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Ovo
Dec 20, 2008

Life Rules
War!

For the first time in decades the Kingdom of Oltha find herself on the eve of battle against a true foe. One of the largest and strongest kingdoms of the world, Oltha was caught by surprise by an attack from her northern borders. The dwarves that dwelled beneath the mountains of the north had been so busy politicking and fighting each other for mining territory, they had failed to notice that in the woods above their heads a great evil had taken root. A necromancer had made her home in the secluded mountains and for some time had been building her forces. In a surprise attack her forces had emerged from the northern wilds and sacked the elvish city of Eras’tha, burning it to the ground. An important link in the Oltha’s trade network to the dwarfish mines, this blow was felt quickly throughout the land. Survivors fleeing the devastation claimed that cultists in the necromancers sway spoke of how she planned to sweep south, until the capital of Oltha itself had fallen to her.



As the army of Oltha marches north to meet up with a token force from nearest Dwarfish state, Crystalgat, you are on the march as well. While the army heads north to glory and honour against an army of the undead, you are on a somewhat less vital task. A shipment of lumber is late. One of Olthas new lumber mills in a area known as The Whitewoods had a shipment due two weeks ago, and there has not been a sign of it. The mill was new and the area was known for having a few clans of goblins nearby, and the clerk who hired you implied the foreman was not the most reliable.

Whatever the case, you and four other freelancers are heading south to The Whitewoods to find some lost lumber, while armies clash in the north. You've never met these other adventurers before, but this task should not require much work. An easy and guaranteed source of coin. What could go wrong on a job this simple?


The Game

Hello, I am Ovo and I’m recruiting for a 4e PbP D&D game! I’ve run a few games on SA before and had to end them a few months ago due to crazy family business. But with that over and summer here, it time to run some D&D! For this game I am recruiting five PC’s of the third level, and I am looking for people that apply to help flesh out this world. Below this post I will have a short bio of the two places mentioned in the flavour above.

When you apply you can create a short bio for a section of the world. Your character does not have to be from there, so whatever you think would be an interesting concept for a section of the world, pitch it! If you don’t have an idea for a place in the world feel free to leave your character bio location neutral, or tie it into one of mine or another place someone else has pitched. Go nuts with the ideas for your territory and PC’s, anything goes!

This will be a fairly simple campaign at first so new players are welcome. It will also not be too combat heavy so I'd not advise you to build your PC to be a ultra killing machine and only that, as much as one can be at level 3. Upload character sheets to Orokos, as we will be using that to roll.

Application stuff!

Level 3 PC’s, any race/class allowed
Items are standard gold and items (2/3/4)
22 point buy
Themes/Backgrounds all allowed but reskin setting specific ones (Dark Sun Etc.)
3 free feats!
A bio of a section of the world (optional)

If you have any questions I'll be in IRC at #SAasimplejob, and I have PM's.

Game Thread: http://forums.somethingawful.com/showthread.php?threadid=3631503

Applicants

Controllers

Duke Seth Cephalo - Psion - Hashtag Yoloswag
Keyleth and Oliver- Druid - Flame112

Strikers

Petra the Demon - Rogue - Alouicious
Elderniss - Warlock - Bacon in a Wok
Nema Adisa - Hexblade - Wahad
Boerth - Slayer - Gin Soaked Ape
Herman Baskerville - Vampire - EclecticTastes

Leaders

Martin of Masus - Cleric - AardvarkGrenadier
Owen Magnadyne - Warlord - ArkInBlack
Ixie On The Wind - Shaman - Classtoise

Defenders

Alora - Battlemind - K Prime
Kay Archer - Fighter - Endorph
Raham Goldenmorn - Paladin - Filthy Lucre
"Mul Fighter" - Fighter - Piell

Ovo fucked around with this message at 20:09 on May 29, 2014

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Ovo
Dec 20, 2008

Life Rules
World Bios

Oltha

A large kingdom ruled by an half-elvish family, Oltha is the crossroads of the world. Smack in the middle of a dozen trade routes it is supremely wealthy, both in trade natural resources (lumber mostly). With a strong standing army it is perhaps the most stable nation in the world, with major threats to peace and order being squashed quickly. Though like most of the world, it is a place where sellswords can make a living, usually dealing with threats from the north that the dwarves fail to act on.

The Northern Dwarvish Lands

The Dwarvish Lands are a wild place. The dwarves live only in their vast underground kingdoms that are all interconnected by an astounding series of underground roads. There are a few dozen independent kingdoms underground and all of their energy is spent fighting the rest for prime mining territory. The thick woods and towering mountains above them are all but abandoned to wild beasts and unsavory types, bar for a few brave settlers.

Alouicious posted:

Locran, the Canal City

Far to the west of Oltha lies a loose collection of city-states, one of the more prominent being Locran. Lying in a delta used heavily for naval shipping and transport, Locran is a large, diverse place of many cultures and peoples. The upper class, consisting primarily of rich merchants and shipping magnates who profit off the through-traffic and busy port, live in beautiful and expansive villas, usually on their own islands built into the rivers and canals. The lower-classes live in crowded slums and shanty towns build on the outer edges of the rivers, and generally work as laborers in the docks or servants of the rich. Until recently, the city was plagued with organized crime, so much so that the previous graf was ousted by the current Graf Basco, who's vision and force of will has transformed the town's nature in a time shorter than many thought possible. However, there are rumblings that Graf Basco's intentions are not as clear as many believe, including accusations of racism and discrimination against the 'less-human' races.

Bacon In A Wok posted:

Acathira

Elderniss is something from a forgotten age of the world. Long, long ago, the island nation of Acathira was at the height of its splendour - skilled in the ways of craftwork and magic, with a fleet of warships sufficient to hold peace across all the Midworld Sea and merchants able to bring back the riches of any city imaginable. The end came suddenly; Elderniss does not know its exact cause. Acathira was razed in a matter of weeks, with the disembodied souls of only a few hundred saved within an intricate crystalline prison. Elderniss is among the least of those so fortunate.

Three years ago, something rediscovered Acathira and managed the release of certain of its populace. Some took possession of the corpses of their erstwhile rescuers; others managed to craft the substance of the very elements into new bodies. While no Acathiran can credibly be described as entirely sane, anymore, those that departed early were especially unbalanced. Rather than allow such maniacs free reign to meddle in the affairs of the younger world, the other Acathirans managed to release Elderniss and a few likeminded individuals to try and maintain some semblance of balance.

