lying...but nothing's ever quite as you expect with fairies. It might wind up being nothing, or maybe none of us will be here in a year's time, but I'm just starting to enjoy my life properly and I've easily got another twenty years in me, so I'm not going to let anything cut that short without a fight!"

What have you seen of these dangers the fey warn of?
"Dark clouds massing on the horizon that never quite arrive, snakes bursting from dead bodies that have no rights to be there, strange circles of bones and meat and fur from animals that don't exist! The spirits talk about blood and venom and darkness and I'm inclined to believe them. I have dreams too, some of them are bloody lovely, like the one about the landlord's daughter HAHA!...But...eh....some of them are real dark and nasty. The fairies are right, something's definitely coming. I'd bet my bones on it."

pre:
Race: Human
Class: Shaman
Look: Laughing eyes, Wild hair, Worn furs, Obese body

Stats
STR 12 (+0)
DEX 9  (+1)
CON 15 (+0)
INT 8  (-1)
WIS 13 (+1)
CHA 16 (+2)

Damage: D8
Armor: 
HP: 21
Alignment: Chaotic (Deal with spirits in a less than traditional way)

Moves
Human
Your people understand the power of blood. When you would take
damage from one of your own moves, you may instead consume
the heart of a freshly killed creature to avoid this damage.

Language of the Dead
You can understand and be understood by the spirits of the dead, whether
corporeal or not. This does not guarantee they'll have anything interesting
to say; non-intelligent undead are not known for their loquaciousness, for example.

Honored Ancestors
When you call upon your ancestors for advice, roll+Cha. On a 10+, you get through
to someone with the right advice, which they will gladly tell you - take +1 forward
to act on whatever you asked about. On a 7-9, you get through to someone, but
there's a catch: they will either be reluctant to help you, unable to offer 
advice that helps you directly, or will feel the need to stick around and 
lecture you on your failings for a while (GM's choice).

Help from Beyond
When you take a few moments to draw upon the spirits for aid in battle, take 
1 damage (ignoring armor) and roll+Cha. On a 10+, hold 3; on a 7-9, hold 2;
on a miss, hold 2 anyway, but the spirits are angry - take -1 ongoing to 
Help from Beyond until the following dawn. Spend hold to:
* grant yourself or an ally +1 armour forward.
* grant yourself or an ally +1 forward to one of Hack and Slash, Volley or Defend.
* grant an ally +1d4 forward to damage.

Spirit Medium
When you try to appease a distressed spirit, roll+Cha. On a 10+, you calm them down
for a little while - long enough to find out what ails them.
On a 7-9, you learn what has distressed them, but had better do
something about it or get out of there - fast.
Additionally, when you Parley with ghosts and other undead, you may offer the comfort
of oblivion as leverage.

Gear
Load: 9/9
Dungeon rations (5 uses, 1 weight)
Adventuring gear (1 weight)
Sacrificial flint dagger (hand, 1 weight)
Ancient bronze armor (2 armor, clumsy, 3 weight)
Spear (reach, 1 weight)
Sling (near, 1 weight)
Pouchful of bullets (3 ammo, 0 weight)
Enough bonemeal to appease an angry ghost (3 uses, 1 weight)


Bonds
______ is young and foolish. I will show them what the wisdom of the
ancients is worth.
One of ______’s ancestors knew one of mine - they were blood
brothers.
The spirits have told me to be wary of ______, but refuse to tell me
why.
Even though our peoples are worlds apart, we have much in common
with ______’s.

Captain_Indigo fucked around with this message at Jan 25, 2013 around 20:42

Swags
Dec 9, 2006


I don't know anything about Dungeon World, but I really like the feel of this game so I'll try to learn a bit and make a dude.

Mr. Maltose
Feb 16, 2011


A marksman will be here, or maybe a Gladiator.

Lurks With Wolves
Jan 14, 2013


A Warlock in service to a fey lord will be here, soon enough. EDIT: Sheet done, background will be up soon. EDIT: And questions will be up shortly. EDIT: And questions are done.

Morgiana, Sworn To The Lady Of Four Winds

and Aelseph, Seventh Knight Of The West Wind


"Once there was a farmgirl by the name of Morgiana. She dreamed of greater things than that farm, as farmgirls are wont to do. Oh, but she had higher aspirations than all the rest. She dreamt of knighthood, of tales being told of her quests for ages to come. But what could she do? She was but a peasant with nothing to her name. There was simply no way for her to fulfill her dreams.

Well, there was one way. Deep in the fey lands flies Castle Borealis, home of Auriala, Lady Of The Four Winds, The Storm's Blade. If one was to gain entrance to Borealis and tell the tale of your journey, Auriala will judge your story. If she finds your tale entertaining, you shall be inducted into her knighthood's ranks. If you are found wanting, then you shall be left to plummet to the ground far below. What choice did Morgiana have, but to pursue her only chance to fulfill her dream? She bid her family well, gathered what little she had, and walked into the Fair Folk's woods.

Oh, how I wish I had the time to tell you the wonders Morgiana experienced on her journey, but time is growing short. Thus, I shall skip to the end. Auriala considered this waif, this farmgirl who dared to try where countless others have failed. This Morgiana, this child yet to earn a single title, is standing tall at the foot of her throne. She may not have the grace her knights are known for, or the skill with a blade, but she certainly has the spirit. And that is the tale of how Morgiana swore herself to The Lady of Four Winds."

"Seph, aren't you overselling me just a bit here? I haven't even earned the rank of squire yet."
"Morgiana, I am a knight. I cannot be seen with simply anybody, especially not anybody who makes themselves look like less than they are. Until you can call yourself worthy of travelling with me, I will simply have to do it for you."

What makes you special among so many other potential recruits?
Alright, Aelseph is tending to his mount, so you can finally get an honest answer. To be honest, my connection with the fey is probably my biggest selling point here. After all, there aren't many with fey pacts here in Kreuse. Fewer who aren't bound to stay is Kreuse by their promises. But me? I'd be venturing back to help stop the evil whether I joined this band or not.

Why are you interested in the tales these fairies tell?
To be honest, I always loved fairy tales. Stories of cunning heroes tricking the fey into a deal they can't twist, immoral scoundrels being trapped in bad deals from their own hubris, all of that. I just loved the idea that whoever had the faster wits and purer heart always came out on top. Then I actually met them and discovered that truth is far stranger than fiction, but also less idealistic.

Oh, you meant the tales of an encroaching evil, not tales of fairies. My mistake, I'll get right on that.

What have you seen of these dangers the fey warn of?
You see, I was there when they first assaulted Castle Borealis. Now normally it is quite defensible, being a flying castle. But the dragons' forces set up these massive cannons which fired gigantic cold iron drills, each large enough to hold a few dragonkin each. The idea was, the drills would pierce through the walls, their soldiers would disable as many of the ballistae as possible, at which point the dragons could fly in and simply roast us all. Of course, the defenders managed to stop the assault teams before they compromised our defenses too much, but I wasn't able to take part in most of it. You see, the drills caused some of the crenelations to crumble and, well... I fell. Aelseph tried to catch me, but I ended up just dragging him down with me. If I wasn't wearing my flying rig at the time it would have been a messy end for us both. Instead, I managed to glide away from the fight. In fact, I managed to glide all the way back to Kreuse. I wrecked the rig when I landed, but it was certainly better than the alternative.

quote:

Name: Morgiana, Sworn To The Lady Of Four Winds
Race: Human (Your Summoned Minion gains Warrior +1)
Class: Warlock
Look: Knowing Eyes, Impeccable Hair, Fancy Clothes, Fit Body
Alignment: Lawful (Endanger yourself following the wishes of your patron)

Stats
STR 15 (+1)
DEX 8 (-1)
CON 9 (0)
INT 12 (+0)
WIS 13 (+1)
CHA 16 (0+2)

HP: 15/15
Armor: 0
Base damage: d6

Moves
Contract
You have signed a contract with an otherworldly source, whether fae, demon or other. Work with your GM to detail your patron's appearance and personality. Select two boons you receive from your patron:
*A freedom from hunger and sleep
*Flawless appearance and manner
*Immunity to disease, debility and aging
*Knowledge of a long-forgotten eldritch language
*Invulnerability to enchantment
and the obligation placed upon you by your patron:
*Competition(required: work against the enemies of your patron)
If a significant amount of time passes without a sincere attempt to fulfill your obligations, take -1 ongoing until you are back in your patron's good graces.

Fool's Luck
When you take damage, take +1 forward to Defy Danger

Soul's Price
When you spend time getting to know someone, roll +Wis. On a 10+, your servants whisper to you one thing that person truly desires. On a 7-9 you learn of one thing they truly desire, but they sense something of your true nature.