AardvarkGrenadier posted:


The Mountain City of Masus

Located in the middle of the Carinian mountain range, Masus is an important stop for merchants and travelers passing through the mountains. Located in a valley deep in the range, the city is the only bastion of civilization within the mountains, making it an almost mandatory stop for those journeying through. Having started as only a single inn, the city has grown to fill the mountain valley, and become a place of refuge in the harsh mountain passes. Due to its location, it has become a great center of trade, with many merchants and traders eager to peddle there wares.

Some ways above the city lies a monastery, called by most the Masus Monastery, but it was not always called that. Originally called the Monastery of Good Fortune, the Masus Monastery is older than the city itself, having existed since the valley lay bare. In old times, people would stop by the monastery to pray for good fortune while passing through the mountains, but in modern times it is seen mostly as a relic from a time gone by, and a place to dump unwanted persons. It has always been run by priests of Avandra, many of whom are orphans themselves, who watch over the mountain, and are there to bless the journey of any travelers who would come to them. Though these days, business is slim.

Wahad posted:

The Swamps of Setesh, aka the Deadlands

The Swamps of Setesh are a lush and vibrant place, despite what their name may have you believe. Many flora and fauna are found there in such abundance that would make any mortal gaze in awe upon the many colors and sounds; yet that would be a mistake, as the Deadlands are as beautiful as they are, well, deadly. Many of the critters that make their home, predator and prey alike, have been fine-tuned to perfect the art of killing in their own way - from the swift and silent shadowcats to the alluring, highly poisonous water-snakes.

The reason the Deadlands are known as such is not just because of its denizens, however. Many aeons ago, a great and terrible battle was waged on the Swamps; back then they were rich and vibrant wetlands. The neighboring kingdoms and their mages brought death to the swamps, and as the many corpses were left there to rot, over the years, decades and ages, the wetlands transformed. It was as if the very essence of death itself was absorbed, nourishing the area into the swamps they are today.

That's not to say it's not a home; for the Seteshi, a collective name for the various hardy humanoid denizens of the swamps, death is a way of life. They honor it, for without death there truly can be no life; as it is in the swamps, so it is in their cultures.

K Prime posted:


Haven, Mol Tirag, and Mol Khargash

Mol Tirag was once the capital of the Mol dwarven empire. But someone dug too deep, or built something, or cast the wrong spell- nobody's sure. Nobody survived.

Mol Khargash has been getting more and more insular, more xenophobic, ever since. The dwarves blamed foreign influence for the disaster; no dwarf could be so foolish, they say. First, they closed the borders. Then, they threw out the elves. Now, the King Under Stone Molvara III has declared that all non-dwarves are either second-class citizens, for those who are useful, or outlaws, killable by anyone who cares, for those that weren't.

The only place that accepts those folks is Haven, in the oasis closest to the great ruin of Mol Tirag. Molvara tolerates their presence in return for their services retrieving every bit of use from the ruin. She doesn't want to risk her dwarves, you see. Whatever destroyed Mol Tirag left legions of the unquiet dead in that place. By day, they sleep, or whatever the equivalent is for a rotting dwarf skeleton; by night, they rise and slaughter anything living they can catch. Only their brainlessness keeps them from overrunning Haven. Molvara sees it as penance for the crime that destroyed Mol Tirag; vengeance visited upon the descendents of those who lead the dwarves astray.

Flame112 posted:


Location: the Glittering Desert
One of Keyleth and Oliver's most dangerous encounters took place a short ways in to the Glittering Desert, named for its colorful, reflective sand. The most popular description of the desert states "it's as if the gods shattered a rainbow into an uncountable number of pieces". Travellers and caravans who cross the desert are frequently lost, never to be heard from again. Keyleth and Oliver once tried to take a shortcut across the desert, but from the moment they stepped onto the shimmering sands, Keyleth felt...unwelcome. She felt as though there were a sinister presence surrounding her, wishing her ill fortune. Based on the way the feathers on Oliver's neck were rising, Keyleth knew that he felt the same. Rather than risk incurring the wrath of whatever malevolent force inhabited the desert, they backtracked out of the desert, and simply took the long way around.

Endorph posted:

The Future City of Erde
A mecca of technological and magical research, Erde is a capital of trade, commerce, and general wealth. Founded two-hundred years ago by a wizard named Ari Erde, he had only one tenet for the people of his city - 'grow.'

The people took that to heart, first expanding outwards, then, when they ran out of room, expanding upwards. Today Erde is a marvel to see, its beauty almost like something out of a painting, but there is an underbelly to any place with such wealth. While crime in the streets is rare, backroom deals and shady under the table transactions run rampant. It's hard to find any politician with a clean slate, and most researchers would have to admit to taking a few 'research grants' that weren't completely on the up and up.

Erde's political system is similarly prone to corruption. The city is ran by one Archmage, who is selected by a closed council and serves until either death or retirement, and then supported by seven senators, elected by the general public. In both cases, it's hard to tell which decisions or elections are legitimate, and which were influenced by back alley dealings.

Still, the quality of life is high. Few are starving, a life-changing invention always seems around the corner, and Erde has never known a war in her two centuries. The people have little to complain about, even if there is a side of the city that most never realize is there.

Hashtag Yoloswag posted:

Zoantharia, the City of Coral

Zoantharia is an ever-growing city - literally. Its goverment spends almost nothing on construction due to the streets and buildings being made of beautiful, multi-hued living coral. This, naturally, leaves the city with plenty of money to support its thriving tourism industry.

Zoantharia sits in the middle of what was once a lagoon on the coast of a sparkling ocean, slowly growing further inland. Surrounding it on three sides is a shimmering expanse of beaches with a healthy population of tourists, all too happy to pay exorbitantly to get away from the dull monotony of the fields for a while. Many small and independent businesses have popped up in recent years, providing various services to the beachgoers (or would-be beachgoers, in Seth's case).

The city itself is a bustling metropolis: several towering hotels sit on the edges of the city, and the streets are filled with every manner of bazaar and food cart imaginable. Looking for a mall? Zoantharia's got three!

In the heart of the city, within a massive aquarium, lies the Elder Brain: the world's greatest financial genius and supposedly the mother of all illithids. Most people don't know that she imposes her will over all who enter the city, compelling them to spend all their hard-earned cash on the city's various frivolities. The most insightful people might only notice a sort of itch in their minds. Even those that are fully aware of her influence are subtly manipulated by her electropsionic billboards, on which she advertises all her favorite products (read: those made by companies who have bribed her).

As for a military...well, does a city ruled by an incomprehensibly powerful psionic being really need a militia? Then again, most undead ARE mindless...

Gin Soaked Ape posted:


Pearlbottom

Pearlbottom is a haunted city on the large bay east of Oltha. Though it is mostly inhabited by superstitious humans, it is cosmopolitan and diverse and has even a sizable superstitious goblinoid population. It is prosperous with a surprisingly egalitarian wealth distribution; some say it is because there is always work for those that seek it but others say that there is a curse that kills those that amass too much power and influence. The bay provides some shipping and trade but it also provides a thriving fishery. Mushroom farms fill the centuries old mines (long emptied of their natural resources) in the hollowed out mountain on the northern edge of town. Pearlbottom also has a large university of music, mathematics, and arcana, but does this university have a more sinister purpose? A dense fog blankets the city most of the year but it usually clears at night and the stars are bright and clear. The city may very well be haunted though.


Filthy Lucre posted:


The Warren Hills

According to legend, the Redfoam Sea earned its name due to amount of sailor's blood spilled in the deep by the Sahaugin. Despite the danger, isolated cities and villages still dot its shores, lured there by the gentle climate, fertile farmlands nearby, and bountiful fishing.

Like most halfling villages, Warren Hills is a relaxed place. Home to fewer than 500 people, its residents make their living farming or fishing in the shallows of the inlet. The semi-annual trade caravan that makes its way to the Hills in the spring and fall are the highlights of the year. Festivals are held while the traders hawk their wares and halflings trade their smokestuff weed for brightly colored clothes.

It's a good place for folks to be born, grow up, retire, and pass on.

Classtoise posted:

The Changeling Totally Innocuous Kingdom of Cealg

The lovely little kingdom of Cealg was barely a blip on anyone's radar. Such a small kingdom only a "kingdom" out of luck. Tucked just beyond Everwood forest, on the shores of the Curling sea, it was a beautiful little town. Full of misery, deceit, and treachery.

The townsfolk were happy little liars, each greeting one another with a hearty and two-faced hello, and a lovely yet sinister smile. For you see...everyone was an usurper to the throne. And, some questioned, a potential victim of being overthrown.
In what some might argue is the most brilliant and well-executed infiltration of history, the most important and influential people were replaced with Changeling assassins, waiting for their moment to strike and take the crown for their people. In what pretty much everyone will say is the most inept and ridiculous turn of events...they lost track of who was what.

Soon, the town was so muddled in war and bloodshed, that even Changelings weren't aware of who was what, nor who was initially who. The mayor became the Midwife became the Baker became the Butcher...it all got so confusing, a truce between the Then-King and Then-Knight Captain was called. With no way to verify who was who, they simply decided that killing each other was little more than senseless violence. There was no point in all of it. And thus, a democracy (of sorts) was formed. Since no one person could ever be the King long enough to enact actual rule, the people would gather together and make their decisions known. With everyone in plain sight of each other, it was nigh on impossible to lie and represent yourself twice. Things went smoothly, for a time. However, a wrench in the cogs can upset everything, even if it does not intend to.

ArkInBlack posted:

The Realm of Gaoler

The lands of Gaoler are not owned by any kingdom or noble, but none question the political might the area holds. The lands of Gaoler support the Dragon Academy of Arcane Arts, providing the necessities of life required by the largest school of magic on the Prime. Founded by the Archmage Gaoler, many have tried to claim the academy for their kingdom using words and might but the Archmage rebuffed all attempts. Standing as a neutral ground to anyone willing to work or learn, many people with dubious pasts flock to the lands, but it's not nearly the thieves paradise many believe for the lands of Gaoler is ruled with an iron fist clothed in velvet. Even the most minor crimes are met with harsh punishments. Being caught stealing wheat will end with a life time of servitude, while being found within restricted areas of the academy leads to execution for the lucky and being used as research materials. While the punishments for wrong doing are incredibly harsh, overall the quality of life is good, especially so compared to most tyrannical kingdoms.


Ovo fucked around with this message at 14:15 on May 3, 2014

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.

Seth Cephalo, Honest Entrepreneur

Seth Cephalo is an honest salesman, or at least that's what his business card says. In reality, he's your typical scummy travel agent, but at least he's good at his job. Located in Oltha, his office sends over a hundred people each month on their merry way to the shining beaches of Zoantharia, where they spend all their money before trudging home broke and depressed.

So why is Seth (certainly talented in the psionic arts even by illithid standards, but still just an average travel agent) getting involved with a group of sellswords? War is terrible for business - at least, his kind of business. Sure, you can make a killing selling arms and armor, warships, that sort of thing; but Seth is certainly not a smith or a shipwright. No, Seth deals with people, and when the undead swept into Oltha, people stopped coming to his office (or rather, they stopped leaving their homes altogether).

He figures he won't see any more customers until the war's over...so why not lend a hand to the war effort? And who knows: maybe he'll get lucky and find a few suckers along the way.

Zoantharia, the City of Coral

Zoantharia is an ever-growing city - literally. Its goverment spends almost nothing on construction due to the streets and buildings being made of beautiful, multi-hued living coral. This, naturally, leaves the city with plenty of money to support its thriving tourism industry.

Zoantharia sits in the middle of what was once a lagoon on the coast of a sparkling ocean, slowly growing further inland. Surrounding it on three sides is a shimmering expanse of beaches with a healthy population of tourists, all too happy to pay exorbitantly to get away from the dull monotony of the fields for a while. Many small and independent businesses have popped up in recent years, providing various services to the beachgoers (or would-be beachgoers, in Seth's case).

The city itself is a bustling metropolis: several towering hotels sit on the edges of the city, and the streets are filled with every manner of bazaar and food cart imaginable. Looking for a mall? Zoantharia's got three!

In the heart of the city, within a massive aquarium, lies the Elder Brain: the world's greatest financial genius and supposedly the mother of all illithids. Most people don't know that she imposes her will over all who enter the city, compelling them to spend all their hard-earned cash on the city's various frivolities. The most insightful people might only notice a sort of itch in their minds. Even those that are fully aware of her influence are subtly manipulated by her electropsionic billboards, on which she advertises all her favorite products (read: those made by companies who have bribed her).

As for a military...well, does a city ruled by an incomprehensibly powerful psionic being really need a militia? Then again, most undead ARE mindless...

Hashtag Yoloswag fucked around with this message at 10:47 on Apr 30, 2014

Wahad
May 19, 2011

There is no escape.
Welcome back Ovo! Definitely making something for this.