Summoned Minion
Your contract grants you dominion over a summoned creature. It is a Hireling that follows your orders to the best of its abilities, describe it.
Choose a base:
*Minstrel +2, Warrior +2, Loyalty +2
The Minion has Cost: Advance the patron's agenda. If it dies or is otherwise unavailable, it summons itself to your side on the next sunset, alive and unharmed.

Minstrel: When a smiling face is needed to smooth things over or negotiate a deal a minstrel is always happy to lend their services for the proper price.
A Hero’s Welcome—When you enter a place of food, drink, or entertainment with a minstrel you will be treated as a friend by everyone present (unless your actions prove otherwise). You also subtract the minstrel’s skill from all prices in town.
Warrior: Warriors are not masters of combat, but they are handy with a weapon.
Man-at-arms—When you deal damage while a warrior aids you add their skill to the damage done. If your attack results in consequences (like a counter attack) the man-at-arms takes the brunt of it.

GEAR
3/8 weight
Seal of Office(Contract)
Short Sword(Close, 1 weight)
Dungeon Rations(5 uses, 1 weight)
Healing Potion(1 weight)

BONDS:
I must hide my true nature from _____.
Nineveh would make an excellent servant for my master.
If anyone could save my soul, it's Garland.
Garland reminds me of better times.
I know what Phrae truly desires.

Lurks With Wolves fucked around with this message at Jan 28, 2013 around 21:08

TurninTrix
Feb 28, 2011

SING A SONG OF SIXPENCE
A BATHTUB FULL OF DOSH


I love Dungeon World.


Nineveh the Lorechanter

If all you wish to learn is empty gossip or common folklore, knock on any tavern door and pay the bard a coin. But if you wish to know more than that, the histories and the legends that everyone else forgets? Well, take a carriage south to the tiny village of Jericho. If you reach there by night, you may be fortunate enough to find a robed man regaling another legend or historical tale by the village hall. Approach him with respect. Lorechanter Nineveh has patience for little, save for the chance to share what he knows.

Indeed, a Lorechanter amongst us. They may hole themselves up in some gods forsaken valley far out of Kreuse, but they do have to send their people out once in awhile. After all, how else can they gather all the histories and legends of the world if they don’t go and find it? Or share the knowledge to the common folk so that they may never forget where they come from? With the way they channel their magic with their Voices, the stories they tell tend to burn into your mind and never go away.

Nineveh, in particular, has been in Kreuse since the treaty with the Fey. They’re sort of his obsession, really. After all, he already knew all that matters of Kreuse, all of the old baronies that composed the kingdom, right down to their borders a hundred years back. But the fairy folk? All he has is hearsay and weather text. Nothing concrete, nothing he could archive or pass down. He came to this kingdom proper to take advantage of the sudden influx of fairy travelers, to learn what they can of them.

The fairies remain yet elusive. Many of the fey are too capricious, too carefree to stay put and to talk to a Lorechanter. The elves are the opposite, they do not even give him the time of day to talk of things that are trivial in their ancient minds. When they do talk to them, it’s always about the problems of their own Fey lands. Of madmen, magicians and monsters that Kreuse seldom sees on their own. Of a coming threat so devastating, that it might put the lands of the Fey in peril before Nineveh can even learn more about them.

It all came to a final straw with him as he helped a goblin messenger free from the brambles it caught itself. That’s when Nineveh fell under the shadow of a great beast. Not the small, immature dragons that he heard off. No, this flying shadow blocked the sun, rustled the earth on gusts of wind, and belched smoke in the sky. And then it vanished. Only then he really knew that there was no idle threat. He needed to get out there, out of Jericho. If he didn’t take the steps to change history, that was all going to burn right before him.

Class: Bard
Race: Human (When you first enter a civilized settlement, someone who respects the custom of hospitality to minstrels will take you in as their guest.)
Alignment: Good (Perform your art to aid someone else.)
Look: Fiery Eyes, Bald, Finery, Thin Body

Stats
STR: 9 (+0)
DEX: 12 (+0)
CON: 15 (+1)
INT: 13 (+1)
WIS: 8 (-1)
CHA: 16 (+2)

HP: 21/21
Damage: d6
Armor:

Moves
Power of the Voice
When you weave a performance into a basic spell, choose an ally and an effect:
•  Heal 1d8 damage
•  +1d4 forward to damage
•  Their mind is shaken clear of one enchantment
•  The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.

Lorechanting
When you first encounter an important creature, location, or item (your call) covered by your bardic lore (Grand Histories of the Known World) you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.

Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
•  Whom do you serve?
•  What do you wish I would do?
•  How can I get you to ______?
•  What are you really feeling right now?
•  What do you most desire?

A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.

Gear:
Dungeon rations (5 uses, 1 weight)
Worn bow (near, 2 weight)
Bundle of arrows (3 ammo, 1 weight)
Short sword (close, 1 weight)
A songbook in a forgotten tongue
Ostentatious clothes
Bandages
Load: 4/9

Bonds:
This is not my first adventure with _______________.
I sang stories of _______________ long before I ever met them in person.
_______________ often receives the worst of my lectures.
I am writing a ballad about the adventures of _______________.
_______________ trusted me with a secret.
_______________ does not trust me, and for good reason.

sentrygun
Dec 29, 2009

FUCKIN
ASSHOLE


Swags posted:

I don't know anything about Dungeon World, but I really like the feel of this game so I'll try to learn a bit and make a dude.

Don't let that stop you! Dungeon World's very easy to learn, and at worst you might have problems trying to make too much depend on mechanics rather than have trouble grasping the mechanics.

As for everyone else, looking good so far! I'll probably start tossing out a few questions once I get a good look at them.

Swags
Dec 9, 2006


sentrygun posted:

Don't let that stop you! Dungeon World's very easy to learn, and at worst you might have problems trying to make too much depend on mechanics rather than have trouble grasping the mechanics.

As for everyone else, looking good so far! I'll probably start tossing out a few questions once I get a good look at them.

Sweet, I just bought the .pdf. My idea for it is a grizzled old dwarf gnome fighter, likely the oldest constable in the town. Just sort of looking to protect everyone else while they go out to save the land and be the grumpy old dude who's like 3 feet tall.

landis
Jun 16, 2003

Until the end.


Trylindiel Worldfletcher, an elf noble, had heard of ancient familial holdings deep in the forests southwest of Kreuse. He financed an expedition to find these holdings, hopefully increasing his family's influence, maybe claiming ancient treasures or heirlooms, and mostly bolstering his position as heir from amongst the family's 4 sons.

Aerilas and his badger Maple had spent their entire lives in the quiet, peaceful northern forests around the elven city that contained the primary estate of the Worldfletchers. They made their trade by escorting caravans, usually merchants, in and out of the city. It was easy work, the forest offered little in the way of danger but the fears of men and even some elves ensured steady pay. Aerilas was an easy choice to serve in Trylindiel's journey and the pay was good.

At first the woods near Kreuse were just like home, pleasant deciduous trees intermingled with sun-dappled glades, gently babbling brooks, idyllic in every sense of the word. Game frolicked in the underbrush and the occasional curious fairy peeked out from behind the odd branch. However the trees grew larger and more ancient, long curtains of moss began to become more common, and the ground grew bare as the sun was blotted out by the dense tree canopies. A fairy had babbled to one of their number about something deep within these woods but was dismissed, the creature's gibberish didn't make any sense and Trylindiel was perhaps overconfident. Now, with the shadows all around them and glowing eyes occasionally flitting by just outside of their vision the party grew nervous. And yet still pushed on.

Aerilas still cannot say quite what happened in those dark fell woods, mostly because he's unsure himself. His memory is something of a blank and resumes, foggily, with running recklessly away from... something. His companions, fewer in number, are running nearby, paying little heed to each other. Maple whines with worry and tugs on his boot if ever Aerilas slows. Trying hard he can vaguely recall barbed vines lashing about but that wasn't what really what caused them to flee...

In any case, he does remember quite well what awaited them when they began to see sunlight again. Back along the increasingly improving path they came across a band of elves and men. The group was startled as Aerilas and his companions came barreling out of the woods almost on top of them but not long enough for the refugees to realize the new danger. Arrows flew into the confused remnant of Trylindiel's expedition and nearly all were cut down. Aerilas finally regained enough presence of mind to disappear from sight, his ranger training taking over. Silent and concealed he observed the enemy as they examined the bodies. Their leader was Liniras, Trylindiel's second oldest brother. Aerilas cursed silently. He held no special loyalty to Trylindiel but despised betrayal, especially by one's own kin. Liniras' group were not able to find Trylindiel amongst the dead but many from his party were missing. Aerilas suspected them all lost to the woods. He waited until the enemy band had been gone for some time before he cautiously made his way back to Kreuse to decide his next step.