Nema Adisa, Gloom-Pact Hexblade Vessel for the Righteous Dead

Death comes for us all. For some, it is swift; for others, slow. For some it is peaceful; for others, violent. All men must die, but not all die equally. To those whose death was wrought about in a wrongful manner, those murdered for gold or food or power, Nema Adisa tries to bring some manner of peace, by using their power to bring about justice, to however large or small an extent as she can. It is her duty and her destiny, a task for which she has been trained by the elders of her home, like many others. She came to Oltha after news of the necromancer reached her; such a fearsome foe would bring about many restless dead, and Nema had to help however she could to bring them peace. Yet now she has to suffer through securing lumber! The indignity is almost too much to bear; but she knows that if she proves herself quickly, she might yet fight alongside the armies against the necromancer.

The Swamps of Setesh, aka the Deadlands

The Swamps of Setesh are a lush and vibrant place, despite what their name may have you believe. Many flora and fauna are found there in such abundance that would make any mortal gaze in awe upon the many colors and sounds; yet that would be a mistake, as the Deadlands are as beautiful as they are, well, deadly. Many of the critters that make their home, predator and prey alike, have been fine-tuned to perfect the art of killing in their own way - from the swift and silent shadowcats to the alluring, highly poisonous water-snakes.

The reason the Deadlands are known as such is not just because of its denizens, however. Many aeons ago, a great and terrible battle was waged on the Swamps; back then they were rich and vibrant wetlands. The neighboring kingdoms and their mages brought death to the swamps, and as the many corpses were left there to rot, over the years, decades and ages, the wetlands transformed. It was as if the very essence of death itself was absorbed, nourishing the area into the swamps they are today.

That's not to say it's not a home; for the Seteshi, a collective name for the various hardy humanoid denizens of the swamps, death is a way of life. They honor it, for without death there truly can be no life; as it is in the swamps, so it is in their cultures.

Wahad fucked around with this message at 16:21 on Apr 28, 2014

Alaois
Feb 7, 2012

Petra the Demon, Tiefling Acrobat


When you need to send a message, you do it with style. The gangs of Locran, the Canal City knew that. It's what made Petra such a popular enforcer. A 'freelancer', she didn't wear the stripe of any one of the various criminal syndicates, organizations, mafias, families or whatever fancy name for a pack of guys who make most of their money illegally you like, but if someone just wasn't getting the memo, everyone came knocking on her doorstep. Or rather, the doorstep of whatever inequitus inn or hostel she was currently calling home. While she certainly made enough money to afford nicer accommodations, she could never afford the stomach to handle 'the upper crust' of society. They were too soft, too judgmental, even less trustworthy than the mob bosses she did regular business with.

It all worked pretty smoothly until the appointment of a new graf. Graf Basco was a notorious man among those in the underworld, a man who's passion was snuffing out crime. The city guard, once clueless and complacent, became a near military force, well-trained, well-armed and well-disciplined. One by one, criminal organizations began to 'disappear', those associated with them either being rounded up, killed in the streets or simply disappearing. Petra's notoriety and penchant for making a show of her work put her on the Graf's radar as well, forcing her out of the city and out of work. So, she traveled, putting her talents to use working as a sellsword for more legitimate employers. Eventually, she found her way into the Kingdom of Oltha where she now temporarily resides, and has taken on a new job. Just finding some lost lumber, should be pretty quick for how good it's paying.

Locran, the Canal City

Far to the west of Oltha lies a loose collection of city-states, one of the more prominent being Locran. Lying in a delta used heavily for naval shipping and transport, Locran is a large, diverse place of many cultures and peoples. The upper class, consisting primarily of rich merchants and shipping magnates who profit off the through-traffic and busy port, live in beautiful and expansive villas, usually on their own islands built into the rivers and canals. The lower-classes live in crowded slums and shanty towns build on the outer edges of the rivers, and generally work as laborers in the docks or servants of the rich. Until recently, the city was plagued with organized crime, so much so that the previous graf was ousted by the current Graf Basco, who's vision and force of will has transformed the town's nature in a time shorter than many thought possible. However, there are rumblings that Graf Basco's intentions are not as clear as many believe, including accusations of racism and discrimination against the 'less-human' races.

Bacon In A Wok
Jan 27, 2014
Elderniss, Genasi Vestige Warlock



Elderniss is something from a forgotten age of the world. Long, long ago, the island nation of Acathira was at the height of its splendour - skilled in the ways of craftwork and magic, with a fleet of warships sufficient to hold peace across all the Midworld Sea and merchants able to bring back the riches of any city imaginable. The end came suddenly; Elderniss does not know its exact cause. Acathira was razed in a matter of weeks, with the disembodied souls of only a few hundred saved within an intricate crystalline prison. Elderniss is among the least of those so fortunate.

Three years ago, something rediscovered Acathira and managed the release of certain of its populace. Some took possession of the corpses of their erstwhile rescuers; others managed to craft the substance of the very elements into new bodies. While no Acathiran can credibly be described as entirely sane, anymore, those that departed early were especially unbalanced. Rather than allow such maniacs free reign to meddle in the affairs of the younger world, the other Acathirans managed to release Elderniss and a few likeminded individuals to try and maintain some semblance of balance.

Elderniss is now carrying out his charge as best he can, when he can. The world he has entered into is very different from the one of his birth; what was once an opalescent ocean is now a dry, blasted desert, former mountain ranges have been broken down to mere foothills. He still speaks the language of his birth people, but has painstakingly learned the tongue of modern men as well. The arcane powers that lost Acathira have been able to bestow upon him are miniscule in comparison to those he is supposed to hunt, and so he sometimes turns to a life of crime to keep fed, and also seeks comrades and allies when he can. The world is large, though, and the legacy of Acathira is all but forgotten. Maybe it's time to choose a different path?

AardvarkGrenadier
Mar 29, 2010

Martin of Masus, Half Elf Cleric

A roar of cheers mixed with groans went up around the small table as another round of dice came to a close. Among the losers was Martin, who, once again, found what little money he had drifting into a stranger’s pocket. Not one to let a few bad games get him down, he reached into his pockets for some coin, only to find them rather empty. Once again, he was left in some tavern dead broke, having wasted his money on gambling and drinks.

Actually, he hadn’t paid for the drinks yet, he realized, as he found himself suddenly turned to face a rather large half-orc. “Bartender says pay up,” the big lug growls at him. “Yeah, I’m kinda broke right now, so maybe I can pay tomorrow?”

The next thing he knew, Martin found himself face down in the mud, with the tavern door slamming shut behind him. It seemed he was no longer welcome here. Oh well, not the first time that had happened, and it wasn’t likely to be the last. Still, times like this got him to thinking about his days at the monastery.