Once in the city, Aerilas discovers that heroes are in demand. He is extraordinarily curious about what had happened to him and his fellows in the fell forest and his instincts tell him it's related to whatever it is that has the fey spooked. Also, his personal sense of honor dictates that if any are alive, he should help them if he can. Having experienced the danger, or some of it, firsthand may be useful as well even if he can't quite remember it at the moment.

As for meeting that danger, well he and Maple have been through tough scrapes before. Aerilas has taken on something of a badger-like nature himself, tenacious, fierce, and force to be reckoned with when cornered.


I kinda lost sight of the silliness as I was writing but decided not to worry about it, I fully expect it to develop as we go.

pre:

Aerilas, the Ranger

Look
Sharp Eyes, Hooded Head, Camouflage, Lithe Body

Stats
Stats
Str: 12 (0)
Dex: 16 (+2)
Con: 9  (0)
Int: 8  (-1)
Wis: 15 (+1)
Cha: 13 (+1)

HP: 17
Damage: d8

Moves
Elf
When you undertake a perilous journey through wilderness 
whatever job you take you succeed as if you rolled a 10+.

Hunt and Track
When you follow a trail of clues left behind by passing 
creatures, roll+WIS. ✴On a 7+, you follow the creature’s 
trail until there’s a significant change in its direction 
or mode of travel. ✴On a 10+, you also choose 1:
  • Gain a useful bit of information about your quarry, the GM will tell you what
  • Determine what caused the trail to end
Called Shot When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
  • Head ✴10+: As 7–9, plus your damage ✴7-9: They do nothing but stand and drool for a few moments.
  • Arms ✴10+: As 7-9, plus your damage ✴7-9: They drop anything they’re holding.
  • Legs ✴10+: As 7-9, plus your damage ✴7-9: They’re hobbled and slow moving.
Animal Companion Maple, a badger Ferocity +3, Cunning +1, 1 Armor, Instinct +2 Strengths Fast, Burly, Ferocious Training Fight Monsters Weaknesses Savage, Stubborn Commands
  • Attack same target, +ferocity to damage.
Alignment Neutral Help and animal or spirit of the wild. Gear Load: 11 Dungeon Rations (5 uses), 1 Leather Armor (1 armor), 1 2xArrows (6 ammo), 1 Hunter's Bow (near, far), 1 Short Sword (close), 1 Adventuring Gear, 1 [b]Total: 6 Bonds I have guided _______________ before and they owe me for it. _______________ is a friend of nature, so I will be their friend as well. _______________ has no respect for nature, so I have no respect for them. _______________ does not understand life in the wild, so I will teach them.

landis fucked around with this message at Jan 25, 2013 around 14:21

Arrrthritis
May 31, 2007

But they have the soft hearts of women


On second thought, I've got too much on my hands. Gonna pull out of the application.

Best of luck to everyone involved, though!

Krysmphoenix
Jul 29, 2010

BAHAMUT.
Torch 'im.
I don't want to see
even ashes left.


Phrae Kardas



Spirits be damned, I don't know how these faeries keep roping me into this.

Hey there, I'm Phrae, Hero-For-Hire. Bandits displaced, caves emptied, princesses rescued, still working on defeating a dragon. Adventuring kind of runs in the family. My parents before me met in a war, had a few adventures before they settled down and had kids. Now I'm just following the family business. You see, I've been all over this place. I've made a name for myself keeping this place safe for you. You know Rusalka, the Faerie Warlord? Well of course you don't, because he's gone now. You're welcome.

"Ahem, you forgetting something?"
"Yeah, what about us?"

Yeah yeah, just stay quiet! You see these? Yeah, they're real beauties. Took them from Rusalka after I defeated him. Made of that weird magic Faerie steel stuff that isn't actually iron. Two of them, twins.

"Sura!"
"And Kani!"

I said quiet down! Anyway, Rusalka used these swords, probably took them from whichever Faerie had them before, and now they're mine. There's some special magic in this, they'll always strike true. It goes beyond that, because these girls work together. Press them together like this from the hilts, and bam! Now she's a bow. My enemies think they're safe, but they never really are.

"Of course, you fell for it too, Master Phrae."
"We still remember how you screamed the first time we shot you."

Look, shut up, or I'm going to dig a hole and chuck you in! Got that?

Ahem, sorry about that outburst. You had any other questions?

What makes you special among so many other potential recruits?

Simply put, experience. As soon as I could get away from home, I was out on the road proving my worth to the world. It started out small pretty small, all things considered. I worked a few odd jobs helping on the fields, clearing out pests from lairs too close to homes, that kind of stuff. The stuff you would send your kid out to do, which works since I was a kid. Then it just picked up, and it wasn't until the town militia wanted my help to get rid of some local bandits that I had a gift for punching people's faces in. So I took some work as in a mercenary group for a while before striking it out solo which leads up to today.

Plus, I have a really cool weapon. C'mon, let's be honest here. As annoying as it is being constantly pestered by giggling magical swordbow spirit girls, I have yet to see a weapon that can be compared on it's level.

Why are you interested in the tales these fairies tell?

Although they aren't always honest, you got to be wary of them because fairies can't tell lies. So no matter what they say has a grain of truth to it. And just between you and me, there's one that's got me a little bothered. You see, the Fae have this thing where the position they fill can influence who they are. Faerie kings and queens get replaced yet nothing really changes with them. Rusalka was possibly the same way, just consumed with fighting until I defeated him. Now I use his swords, and I can't help but feel maybe I'm going to end up like one of them until someone comes for me.

What have you seen of these dangers the fey warn of?

Not much, really. But I do have a few Fey to tell me what's coming. Girls, you want to take this one over?

"The sun will set, and the moon will rise."
"The moon will set, but the sun will not rise."
"Without light the world shall be cast into darkness."
"Nights shall pass without end."
"The wind shall die and fade into nothing."
"The land will wither and decay away."
"Fire and brimstone shall descend from the skies."
"Rivers and seas shall boil over."
"Eternal darkness!"
"Earthquakes!"
"Volcanoes!"
"The dead rising from the grave!"
"Human sacrifice!"
"Mass hysteria!"
"Cats and dogs living together!"


Wait, what was that last one?

pre:
Race: Human
Class: (Improved) Fighter
Look: Eager eyes, Wild hair, Calloused skin, Lithe Body

Stats
STR 16 (+2)
DEX 15 (+1)
CON 12 (+0)
INT 8  (-1)
WIS 9  (+0)
CHA 13 (+1)

Damage: D10
Armor: 2
HP: 22
Alignment: Neutral (Defeat a worthy opponent.)

Moves
Human
Once per battle, you may reroll a single damage roll,
either yours or someone else’s.

Armored
You ignore the clumsy tag on armor you wear.

Battle Instincts (STR)
When you confront a worthy foe, roll +STR. 
On a 10+, hold 3.
On a 7-9, hold 1. 
Spend 1 hold at any time to do one of the following:
• Negate a move made by your worthy foe as it is made.
• Discover a way to exploit the environment to your advantage.
• Discover a previously unknown weakness of your worthy foe.
• Discover a previously unknown strength of your worthy foe.

Bend Bars, Lift Gates (STR)
Heirloom (CHA)
When you consult the spirits that reside within your signature weapon,
they will give you an insight relating to the current situation,
and might ask you some questions in return, roll+CHA. 
On a 10+, the GM will give you good detail. 
On a 7-9, the GM will give you an impression.

Signature Weapon(s): Sura and Kani
This is your weapon.
There are many like it, but this one is yours.
Your weapon is your best friend.
It is your life.
You master it as you master your life. 
Your weapon, without you, is useless. 
Without your weapon, you are useless. 
You must wield your weapon true. 

Rune-scribed Twin Blades (2 Swords / Bow, 2 weight, Close, Near)
--Enchanted (+2 piercing)
--Bow Transformation (Additional Range)

Gear
Load: 7/14
Sura and Kani (2 weight)
Scale Mail (2 armor, 3 weight)
Bundle of arrows (3 ammo, 1 weight)
Dungeon rations (5 uses, 1 weight)
21 coins

Bonds
_______________ owes me their life, whether they admit it or not.
I have sworn to protect _______________.
I worry about the ability of _______________ to survive in the dungeon.
_______________ is soft, but I will make them hard like me.
The concept of a twin swords that can turn into a bow was sounded really cool to me, but I'm not exactly sure I'm supposed to be able to do that with the Signature Weapon thing. Still, I think it'd be awesome. I spent one of the 22 coins to get a bundle of arrows, but beyond some mild renaming of the signature weapon stuff, everything should be straight forward.

Krysmphoenix fucked around with this message at Jan 28, 2013 around 18:25

landis
Jun 16, 2003

Until the end.