Martin had been raised at what was commonly known as the Masus Monastery. Run by an order of priests that worshipped Avandra, Martin, like so many others had been abandoned at the monastery when he was only a baby. As the city of Masus was a common stop on the road through the Carinian Mountains, it made it the perfect place to drop off a child you didn’t want to see again.

And so it was that Martin was raised to be a devoted priest of Avandra. He spent his days studying the scriptures, meditating, and praying to the goddess. He was becoming a fine acolyte, and the priests had high hopes for his future at the monastery. He was working towards a place in the leadership of the monastery for the day he was fully ordained.

That day would never come, for one fateful day, Martin was sent on an errand into the city bellow the monastery. Due to the priests being occupied, he was sent down to the city alone for the first time. While he had been taught much of the ways of the priesthood, he had been taught nothing of how to resists the temptations below. As he worked through the city gathering supplies for the monastery, he came across a rowdy patron being hurled from a tavern. From inside, Martin could hear music and laughter, and, curious, he wandered in.

Before long he was swept up in the atmosphere of the place, and soon found himself in front of a table with people throwing dice and some strange drink in his hands. He watched the gamblers throw the dice, learned the rules, and soon found himself throwing down coin alongside them. The drink he had been given tasted foul, but he was rather thirsty and downed one after another. Before too long, he had emptied the coin purse given to him by the priests for supplies. Stumbling out of the door, he slowly made his way back to the monastery, and when questioned on the missing funds, claimed he had been robbed.

Martin was soon finding any excuse he could to go into the city. He would steal valuables from the monastery and sneak out into the city to feed his addiction. He was not as sly about this as he thought, for the priests quickly caught on and confronted him about his behavior. While he promised to clean himself up, he never did, and the priests were left with no choice but to banish him from the only home he had ever known, told to return when he had changed his ways.

Even this was not enough to break his addiction, as Martin continued to visit the taverns in every town he went, drinking and gambling until he was kicked out before moving on to the next town. He would travel with caravans, claiming to be a priest of Avandra, offering to travel with them and offer Avandra’s blessing for some coin. So he traveled the world, getting kicked out from taverns across the land.

Kicked out, just like he had been here. He picked himself up and scraped off some of the mud. As he wandered through the town to find a place to sleep for the night, he came across a flyer requesting help to locate some lumber shipment. Well, he needed the coin, and this seemed simple enough, so why not give it a shot?


The Mountain City of Masus

Located in the middle of the Carinian mountain range, Masus is an important stop for merchants and travelers passing through the mountains. Located in a valley deep in the range, the city is the only bastion of civilization within the mountains, making it an almost mandatory stop for those journeying through. Having started as only a single inn, the city has grown to fill the mountain valley, and become a place of refuge in the harsh mountain passes. Due to its location, it has become a great center of trade, with many merchants and traders eager to peddle there wares.

Some ways above the city lies a monastery, called by most the Masus Monastery, but it was not always called that. Originally called the Monastery of Good Fortune, the Masus Monastery is older than the city itself, having existed since the valley lay bare. In old times, people would stop by the monastery to pray for good fortune while passing through the mountains, but in modern times it is seen mostly as a relic from a time gone by, and a place to dump unwanted persons. It has always been run by priests of Avandra, many of whom are orphans themselves, who watch over the mountain, and are there to bless the journey of any travelers who would come to them. Though these days, business is slim.

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Ovo's back! Would it be considered gauche to apply to this using the character I had in your last game?

Gin Soaked Ape
May 4, 2004

is there a way to use orokos if you don't have the program that makes those character sheet files?

Ovo
Dec 20, 2008

Life Rules

Gin Soaked Ape posted:

is there a way to use orokos if you don't have the program that makes those character sheet files?

I dont think there is, but if you post your characters sheet alongside the app I can create an orokos link for it, only takes a few minutes in the builder. That gies for anyone without a DDI sub also.

Ovo
Dec 20, 2008

Life Rules

Pfox posted:

Ovo's back! Would it be considered gauche to apply to this using the character I had in your last game?

Feel free!

K Prime
Nov 4, 2009

Alora, Tiefling Battlemind


Alora's free. That's what she is.

Her home, in the wastelands where once the city of Mol Tirag once stood, is a home of exiles, those who no nation or city would take. No one else would live in the desert, surrounded by death. In more ways than one.

The town of Haven was her home. A hasty town, thrown up around an oasis a long time ago; now, a gathering place for those passing through and giving up. The main, and only, trade was artifacts. When a city dies, she leaves one hell of a rich corpse.

The brave and the able worked in the desert heat, seeking everything they could find. Occasionally, a newcomer would suggest working by night. Easier, they'd say. And everyone would laugh and laugh and laugh. Most of the newcomers would stop and listen. They'd stay inside the walls.

The few too headstrong or humiliated to hear weren't seen again. Nobody bothered mourning.

Who would raise a child in this? Only those with no other choice. Like two "abominations," running from a king who declared all non-dwarves to be either inferior or anathema.

The desert sun baked her skin hard as her horns, and she didn't complain. Her parents left her alone for days at a time- what choice did they have- and she didn't complain. What's there to complain about? That's life.

But something festered inside her. Something prideful and angry.

One day, when she was grown, one of the women got trapped outside the walls when night fell. Her screams were terrible, but nobody dared. Nobody except Alora. She hopped the wall in the night with a hammer, stolen from the forge, and a basket-bottom, to shield. Her parents screamed and screamed, but then they stopped and just cried as they dug a second grave.

So when she sauntered back the next morning, kicking a skull like a child's ball, terrified survivor in tow, they listened.

She was done hiding, she said. Done waiting. Done cowering behind walls in a desert, trading with short bastards who hated them. Just done. And with that, she bartered some bits from the corpses and she left, sleeping by day and fighting forward by night. She crossed the dwarves, in more ways than one, but they couldn't stop her. She crossed the river, and it couldn't stop her.

Her life still isn't easy. But Alora is free.

Haven, Mol Tirag, and Mol Khargash


Mol Tirag was once the capital of the Mol dwarven empire. But someone dug too deep, or built something, or cast the wrong spell- nobody's sure. Nobody survived.

Mol Khargash has been getting more and more insular, more xenophobic, ever since. The dwarves blamed foreign influence for the disaster; no dwarf could be so foolish, they say. First, they closed the borders. Then, they threw out the elves. Now, the King Under Stone Molvara III has declared that all non-dwarves are either second-class citizens, for those who are useful, or outlaws, killable by anyone who cares, for those that weren't.

The only place that accepts those folks is Haven, in the oasis closest to the great ruin of Mol Tirag. Molvara tolerates their presence in return for their services retrieving every bit of use from the ruin. She doesn't want to risk her dwarves, you see. Whatever destroyed Mol Tirag left legions of the unquiet dead in that place. By day, they sleep, or whatever the equivalent is for a rotting dwarf skeleton; by night, they rise and slaughter anything living they can catch. Only their brainlessness keeps them from overrunning Haven. Molvara sees it as penance for the crime that destroyed Mol Tirag; vengeance visited upon the descendents of those who lead the dwarves astray.

Flame112
Apr 21, 2011


Keyleth, the Elf Druid and her loyal Owlbear companion, Oliver.

Keyleth was born in Shyllenor: a small, secluded village of elves. While the village is located close to Eras’tha, the elders of Shyllenor consider themselves independent of any of the large elven cities. Shyllenor, they say, belongs only to nature.

Keyleth discovered at an early age that she had a much deeper connection to nature than the other elves of Shyllenor. She possessed the rare ability to assume the form of any beast she had come across. Keyleth, naturally curious, wanted to know as much about her abilities as she could. She met with the Shyllenor elders, seeking their wisdom. Unfortunately, they explained to her, the elders had little knowledge of any other druids, only that they existed. Somewhere. So, Keyleth left Shyllenor, hoping that by travelling across the world, she would figure out her place in nature.

Keyleth quickly adapted to the life of a travelling sellsword. The frequent brushes with danger gave her plenty of opportunity to practice her shapeshifting skills, and she satisfied her curiosity by travelling to foreign lands and meeting strange people. Keyleth believes that civilization depends on nature to survive, whether its by using trees for lumber or hunting for food. She recognizes that people must take from nature to survive, however, she is quick to confront those who would disrespect it.

Soon after she began adventuring, Keyleth came across a pair of orcs who were forcing a young owlcub into a tiny cage. With no mother in sight, Keyleth took it upon herself to rescue the poor little guy. She transformed into a massive adult owlbear, roared, and ran straight at the pair, who immediately abandoned the owlcub and fled. After some searching, Keylteh found the owlcub's mother nearby, dead. Keyleth named the owlcub 'Oliver' and took him under her wing, both figuratively and literally. Keyleth and Oliver have now been companions for several years, and the once helpless owlcub has grown into quite a ferocious juvenile owlbear.

Location: the Glittering Desert
One of Keyleth and Oliver's most dangerous encounters took place a short ways in to the Glittering Desert, named for its colorful, reflective sand. The most popular description of the desert states "it's as if the gods shattered a rainbow into an uncountable number of pieces". Travellers and caravans who cross the desert are frequently lost, never to be heard from again. Keyleth and Oliver once tried to take a shortcut across the desert, but from the moment they stepped onto the shimmering sands, Keyleth felt...unwelcome. She felt as though there were a sinister presence surrounding her, wishing her ill fortune. Based on the way the feathers on Oliver's neck were rising, Keyleth knew that he felt the same. Rather than risk incurring the wrath of whatever malevolent force inhabited the desert, they backtracked out of the desert, and simply took the long way around.

Endorph
Jul 22, 2009


Jay Archer, Half-Orc Fighter

Jay was born amidst the hustle and bustle of a golden age of commerce, in the well-known 'Future City' of Arde, an ever expanding idyllic marvel of magic and technology, surrounded and therefore protected on all sides by the larger nations, never attacked due to fear of the wrath of the other nations. Due to its wealth and high quality of life, it attracts visitors and settlers from all over the world. If a race is smart enough to trade money for necessities, a family of them can probably be found in Arde.

Despite the picturesque qualities of Arde, not all is peaceful - the diverse population means culture clashes are frequent, and the wealth and freedom from larger forces makes it a haven for criminal enterprises of every shape and size. That is where the Skybound come in - the elite city guard of Arde, trained to take on an entire building of thugs and lowlives on their lonesome, making up for their small numbers with skill. The regular rank-and-file guard handle minor things like barroom brawls or pickpocketing, and the Skybound handle the constant threat of organized crime.

Jay's father was a Skybound, captain of the whole shebang as a matter of fact, and brought up among stories of daring as Jay was, and taller and broader than the other boys due to some orc or another far back in his family tree, Jay was on the fast-track to be the same. He joined the guard at age sixteen, as soon as he could, and started working hard and fast even on the simplest of streetwork.

Unfortunately, Jay's fervor for his work didn't come from a sense of justice or even from a desire to stand out, but from a much more base source: greed. He was perfectly willing, like a fair few of his compatriots, to take a bribe or a favor to look the other way. He wasn't a bastard, mind, if there was murder in the air or some much darker criminal enterprise on the wind, he'd alert his superiors as he should've, but a simple case of pickpocketing, or a box full of stolen jewelry? Well, money changed hands all the time in this city, and he could be convinced to let it slip his mind for a modest cut of the profits.

These petty crimes went either unnoticed by his superiors, or they just didn't care. His work on the cases he deemed too serious to let slip was good enough, and when it came to swordplay he was top of the line, so it seemed like the problem would solve itself. After all, with the Skybound, there were no petty crimes.

Chance intervened before that day could come, however. One night, while watching one of the gates to the city, a small crew of suspicious men came along, with an orc lugging a large sack behind him. When Jay approached to search them, the orc flipped him a few coin, and Jay happily let them through with a wink and a wave.

That sack contained Jay's father, or at least what was left of him after a brutal fight, and when it washed up along the riverbank the next day with the culprits long gone, suspicion immediately fell upon the men who were supposed to be watching the gates. The other guards all had friends and family willing to vouch for their characters. Jay, on the other hand, had a long line of petty criminals eager to have their sentences reduced or their names cleared for the moment - they all happily spun long yarns about how he had bullied and strongarmed them into giving him all their money, while they cowered in the corner.

Only desperate pleas and a lack of evidence saved Jay's head from the executioner's axe, but he was still kicked out of the city with a promise that he'd be arrested on sight should he try to return. Jay would have certainly liked to find the men who killed his father, but he had much more pressing concerns: a meal for the night and a roof over his head.

As a young man with no skills to his name but swordplay, it wasn't long before he drifted into mercenary work, and frankly this job in particular seemed way too good to be true. It even led him in the exact opposite direction of the fighting. What was there to complain about? No way he could screw this up as badly as he usually did.





The Future City of Erde
A mecca of technological and magical research, Erde is a capital of trade, commerce, and general wealth. Founded two-hundred years ago by a wizard named Ari Erde, he had only one tenet for the people of his city - 'grow.'