Krysmphoenix posted:

The concept of a twin swords that can turn into a bow was sounded really cool to me, but I'm not exactly sure I'm supposed to be able to do that with the Signature Weapon thing. Still, I think it'd be awesome. I spent one of the 22 coins to get a bundle of arrows, but beyond some mild renaming of the signature weapon stuff, everything should be straight forward.

Edit: Me don't read so good. You already had 'versatile' just reworded.

VV yeah, heh.

editedit: Update my original post with character sheet and a bit more backstory to answer the questions in the OP.

landis fucked around with this message at Jan 25, 2013 around 01:09

Krysmphoenix
Jul 29, 2010

BAHAMUT.
Torch 'im.
I don't want to see
even ashes left.


Well I "chose" Versatile, and then renamed it to something else to better describe what was actually going on. But yeah, chose Near.

sentrygun
Dec 29, 2009

FUCKIN
ASSHOLE


Krysmphoenix posted:

The concept of a twin swords that can turn into a bow was sounded really cool to me, but I'm not exactly sure I'm supposed to be able to do that with the Signature Weapon thing. Still, I think it'd be awesome. I spent one of the 22 coins to get a bundle of arrows, but beyond some mild renaming of the signature weapon stuff, everything should be straight forward.

Sounds fine to me. After all, Sura and Kani (I keep wanting to type Fili and Kili ) don't make for the best of swords put together. There's obvious downsides to putting the swords together that avoid making you some kind of insane grandmaster combatant who beats up everything at every range. It should prove pretty interesting!


Now, for a round of questions!

Garland: While the traveling folk find you an excellent addition to their carousing, the kingdom's subjects don't exactly appreciate your, er, barbaric behavior, even if you are paying them for the chickens. What have you done to try to get in the farm folk's good graces, if anything?

Morgiana: I'm certain we have plenty of time. While the whole story may be quite long, surely you can tell us what it was that allowed you to reach such a magnificent castle in the sky?

Nineveh: Legends tell of an age of heroes long past, forgotten by many, but certainly not by you. What is your favorite of these stories, and what did those heroes leave behind that remains even today?

Aerilas: The Worldfletchers are certainly not as concerned with conquest as the human royals, but to hold power in any place is to be in contest with some other power. What is it that the Worldfletchers and their home stand against?

Aerilas himself seems rather shy about boasting his accomplishments what might distinguish him from the many hunters and trappers of the lands. Certainly there is something grand he has achieved that would interest the fairy folk!

Phrae: They say the greatest curse the fey have ever invented is to make themselves useful enough to warrant keeping company with, no matter how dreadful their luck. Even you fail to resist the allures of such a grand and magical weapon! What is the worst situation Sura and Kani have put you in simply by being at your side?


Everyone else, I'm either waiting for a sheet entirely or waiting for a completed sheet. Feel free to ask any questions you have for me!

Captain_Indigo
Jul 29, 2007

Smooth soft red velvety lungs.

sentrygun posted:

Garland: While the traveling folk find you an excellent addition to their carousing, the kingdom's subjects don't exactly appreciate your, er, barbaric behavior, even if you are paying them for the chickens. What have you done to try to get in the farm folk's good graces, if anything?

"Ohhhh the farm folk are just a touch grouchy! They're good people deep down! It's all a load of blown-out-of-proportion nonsense really, these rumors of me getting threatened with pitchforks or tied up and thrown in with bulls! Farm folk are the same as anyone else really. There's a stead up on the hills to the east of Ferrowshire and a farmer was losing cattle. Some of them was being killed outright, others were going missing. He reckoned they were being sacrificed to some demons cause the next day the stream passing his house dried up, and the day after it started running red!

So I went and spoke with him, said 'for 2 sides of beef and a keg of beer I'll find out what's going on'. So I go down to the fields, find one of the corpses and work my stuff, only I accidentally mess it up a little. I don't speak cow, no matter how charming ya mother says I am HAHAHA! No, seriously, I don't speak cow, but I can follow this apparition and it leads me towards the stream and lo and behold there's a load of fur trappers of all things. They were killing the cows for the leather and just dropping the dead bodies in the water. Accidentally damned the thing, hence no running stream, and then when the water did soak through it was carrying blood with it, hence the red!

Word got round after that. Farmers tend to be stuck in their ways and I tend to get under their skin a little on account of being a little loud and a little boisterous I suppose, but at the end of the day they know they can count on me. I'm no druid, but if it's to do with life or death then I'm the man!"

landis
Jun 16, 2003

Until the end.


sentrygun posted:

Aerilas: The Worldfletchers are certainly not as concerned with conquest as the human royals, but to hold power in any place is to be in contest with some other power. What is it that the Worldfletchers and their home stand against?

Legend has it that some dark god lived in the mountains to the far north driving ogres and worse into more civilized country. Men, elves, and darves fought these forces bitterly for almost a century before the god was once again entombed. That's how the city sprang up, from a collection of basecamps of the civilized races into a city with a grim purpose. The Worldfletchers, in fact perhaps even the elder Worldfletcher, were instrumental in the conflict. It's also how they made their fortune and honor. After the dark god was defeated some of the men drifted away or died off, the dwarves returned to their mines, and the elves remained. Ostensibly to defend against the dark god should it ever rise again but mostly because the city was well-established by this point and had come to serve as an important stop along trade routes east and west.

I know little else of the Worldfletcher family. I understand the elder has grown sick and possibly insane, there are rumors that he screams of visions of alabaster and obsidian hallways engraved with demonic runes with gruesome ritual chambers where undying servants work old magics and at the center of it all a vast cavern that houses a slumbering horror. Visions of the dark god perhaps. However when I met him briefly before our expedition he was yammering something about honey cakes baked in obscene shapes.

As for myself well if surviving something so horrible that I can't even recall it and then immediately after surviving an ambush of superior numbers doesn't make me stand out then I don't know what to say. I'm more than a fair hand in the wilderness, I can knock an apple out of a fat courtier's hands at 150 paces, and Maple here seems to think I'm worth something. I'm honor bound to see if there's anything I can do for Trylindiel and the others who disappeared. I have a feeling it's at least related to what's got the fey in these parts scared, I'll do whatever I can to help.

Whatever it is, it threatens to destroy the forests I love. As a ranger I'm against that.

... the entire universe will be destroyed. And as an environmentalist, I'm against that. -Al Gore, Futurama

Tollymain
Jul 9, 2010

we are all fucked
we are all s8ved




Hello, hello, hello! I am Obi, greatest of inventors! I come from the distant northern lands of sun and steam. The itch in my feet brought me here, to your cold lands, and I hear you have need of help! With my power over the evolving force of technology, I will end your troubles!

Obi was an apprentice to three different brassmasters in his homeland, all of whom kicked him out for being too reckless with his work. He decided to strike out on his own to prove his superiority. He's not succeeded yet, but his eternal optimism keeps him going!

What makes you special among so many other potential recruits?
I am the master of brass and steam! None else have brought you such wonders, and none can harness them like I can!

Why are you interested in the tales these fairies tell?
These fairies, they are like and not like the spirits of my homeland. They are capricious, yes, but they organize themselves into kingdoms and heirarchies, unlike the lonely zephyrs I grew up hearing tales of. Theirs are tales of elemental forces clashing, like how Mother Cloud and Darkest Sister created Thunder and Lightning in their feud! These civilized fey are a people of intrigue and subterfuge, masks upon masks.

What have you seen of these dangers the fey warn of?
While on the road, I saw strange, ink-black creatures creeping through the shadows. I came upon the remains of a trade caravan, destroyed seemingly without rhyme or reason, their goods ruined and scattered across the road. I found only dark dreams and night terrors when I slept. Something is terribly wrong here. Something has been unleashed which must be stopped. And I am certain that you will need my help in this struggle!

quote:

Obi the Artificer


Look: Curious eyes, frizzy dreads, scarified skin, muscular body.

Alignment: Good. Help a community using technology.

Race: Human. You have 4 gadgets instead of 3.


Stats:

STR 15/+1
DEX 9/+0
CON 12/+1
INT 16/+2
WIS 8/-1
CHA 13/+1

DAM d6
ARM 0
HP 18/18

LOAD 6/10


Gear:

Engineering Tools (hand, close, 1 weight)
Bag of Explosives (near, dangerous, messy, +1 damage, 3 weight)
Adventuring Gear (5 uses, 1 weight)
Dungeon Rations (5 uses, 1 weight)
Bandages (3 uses, 0 weight)
4 Coin


Gadgets:

Etheric Projector Bracelet
Anbaric Compensator Goggles
Hypnotic Array Periapt
Steam Coil Apparatus

Moves:

Gadget Belt

You have a Gadget Belt containing 3 4 Arcane Gadgets.
When you use one of your gadgets to get out of a tight spot, tell us what it does and roll +INT. On a hit, it works as expected and you spend 1 Charge. On a 7-9, you also choose 1:
• The device is damaged. You can repair it, but it will take some time and concentration.
• The device has a weird, unwanted side effect.
• Thedevice attracts attention.