The people took that to heart, first expanding outwards, then, when they ran out of room, expanding upwards. Today Erde is a marvel to see, its beauty almost like something out of a painting, but there is an underbelly to any place with such wealth. While crime in the streets is rare, backroom deals and shady under the table transactions run rampant. It's hard to find any politician with a clean slate, and most researchers would have to admit to taking a few 'research grants' that weren't completely on the up and up.

Erde's political system is similarly prone to corruption. The city is ran by one Archmage, who is selected by a closed council and serves until either death or retirement, and then supported by seven senators, elected by the general public. In both cases, it's hard to tell which decisions or elections are legitimate, and which were influenced by back alley dealings.

Still, the quality of life is high. Few are starving, a life-changing invention always seems around the corner, and Erde has never known a war in her two centuries. The people have little to complain about, even if there is a side of the city that most never realize is there.

Gin Soaked Ape
May 4, 2004


Pearlbottom is a haunted city on the large bay east of Oltha. Though it is mostly inhabited by superstitious humans, it is cosmopolitan and diverse and has even a sizable superstitious goblinoid population. It is prosperous with a surprisingly egalitarian wealth distribution; some say it is because there is always work for those that seek it but others say that there is a curse that kills those that amass too much power and influence. The bay provides some shipping and trade but it also provides a thriving fishery. Mushroom farms fill the centuries old mines (long emptied of their natural resources) in the hollowed out mountain on the northern edge of town. Pearlbottom also has a large university of music, mathematics, and arcana, but does this university have a more sinister purpose? A dense fog blankets the city most of the year but it usually clears at night and the stars are bright and clear. The city may very well be haunted though.


Boerth was a capable well respected member of the city guard for many years. He was handsome, clean and well groomed (some would add 'for a bugbear' to the end of that description) and was always polite to his peers. He did well busting up any thugs or pirates that didn't respect the laws and ways of Pearlbottom. He never shirked his duty and never took a bribe. But Pearlbottom can be a hard place to live if you get caught up in thinking about the various ghosts and curses you risk crossing. He fled when he accidentally smashed an ancient mirror during a lunar eclipse. There is no way he hadn't released some kind of ghost or evil eye or something when he did that.

Name: Boerth
Race: Bugbear Size: M Align: Unaligned
Height: 6'10" Weight: 292lbs Age: 31

Class: Fighter (Slayer) Level: 3

Ability Scores:
Abil Base Rac Total
Str 16 +2 18(+4)
Con 11 +0 11(+0)
Dex 16 +2 18(+4)
Int 10 +0 10(+0)
Wis 8 +0 8(-1)
Cha 13 +0 13(+1)

Skills: Athletics, Perception, Intimidate, Endurance

Languages: Common, Goblin

Racial Features: Oversized, Low light vision

Background: Sentry (Perception)

Theme: Guardian

Powers: Battle Wrath, Berserker's Charge, Glowering Threat

Feats:
B - Spear Expertise
B - Improved Defenses
B – Weapon Proficiency Gouge
1 – Weapon Focus (Spear)
2 – Defender of the Wild

Equipment:
11 gp
Bracers of Mighty striking 2nd
large Vanguard Gouge +1 3rd
Frozen Scale +1 4th
Badge of the berserker +1 520
large Longbow w/ 40 arrows 32
adventurer's kit 15
potion of healing 50
Journeybread 50
Climber's kit 2


i left out the math calculations because i figured the program adds that stuff up, right?

edit: also if bugbears are no good i can make him a dragonborn instead

Gin Soaked Ape fucked around with this message at 01:03 on May 1, 2014

Filthy Lucre
Feb 27, 2006

Raham Goldenmorn

Background coming complete.

It had been a long journey. Almost three months of overland travel to Oltha.

In truth, Raham had been reluctant to leave Warren Hills. He had settled there almost twenty (or was it thirty?) years ago after helping the halfling village fend off the Sahaugin invaders boiling up from the Redfoam Sea. Having seen enough violence and bloodshed, Raham had dared hope he might spend the rest of this Turn on the mortal world in peace until Amaunator called him to the celestial home.

After years of peace, Raham began to feel a familiar restlessness. Soon after, rumors of the undead festering near Oltha reached the Hills. Amaunator's will calling him to service once again.

Bracing himself, Raham moved to the side of the roadway to begin his private ritual. Eyes scouring the city, he searched a detail that might spark a memory. "Have I been here before?", he wondered silently. As an immortal being reincarnated on the mortal plane, memories of past lives sometimes pushed their way into consciousness. The longer this Turn continued, the worse it became. Satisfied he wasn't going to be overwhelmed by deja vu, Raham shouldered his pack and resumed his march into the city. Amaunator's will be done.


The Warren Hills

According to legend, the Redfoam Sea earned its name due to amount of sailor's blood spilled in the deep by the Sahaugin. Despite the danger, isolated cities and villages still dot its shores, lured there by the gentle climate, fertile farmlands nearby, and bountiful fishing.

Like most halfling villages, Warren Hills is a relaxed place. Home to fewer than 500 people, its residents make their living farming or fishing in the shallows of the inlet. The semi-annual trade caravan that makes its way to the Hills in the spring and fall are the highlights of the year. Festivals are held while the traders hawk their wares and halflings trade their smokestuff weed for brightly colored clothes.

It's a good place for folks to be born, grow up, retire, and pass on.


Filthy Lucre fucked around with this message at 03:45 on May 1, 2014

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."
Herman Baskerville, Changeling Vampire (with Lycanthropy)


By day:


By night:



Background:

Herman always had bad luck. His father was a Doppelganger, turns out, and baby Changelings have a hard time concealing their origins. He and his mother were run out of their village and nearly killed, but at least they survived. His mother was an herbalist by trade, and was able to raise him on her own in the woods without too much difficulty. However, when he was but twelve years old, the werewolf showed up. Herman's mother died defending him, too bad it didn't keep him from getting bitten. He spent the next six years fending for himself, and as luck would have it, even with his nonexistent survival skills, his monthly transformation into a ravening beast was just what he needed to avoid starving to death. Of course, as his luck would have it, he soon ran into a vampire with no full moon in sight. Herman's often wondered if he'd have been happier if the vampire hadn't taken pity on him for his youth and turned him. He's also come within a hair's breadth of just finally dropping his cloak and letting the sun finish him off. Unfortunately, of the many, many things Herman is, he is foremost a coward. He wouldn't be able to end his eternal life, not if he tried for a hundred years (he knows from experience, in fact). Even with the robes protecting him from the worst of the sunlight, he always feels a little queasy during the daytime. At night, however, something unusual happens. His mind apparently fractured at some point during his two centuries as a vampire, for once the last of the sun's rays fade from the sky, he transforms (quite literally, thanks to his Changeling powers) into a persona that calls itself "Bloody Love". Suave, debonair, and every bit the quintessential vampire, "Bloody" is nothing like Herman in attitude. It was under the influence of this personality that Herman found himself volunteered for service in this campaign against necromancers and hordes of undead, investigating lost lumber shipments. Well, he thought as he ascertained his present situation, at least he can't be turned into anything else.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Mul Fighter