Geomantic Charge
When you spend an uninterrupted period of time manipulating elemental fields and ley lines (usually about an hour), hold 3-Charge. You can have a maximum of 3-Charge held at any time. This Charge is used to power your Gadgets.

Jury-Rig (INT)
When you quickly fix or create a device without proper supplies, tools, or time, roll +INT. On a 10+, it works just fine. On a 7-9, choose one:
• It'll work, but only for one use or a short amount of time.
• You will need to cannibalize one of your gadgets.
• It needs some juice. Spend 1 Charge.

Master Artificer
When you spend an hour or so in your workshop contemplating an engineering challenge, tell the DM what you're trying to achieve. The DM will tell you "yes, you can do that, but..." and then 1 to 4 of the following:
• It's going to take days/weeks/months
• First you must _____
• You'll need help from______
• It will require a lot of money
• You will risk danger from _____
• You'll have to add X to your workshop first
• The best you can do is a lesser version
• You'll need detailed instructions from_______

Swags
Dec 9, 2006


Would you mind terribly if I made my paladin a halfling? I can do a human and just say he's a halfling if not. Either way, I'll have him up tonight.

Lurks With Wolves
Jan 14, 2013


sentrygun posted:

Morgiana: I'm certain we have plenty of time. While the whole story may be quite long, surely you can tell us what it was that allowed you to reach such a magnificent castle in the sky?

"Well, most of the applicants who can't fly simply negotiate transport up with something that can. I couldn't take that route, because I did not have anything they would take that I was willing to trade away. Other times tourney champions who manage to impress whatever Borealis representatives that were watching would be invited to join. I couldn't do that, because if I was a good enough swordswoman to win a tourney I wouldn't have been trying to join in the first place. Since I couldn't get there in the usual ways, my path had to be a bit more... unconventional.

You see, 364 days out of the year Castle Borealis is the highest thing there is. It's a flying castle, why wouldn't it be? But for one day out of the year, it passes the one thing taller than it in it's endless patrol of the realm. The day it passes Skybreacher. The tallest mountain in the realm. Quite possibly the tallest mountain in the world. If it wasn't for the Penitent's Path carved into it's side I doubt I could ever had reached the necessary heights. Thankfully I was able to steal a monk's robes and begin my ascent. Don't get me wrong, it was still the hardest thing I ever done. It wouldn't be a ritual cleansing of the soul if it wasn't horrendously difficult. But when I finally became one of the only people to ever look down upon Castle Borealis, I knew what I had to do. I jumped.

I'm proud to say I only broke one leg when I landed on the battlements."

sentrygun
Dec 29, 2009

FUCKIN
ASSHOLE


Swags posted:

Would you mind terribly if I made my paladin a halfling? I can do a human and just say he's a halfling if not. Either way, I'll have him up tonight.

Don't worry about races in the playbook, they're more to grant you a cool power related to who you are rather than to enforce a strict setting. I wouldn't mind if you made him a Gnoll Paladin so long as he's an intriguing character, though I would check any custom racials to make sure you aren't coming up with something too crazy mechanics-wise.

At that, I feel I should mention something that's a little less clear (if not even intended) in the rules: I don't care if you come up with a custom alignment. As long as it isn't something stupid like "Step outside to a new day" or something that is not happening in even half the sessions like "Slay a dragon", I don't mind it. There's a 1/session cap on alignment XP, so it's kind of hard to abuse. If you don't like the ones laid out for your class, make a more personal one! Same goes with bonds, though I feel like bonds should be tailored directly to the person you have it with rather than plugging a name into a generalized one.


Another round of questions in a bit once I get done putting away my stuff from class!

Krysmphoenix
Jul 29, 2010

BAHAMUT.
Torch 'im.
I don't want to see
even ashes left.


sentrygun posted:

Phrae: They say the greatest curse the fey have ever invented is to make themselves useful enough to warrant keeping company with, no matter how dreadful their luck. Even you fail to resist the allures of such a grand and magical weapon! What is the worst situation Sura and Kani have put you in simply by being at your side?

That's difficult to say, because they've gotten me in a few bad situations. For the most part when I'm on a mission by myself, stealth typically isn't an option because they'll be glad to inform me someone is coming closer. Which would be helpful, except I actually have ears and can hear them. Their information tends to do little more than give away my own position. Probably the worst time that happened was when I was sneaking through a Kobold cave, and the girls alerted the entire pack. Although their numerous traps are designed to keep intruders from getting in, they also prevent intruders from getting out. Not one of my proudest moments, but we somehow managed to escape.

And off the battlefield, they aren't much help either. Typically they stay quiet around other people to prevent their secret from being given away, however sometimes it feels as though if I express even the slightest bit of interest in anyone, especially beautiful women, they will try to ruin everything for me. I call them girls because that's precisely how they behave, like a pair of immature and jealous little girls. They do behave a bit better around Fae, however, and in return they are treated with equal amounts of fear and respect. Sometimes that gets passed on to me, other times only pity makes it through.

Krysmphoenix fucked around with this message at Jan 25, 2013 around 22:26

sentrygun
Dec 29, 2009

FUCKIN
ASSHOLE


Garland: Well, perhaps you aren't such a rough guy after all. But, for a man so concerned with life and death, surely the latter must like you as much as the former. What do your ancestors think of you today?

Aerilas: To witness a horror like that has surely scarred you, and to find yourself going from the frying pan to the fire so quickly is no doubt unfortunate. Yet, you only claim yourself a witness. Telling your tale is important, but it's only news. Where have you been the star of your own grand event, rather than a small role with no speaking part?

Obi: Such grand inventions of metal and power! The world certainly fears such progress at first sight, but perhaps we can only advance through something so extreme. What is your most ambitious invention?

Morgiana: Such dedication! If you had returned empty-handed I'd simply think this were a tall tale, but here you are. Tell me then, after all this hard work, was Auriala what you expected? I'd like to hear a bit about her, if you wouldn't mind.

Phrae: Those two sound like quite the handful. I'm sure you're thankful for them on occasion, though? Perhaps there's something great they've done for you to cement your appreciation in them, even if you're often bickering among each other?

Tollymain
Jul 9, 2010

we are all fucked
we are all s8ved


sentrygun posted:

Obi: Such grand inventions of metal and power! The world certainly fears such progress at first sight, but perhaps we can only advance through something so extreme. What is your most ambitious invention?

Among my people, automatons are not unheard of. I am currently working on a design of my own. That is not that half of it though, not at all! I plan on creating an automaton with a soul; a creature that can pass on the spark of life to its own creations. They say it is impossible. I say nothing is impossible!

Captain_Indigo
Jul 29, 2007

Smooth soft red velvety lungs.

sentrygun posted:

Garland: Well, perhaps you aren't such a rough guy after all. But, for a man so concerned with life and death, surely the latter must like you as much as the former. What do your ancestors think of you today?

"Rough? Me? Naaaah lad, I'm just a big softy! A big softy with an iron gut perhaps. A big softy not afraid of a little splash of blood. But a big softy none the less! My ancestors...*whistle of awe*...just how long have you got? There's a whole lot of trouble there cause on one side I've got my dear old dad's family, and then on the other I got me ma's. My dad's family were southern steppes types, you know - long braids, piercings, loved a drink, most of them are dancers or soothsayers or percussion-mages now. They're pleased for me, think it's a complete hoot that I can rip them back to earth for a while and ask them to tell the story of Uncle Jaxter and the stolen pig My ma's family are shaman, which is how I got into it, and they....well they're less chuffed about it. Think I'm soiling the gift or whatever, think I don't take it seriously enough, but I mean, come on, it's all just a laugh really isn't it? Life I mean. So why should death be any different? Still, I pay my respects to my ancestors, you have to honor them. I just do it my own way. I like to use customs of wherever I'm at, so when I was in Gassonvak on the anniversary of my dad's death I set off thirty six floating candles. When my cousin's sister drowned and I was on the other side of the world in Fjordberg, I chipped her name into a chunk of ice with a bone, then melted it between my hands. That's what they do over there. Seemed fitting."

Lurks With Wolves
Jan 14, 2013


sentrygun posted:

Morgiana: Such dedication! If you had returned empty-handed I'd simply think this were a tall tale, but here you are. Tell me then, after all this hard work, was Auriala what you expected? I'd like to hear a bit about her, if you wouldn't mind.

"Oh, she was more glorious than I hoped. There she was, hair blowing in the breeze, mithril mail sparkling in the sunlight. Most beautiful thing I've seen, if I may say. She's simply... Oh, yes, you wanted to know more about her. Oh, where do I even begin. When the four winds first met and formed her? When she ran through the dread Lightningwrought King in his own court, taking both Castle Borealis and his blade which strikes as fast as the lightning it was as her prize? The night the Ruby Duke fought her to a standstill, drat his eyes. Frankly, if you want me to describe her every exploit we'll be here all night.

Alright, she doesn't leave her throne room that often any more. Only for the weekly inspirations, to be honest. But that's why she has us, to act in her name. After all, who else is going to keep the realm secure? Who else is watching for signs that the Ruby Duke is breaking free of his underground tomb and raise his army once more? Enemies are at every side, after all. It is her duty to keep them at bay, and thus our duty as well."

I may have just turned Auriala into a paranoid warmonger. That will be interesting. (Also, sorry for not going into much depth with any of that. I just don't trust myself to write something as impressive as I want Auriala to seem, so I'm just hoping the awesome you all imagine is better than the awesome I would have wrote, if that makes any sense.)

Krysmphoenix
Jul 29, 2010

BAHAMUT.
Torch 'im.
I don't want to see
even ashes left.


sentrygun posted:

Phrae: Those two sound like quite the handful. I'm sure you're thankful for them on occasion, though? Perhaps there's something great they've done for you to cement your appreciation in them, even if you're often bickering among each other?

You ever go to a tavern and order a meal when they had several options for you to pick from? Usually the cheapest thing on the menu is so tiny it barely counts as a snack. Then the next step up is noticeably larger, and the step beyond that has even larger portions. But each step you go up, the amount of food given compared to the previous step decreases, till eventually there's not that much of difference in size between the most expensive thing and the thing right next to it. But it's still slightly larger and that's what counts.

The same goes for swords. You can tell by just looking and feeling the thing how much better an average sword is to a finely made sword, to a true masterpiece. From the balance to the sharpness of the blade, everything is just better as the price of the sword goes up. Sura and Kani are truly priceless swords even if they are only slightly better than a masterpiece. But when I'm up against an equally skilled and strong opponent, that tiny difference is what counts. That tiny difference is what gives me the edge to overcome and defeat my opponent.

And that's just swords. I also have with me a pair of Faeries who are honor bound to serve me as the bearer of these swords. I don't always get Faeries, but these two do. They help translates things between insanity and slightly sane for me. They know more legends than I'll ever learn in a couple lifetimes. I can count the times they have nearly gotten me killed, but it's impossible to count the number of times they have saved my life. I can probably name a few, but there are plenty others that only with their power could I have gotten through and I have probably never even noticed. Faeries like to work in that subtle way.

"Awww, thank you!"

Yeah yeah, just don't let it go to your heads.

"But we don't have heads!"

You know what I mean!


(Hmm. With this, would you be willing to swap one of my starting moves (either Battle Instincts or Bend Bars, Lift Gates) for Heirloom? It seems like such an important part to Phrae that it's a shame to not be able to take it at level 1. When level 2 comes around, I'll pick up which ever starting move I swapped out, so everything will be back to normal by that point.)

Krysmphoenix fucked around with this message at Jan 26, 2013 around 05:07

Swags
Dec 9, 2006


Quindaerus the Lesser, known to most as Young Daerus

Life as a Lesser is hard. Life is harder still when the man dubbed the Greater has other names: Quin the Conqueror, the Hero of Kreuse, Slayer of Sohytenheim of the Terrible, He Who's Touch is Godly and Good, Lance of Langthfar, Defended of the Free Peoples, Fey-Warden of Swampy Isle, and they go on and on. To have a father one never sees, in a country that speaks only of one's father's greatness, it casts a shadow that would require a man a million miles tall to not be covered by it. By the age of thirty, Young Daerus' father had saved the kingdom, either singlehandedly or with the aid of his companions, the Glorious Seven, four times already. At the age of forty-three, all Young Daerus has done is put down rampaging ogres and brambles, a few snake-men farther east. Things the locals sing songs of, but that most nationals will never know.

It's the Voice that urges him, guides him. Young Daerus knows now why his father was so constantly on the move, had eyes so tired and withdrawn. As one problem stops, the Voice shoves the jist of another into his head and he has no choice but to obey or go mad as the whispers sink in, night after night, chasing away sleep. From town to town and city to city, the halfling walks or sometimes manages to catch a ride atop a traveling wagon, always in seek of the next problem and a new evil to fell after that one meets its end. Though he's not grown much, his tiny legend grows quite a bit, but continues to pale in comparison to that of his father. The Voice itself is what urged him in this direction, and the very day the royal messengers left, he was in the court, petitioning to be allowed to join or lead whichever party sets out to defend the fey, Kreuse, and the world from evil.


What makes you special among so many other potential recruits?
Them, you recruited? Me, I was here. I've been here nigh on twenty-five years, serving this country and the Voice as much as anyone can. A Quindaerus saved this kingdom before, and a Quindaerus will save it again, or die trying. And if there is one thing this country and it's allies seem to need right now, it's saving. Look at it this way, friend, some of these people are in it for the money and prestige; I literally can't be anywhere else right now.

Why are you interested in the tales these fairies tell?
Truth be told, my interest wanes as they speak, but the words of fairies are known to be over-exaggerated. To us, this alliance gives us the fair allies of the wild, looking to keep their lands while we keep ours and everyone can live in harmony. To them, this alliance gives them lackeys and minions to send to save their kingdom from whatever handful of imagined threats they can think up. And why imagined? Because I wasn't told to come here yet, so I know, literally, it was not nearly as life-threatening as they would have us think. The only reason their words matter now is because of my presence.

What have you seen of these dangers the fey warn of?
An odd thing, to be sure. These past few months, everyone sounds frantic, but the small people are small, and rumors tend to stir them as well as any ladle. My main concern is that the Voice has begun to sound more frantic, and my periods of rest are becoming smaller and smaller, sometimes lasting no more than an hour or two, perhaps as long as a day. Ogres stomp out of the woods, the swamps are expanding with the snake men to guide them, and I've heard tales of a dung beetle the size of a wagon who ravaged an entire farm by itself and vanished back into a nearby cave. What I've seen is similar, and distressing, but enough to quake a kingdom? Doubtful.


pre:

Quindaerus the Lesser, known to most as Young Daerus

Look: Determined Eyes, Worn Holy Symbol, Disheveled Hair, Fit Body
Race: Halfling
Age: 43
Height: 3'2"
Deity: The Voice

Stats
Str: 16 (+2)
Dex: 13 (+1)
Con: 09 (+0)
Int: 08 (-1)
Wis: 12 (+1)
Cha: 15 (+1)

HP: 19
Damage: d10


Moves:
Good: 
Once per combat, when you endanger yourself to deny someone weaker than you, 
earn XP.

Halfling: 
By sheer dumb luck, you can sometimes figure out problems. Use CHA instead of INT
on one roll of your choice once per day.

Lay on Hands:
When you touch someone, skin to skin, and pray for their
well-being, roll + CHA.
  • On a 10+, you heal 1d8 damage or remove one disease.
  • On a 7-9, they are healed, but the damage or disease is transferred to you.
Armored: You ignore the clumsy tag on armor you wear. I Am the Law When you give an NPC an order based on your divine authority, roll + CHA. On a 7+, they choose one:
  • Do what you say
  • Back away cautiously, then flee
  • Attack you
On a 10+, you also take +1 forward against them. On a miss, they do as they please, and you take -1 forward against them. Quest: When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:
  • Slay _______, a great blight on the land
  • Defend _______ from the iniquities that beset them
  • Discover the truth of _______
Then choose up to two boons:
  • An unwavering sense of direction to _______.
  • Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.)
  • A mark of divine authority
  • Senses that pierce lies
  • A voice that transcends language
  • A freedom from hunger, thirst, and sleep
The GM will then tell you what vow or vows is required of you to maintain your blessing:
  • Honor (forbidden: cowardly tactics and tricks)
  • Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
  • Piety (required: observance of daily holy services)
  • Valor (forbidden: suffering an evil creature to live)
  • Truth (forbidden: lies)
  • Hospitality (required: comfort to those in need, no matter who they are)
Gear Load: 14 [list][*] Dungeon Rations (5 uses), 1 Scale Armor (2 armor), 3 Holy Symbol: Worn Eagle of Tarnished Gold and Steel, 0 Longsword (+1 damage, close), 1 Shield, (+1 armor), 2 Adventuring Gear, 1 Total: 9 Bonds ________'s misguided behavior endangers their very soul! ________ has stood by me in battle and can be trusted completely. I respect the beliefs of ________ but hope they will someday see the true way. ________ is a brave soul, I have much to learn from them.

Swags fucked around with this message at Jan 27, 2013 around 17:35

sentrygun
Dec 29, 2009

FUCKIN
ASSHOLE


Swags, just a quick scan through the sheet itself: The racial seems fine to me (though you should probably divorce yourself from the idea of individual "combats". Encounters don't really exist in Dungeon World. As for the alignment, alignments only grant XP once per session as part of the End of Session move. If you got XP for a thing that you're all about every time we got in a fight you'd be getting a lot more XP than everyone else. As for your gear, I don't quite understand why there's ammo listed on your Holy Symbol, and the Lance doesn't really look good compared to the Halberd. I'd rather you choose close+shield or a two-handed reach weapon, not a mash of the two. A reach weapon probably isn't the kind of thing someone who wants to protect others wants anyhow, since if something gets up close to you you're going to have problems swiping at them.


Krysmphoenix posted:

(Hmm. With this, would you be willing to swap one of my starting moves (either Battle Instincts or Bend Bars, Lift Gates) for Heirloom? It seems like such an important part to Phrae that it's a shame to not be able to take it at level 1. When level 2 comes around, I'll pick up which ever starting move I swapped out, so everything will be back to normal by that point.)

Phrae doesn't seem like the big brute type anyhow. If you'd rather just replace Bend Bars with Heirloom entirely, I won't stop you. I don't see it being too big a deal (after all, you might start going crazy if you have to keep asking them questions ).


More to come later today!

TurninTrix
Feb 28, 2011

SING A SONG OF SIXPENCE
A BATHTUB FULL OF DOSH


Sorry for the delay, probably put more thought on this than I really needed to. :x

sentrygun posted:

Nineveh: Legends tell of an age of heroes long past, forgotten by many, but certainly not by you. What is your favorite of these stories, and what did those heroes leave behind that remains even today?

Pfah! The Lorechanters do not play "favorites", like a minstrel that decides which embellishment of the Battle of Butcher's Crag will earn them the most coin at night. All history is of equal importance, and deserve to be shared to all with absolute clarity and objectivity. But... ah, since you asked so reverently, I do recall one man that struck me in particular.

You know of Kreuse the Builder, the First King? Of course you do. He led the greatest knights of their time, banded the baronies, founded our kingdom in the tenets of peace and equality. Knights may be his armor, but the people are his body. He said that once. We all that. But he never talks about the man he considers his shadow, does he? The one who does what needs to be done to see his king's vision.

Ah, Rezzam. Forgotten by history, and no wonder. In the days when the kingdom wasn't even formed, there was a man that acted as a right bastard in the eyes of every barony. A swindler, a thief, an rogue notorious in every land he went to. He was a favorite of songs, though. And his journal was very organized. I could keep you for hours on what he did in his youth, but that doesn't matter as much as what he did after.

Rezzam was already in his years when he fell into the services of Kreuse. The follies of his youth gave way to wisdom of his age, though old habits refused to break. Kreuse gave him only one real order, bring the most stubborn barons of the land to his side. And he did it with such with flair. If his honeyed words didn't do the trick, he fell instead on the tricks of his old trade. Subtle blackmail, dealings, manipulation, all sorts of machinations. Regrettable now, but it was quite effective then. With only his words, he tamed the most brutal lords to the most loyal of Kreuse's followers.

And for all that, he lived the rest of his days as the kingdom's first Chancellor. He helped ensure equality between lord and peace, and set its politics for centuries. Oh yes, all of his acts caught up him eventually, and his many, many enemies found a way to humiliate him, end his life and remove him from the very pages of history. But that didn't change the fact that he made Kreuse for what it was. A kingdom of peace, where one's place in the world was how he made of himself.

That, I can respect.

Okasvi
Nov 19, 2012


Is recruitment still open? If so I'd like to make a submission. I've wanted to actually play Dungeon World for a while now instead of just rolling up characters and homebrewing stuff based on gutfeelings.



The increased contact between Kreuse and the fey caused by the alliance has it's own downsides besides the political ones. The more capricious elements of the fey society also regard the kingdom with growing interest.

Galadiir is a fey changeling exchanged with the second child of a shepherd living in a small village near the north-eastern border of the kingdom. His adopted parents picked his name from a book of fairytales, since they thought a fey child should have a fey name.

Surprisingly his childhood was fairly happy. His adopted family raised him with love and while the rest of the village was mistrustful of the young changeling, they never treated him with outright hostility.

Once Galadiir reached young adulthood, he began manifesting the magic charasteristic of the fey people. After a few unintentional accidents that resulted from his unfamiliarity with his powers, he was politely but firmly kicked out of the village. Since then he has gotten his powers under control by pouring them from his mind into a self written spellbook.

Some birth defect has left Galadiir with a weak and sickly body haunted by fever dreams, which is probably the reason his real parents didn't want to keep him. Though luckily his fey heritage has also blessed him with unearthly endurance and a strong will that, allow him to force himself far further than someone in his condition should be able to. He has developed a habit of self-medicating his chronic exhaustion with halfling pipeweed.

In general Galadiir is a calm and easygoing young man, though in extremely stressful situations he sometimes manifests a ruthless streak that combines the detached cruelty of the unseelie with the human pragmatism of his upbringing. He has also developed a great curiosity towards all things supernatural, due to his efforts to understand his magical abilities.

Currently Galadiir makes his living as a wandering wizard for hire. He has just returned to Kreuse to check up on the recent ill omens.

His hat is a farewell gift from his adopted older sister and he treasures it greatly.


What have you seen of these dangers the fey warn of?

Recently the spirits Galadiir has been consulting with have seemed agitated by something. And their answers to his questions have hinted that something is definitely not right, though the ones he has talked to didn't seem to know much. Similarily the few times he has had an oppoturnity to utilize a place of power, his divinative rituals into the matter have been murky and lacking in detail. It's as if someone or something is actively trying to conceal their activities.

Why are you interested in the tales these fairies tell?

They match Galadiir's own observations, maybe collaborating will shed more light on the matter.

What makes you special among so many other potential recruits?

Galadiir is going to look into the matter anyway, both his concern for the safety of his adopted family and his academic interest compel him to do it, now that he has caught wind of it.

code:
Galadiir Morgan, Lvl 1 Wizard

Haunted Eyes, Wild Hair and Pointed Hat, Worn Robes, Thin Body

Bonds:
Fill in the name of one of your companions in at least one:
_______________ will play an important role in the events to come. I have foreseen it!
_______________ is keeping an important secret from me.
_______________ is woefully misinformed about the world; I will teach them all that I can.

    Strength (STR):  8 (-1)
   Dexterity (DEX): 12 ( 0)
Constitution (CON): 15 (+1)
Intelligence (INT): 16 (+2)
      Wisdom (WIS): 13 (+1)
    Charisma (CHA):  9 ( 0)

            Damage: D4
             Armor: 1
                HP: 19/19

Gear:
- Spellbook (1 weight)
- Dungeon rations (5 uses, 1 weight)
- Warding runes (1 armor, 1 weight) (reskinned leather armor)
- Shepherds staff (Close, two-handed, 1 weight)
- Healing potion
Load: 4/6

Neutral:
Discover something about a magical mystery.

Elf:
Magic is as natural as breath to you. Detect Magic is a cantrip for you.

Spellbook:
You have mastered several spells and inscribed them in your spellbook. You start out with
three first level spells in your spellbook as well as the cantrips. Whenever you gain a level,
you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.

Prepare Spells:
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:
- Lose any spells you already have prepared
- Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own
  level+1.
- Prepare your cantrips which never count against your limit.

Cast a Spell (Int):
When you release a spell you’ve prepared, roll+Int. On a 10+, the spell is successfully cast and
you do not forget the spell—you may cast it again later. On a 7-9, the spell is cast, but choose
one:
- You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
- The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until
  the next time you Prepare Spells.
- After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare
  spells.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to
cast a spell.

Spell Defense:
You may end any ongoing spell immediately and use the energy of its dissipation to deflect an
oncoming attack. The spell ends and you subtract its level from the damage done to you.

Ritual:
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to
achieve. Ritual effects are always possible, but the GM will give you one to four of the following
conditions:
- It’s going to take days/weeks/months
- First you must ____
- You’ll need help from ____
- It will require a lot of money
- The best you can do is a lesser version, unreliable and limited
- You and your allies will risk danger from ____
- You’ll have to disenchant ____ to do it

Spells:

Light, Cantrip:
An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or
sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of
the color of the flame. The spell lasts as long as it is in your presence.

Unseen Servant, Cantrip:
You conjure a simple invisible construct that can do nothing but carry items. It has Load 3 and
carries anything you hand to it. It cannot pick up items on its own and can only carry those you
give to it. Items carried by an unseen servant appear to float in the air a few paces behind you.
An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any
items it carried.

Prestidigitation, Cantrip:
You perform minor tricks of true magic. If you touch an item as part of the casting you can make
cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If
you cast the spell without touching an item you can instead create minor illusions no bigger than
yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but
they might entertain them.

Detect Magic, Level 1, Cantrip, Divination:
One of your senses is briefly attuned to magic. The GM will tell you what here is magical.

Contact Spirits, Level 1, Summoning:
Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the
planes, just close enough to speak to you. It is bound to answer any one question you ask to the
best of its ability.

Charm Person, Level 1, Enchantment, Ongoing:
The person (not beast or monster) you touch while casting this spell counts you as a friend until
they take damage or you prove otherwise.

Magic Missile, Level 1, Evocation:
Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.

landis
Jun 16, 2003

Until the end.


sentrygun posted:

Aerilas: To witness a horror like that has surely scarred you, and to find yourself going from the frying pan to the fire so quickly is no doubt unfortunate. Yet, you only claim yourself a witness. Telling your tale is important, but it's only news. Where have you been the star of your own grand event, rather than a small role with no speaking part?

Eh, drawing a blank. I'll withdraw but I'll keep an eye out for the thread, looks fun!

sentrygun
Dec 29, 2009

FUCKIN
ASSHOLE


landis posted:

Eh, drawing a blank. I'll withdraw but I'll keep an eye out for the thread, looks fun!

That's unfortunate to hear. I did like the Worldfletchers as an idea, but it felt more about them than Aerilas, and I was kind of searching for a character to place in him.


Obi: Well, you can't just leave it at that! What progress have you made on such an incredible device? Surely such a thing would be an astounding feat to accomplish with metal and water, but then I wonder if I'd say the same thing of any of those devices...

Quindaerus: While your father's shadow may blot out your own, surely you've done great things yourself. Don't be so modest, tell me of your most perilous combat!

Galadiir: To mix the chaotic nature of the world's magic with the capriciousness of the fey must be quite the hassle. I can't help but wonder what your grandest conjuration may have been like, if you'd be willing to tell.

Everyone: Adventuring folk around Kreuse seem fairly torn on the issue, but I'd like to know how you feel about the kingdoms who are preferring matters of conquest over this looming threat. Perhaps it doesn't concern you all that much, though...


I've gotten quite a few applications and I'm liking quite a few applications. I'm afraid of making my choices even more complex, so I plan to wrap this up on Monday evening (CST), once I get back from classes (no real point in closing applications and then spending half the day away from my computer, after all).

Lurks With Wolves
Jan 14, 2013


sentrygun posted:

Everyone: Adventuring folk around Kreuse seem fairly torn on the issue, but I'd like to know how you feel about the kingdoms who are preferring matters of conquest over this looming threat. Perhaps it doesn't concern you all that much, though...

"This evil will be crushed and all that it was will fade away like so much dust in the wind. If any kingdoms use that as an excuse to conquer fey lands, they too will be crushed. I know that sounds foolishly optimistic given the circumstances, but hope is an important thing."

Also, can I just say that there's not really any characters here that I wouldn't want to play with? Because really, I like pretty much all the applications so far.

Okasvi
Nov 19, 2012


Galadiir's greatest spell would have probably been the ritual he used to get his magic under control.

Lacking in the magical education normally provided for fey children, it was an improvised affair of half-baked meditation, stream of consciousness chanting, furious scribbling and generally just following gut feelings and going with the flow. With which he nevertheless managed to separate his magic, the very essence of his nature as a fey being, from himself and pour it into a physical receptacle, his spellbook, so that he only has to deal with the exact amount of magic he can handle.

It was a draining experience, especially for someone as young and frail as he was at the time.

As for the matter of the self-centered lack of concern by the other kingdoms, Galadiir considers the matter regrettable, but understandable, considering the lack of hard evidence concerning the looming threat.

Okasvi fucked around with this message at Jan 27, 2013 around 07:13

TurninTrix
Feb 28, 2011

SING A SONG OF SIXPENCE
A BATHTUB FULL OF DOSH


sentrygun posted:

Everyone: Adventuring folk around Kreuse seem fairly torn on the issue, but I'd like to know how you feel about the kingdoms who are preferring matters of conquest over this looming threat. Perhaps it doesn't concern you all that much, though...

More should heed the folly of the Centaur Khan. During the infancy of mankind, he forged a vast empire in the far north, a realm that spanned the highlands northward to lands even the Lorechanters do not have precise histories to. But we know of his demise, at the hands of the very people he tried to rule over. His brutal rule sparked many rebellions, but he never sought for peace or compromise. He only knew of war, the thirst of the next conquest and utter chaos, and that is how his empire broke apart.

In my travels outside the kingdom of Kreuse, I've seen the Khan's folly play out over and over in smaller scales. These warlords believe that they can have everything, they can take everything and protect everything all at once. Man, monster, or fey, all races are selfish beings to their very core. Unfortunate fact of life. But it doesn't stop me from trying to teach them better. To show that there is something bigger and more dangerous than all of them. If only my words and chants could truly stop wars...

Captain_Indigo
Jul 29, 2007

Smooth soft red velvety lungs.

sentrygun posted:

Everyone: Adventuring folk around Kreuse seem fairly torn on the issue, but I'd like to know how you feel about the kingdoms who are preferring matters of conquest over this looming threat. Perhaps it doesn't concern you all that much, though...

Garland

"Well if they ignore it completely then there probably won't be anything left to conquest! Oooh congratulations, you're eternal ruler of a pile of pus-drenched ash and bone! Ancestors! I'll tell you one thing the crotchety old people of my home planes DID get right - the living are overly concerned with power! I try and tell this to people, but they never believe me!

I rode one of those ugly lizard mounts the sand sifters raise, all the way out to the bone fortress in the Red Sand Desert once. I climbed and crawled me way through numerous traps and stared down spirit after spirit to get to the tombs of the men and women who once ruled the entire world, just so I could learn from their wisdom! You know what they all said? Wish'd they'd spent less time conquering, and more time with their kids! On the plus side when I promised to give them eternal rest and send them through to the next world, they were so grateful they taught me how to make this amazing old 'beer' from chicken fat and honey. THAT was a Saint's Week to remember, let me tell you!

It's natural I suppose, really, people probably don't want to face the fact that what's happening might actually...well, you know, happen! Nobody wants to aid their allies in a battle as mysterious and potentially disastrous as this one. Nobody wants to become involved in something that potentially threatens to end the world. Far easier to just go on like nothing's happened - try and assert your power and dominance of nature by forcibly grabbing as much land as possible. It's a shame, but to be expected."

Tollymain
Jul 9, 2010

we are all fucked
we are all s8ved


sentrygun posted:

Obi: Well, you can't just leave it at that! What progress have you made on such an incredible device? Surely such a thing would be an astounding feat to accomplish with metal and water, but then I wonder if I'd say the same thing of any of those devices...

Everyone: Adventuring folk around Kreuse seem fairly torn on the issue, but I'd like to know how you feel about the kingdoms who are preferring matters of conquest over this looming threat. Perhaps it doesn't concern you all that much, though...

Well... I had an automaton, but it was damaged on the road after an upgrade went awry. I've yet to replace it, I'm afraid. Still, it was quite the fine work! I daresay my next one will be even better!

The automaton in question did develop a degree of independence. Maybe too much independence. It went rogue, and Obi had to hunt it down and destroy it. Quite the exciting adventure, but not precisely the sort of thing you want to talk about when your skills are in question.

As for the greed of other rulers... I think that they simply haven't realized what kind of wealth and worth they could create if they were to focus on building great things! It might not be as easy as simply taking, but building adds to the world. Conquering only takes away.

Still, I am not a king, and I do not know what pressures and forces one must deal with when on a throne and under a crown. Nor do I want to know, really. I am happy enough to be living in exciting times, and to have such talent and genius! Here, let me offer a gift for the royal daughter! You see, you wind it up here...

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Swags
Dec 9, 2006


sentrygun posted:

Swags, just a quick scan through the sheet itself: The racial seems fine to me (though you should probably divorce yourself from the idea of individual "combats". Encounters don't really exist in Dungeon World. As for the alignment, alignments only grant XP once per session as part of the End of Session move. If you got XP for a thing that you're all about every time we got in a fight you'd be getting a lot more XP than everyone else. As for your gear, I don't quite understand why there's ammo listed on your Holy Symbol, and the Lance doesn't really look good compared to the Halberd. I'd rather you choose close+shield or a two-handed reach weapon, not a mash of the two. A reach weapon probably isn't the kind of thing someone who wants to protect others wants anyhow, since if something gets up close to you you're going to have problems swiping at them.

I fixed the ammo thing (copied another person's sheet, you see, thought I got it all). Switched to Longsword, though I really do like that picture with the lance.

Changed his daily halfling thing to 'sheer dumb luck' so that once a day he's able to overcome and INT problem with CHA, similar to the dwarven fighter ability.

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