Bio up later

Ovo
Dec 20, 2008

Life Rules

Gin Soaked Ape posted:



i left out the math calculations because i figured the program adds that stuff up, right?

edit: also if bugbears are no good i can make him a dragonborn instead

Yeah it takes care of the math behind the abilities; bugbear is fine also.

Apps are looking good so far!

Gin Soaked Ape
May 4, 2004

hey, i was just looking at the other sheets and i looked into what themes were, i didn't realize they could give you some good things mechanically. is it ok if i added the guardian theme to boerth? i was trying to find ways to give him some defender stuff and it would definitely help. i think it fits his background as well

Gin Soaked Ape fucked around with this message at 22:49 on Apr 30, 2014

Ovo
Dec 20, 2008

Life Rules

Gin Soaked Ape posted:

hey, i was just looking at the other sheets and i looked into what themes were, i didn't realize they could give you some good things mechanically. is it ok if i added the guardian theme to boerth? i was trying to find ways to give him some defender stuff and it would definitely help. i think it fits his background as well

Go for it.

Ovo
Dec 20, 2008

Life Rules
I'm closing recruitment sunday evening, so anyone that still wants to app, get it in before then!

Classtoise
Feb 11, 2008

THINKS CON-AIR WAS A GOOD MOVIE

The Changeling Totally Innocuous Kingdom of Cealg

The lovely little kingdom of Cealg was barely a blip on anyone's radar. Such a small kingdom only a "kingdom" out of luck. Tucked just beyond Everwood forest, on the shores of the Curling sea, it was a beautiful little town. Full of misery, deceit, and treachery.

The townsfolk were happy little liars, each greeting one another with a hearty and two-faced hello, and a lovely yet sinister smile. For you see...everyone was an usurper to the throne. And, some questioned, a potential victim of being overthrown.
In what some might argue is the most brilliant and well-executed infiltration of history, the most important and influential people were replaced with Changeling assassins, waiting for their moment to strike and take the crown for their people. In what pretty much everyone will say is the most inept and ridiculous turn of events...they lost track of who was what.

Soon, the town was so muddled in war and bloodshed, that even Changelings weren't aware of who was what, nor who was initially who. The mayor became the Midwife became the Baker became the Butcher...it all got so confusing, a truce between the Then-King and Then-Knight Captain was called. With no way to verify who was who, they simply decided that killing each other was little more than senseless violence. There was no point in all of it. And thus, a democracy (of sorts) was formed. Since no one person could ever be the King long enough to enact actual rule, the people would gather together and make their decisions known. With everyone in plain sight of each other, it was nigh on impossible to lie and represent yourself twice. Things went smoothly, for a time. However, a wrench in the cogs can upset everything, even if it does not intend to.



Ixie on the Wind

Ixxin was born to no ridiculous circumstance. The town celebrated, as they always did, even louder when she performed her first changing (as in form, not diapers). As she grew, people began to talk, however. Well, Ixie began to talk, rather. To seemingly nothing. She would argue with the wind or the trees. She would thank the tides for being so refreshing or scold the rocks for being too sharp when she'd fall. Her parents (or rather, whoever had become her parents at the time) would make excuses for 'their' daughter. She never switched forms, either. Either a small elven girl, or her natural form. Others began to gossip.
"It's not natural", they'd argue, "Why should she keep a concrete form when WE all have to hide?"
Tempers would flare and diplomatic meetings would again sink back to bloodshed. Until Ixie's 12th birthday.

"On this day," the 'Mayor' spoke triumphantly, "My little girl...Uh...OUR...Ixxin can take on a role in town. Now, since the tragic accident of the shoe cobbler last weekend, we have an opening! And our current cobbler can train her before going back to his role as the town drunk!"
A man stood up and smiled, waving, "I can't wait to go back to hurling verbal abuse and possibly feces at all of you."
"Now, she..."
"You're not the mayor," Ixxin stared him dead in the eyes as she spoke.
"Excuse me?"
"You're the Knight-Captain." She pointed to the baker, "She's the King." And then to the blacksmith "And he's the Queen."
There was a tension so thick you could swim in it as her words filled the room. No one knew how to react.
"Little one, what makes you so confident to make this claim?"
She shrugged, "The spirits told me. I can tell they're right."

The bloodshed started up again almost instantly. Threats of violence as forms shifted back and forth over the din of the scrambling from people just happy to have their lives trying to escape. As Ixxin tried to crawl out, the felt some clasp her wrist. She raised her hand to protest but immediately fell silent as she saw them in their original form.
"Dad?" Her true father. Not a man masquerading as one.
"Please, don't think of me a monster," He said as he lead her to a small shed behind a house.
"There's some stuff in here," He scrambled to hand her a long pole with a stick and a necklace, "Now go. Please, just..."
She hugged her father. Her real father.
"I'm sorry."
"Don't be. Now go."

And go, she did. Not yet an adult, she found herself lost in the woods within days. Weeks passed, then months. Winter was harsher than ever. The freezing winds wracked her slight frame every night as she hunkered behind rocks and under dirt for warmth. But it all changed by fate written ages ago.

Barely alive from berries and small creatures, she happened across a bear waking from hibernation. The bear sniffed at the poor girl as she lay dying from the cold winter months.
"Just eat me," she pleaded.
"Why would I do that?" the bear questioned, poking her with a huge paw. "You're so weak."
Her eyes fluttered open as the bear plopped down onto its' haunches.
"Am I hallucinating?"
The bear tilted its' head. The voice came again, but there was no sound. No lips moving.
"No? I do not believe so. Tree! Is she hallucinating?"
"Do not tease the Spirit Talker, Bear. She has been away from us all her life." The voice was booming, but soft.
"Wind, Lynx, help this child."
A strong gust pushed her upright, followed by a large cat dropping a dead deer before her.
"But...wait...you all can speak?"
"Sort of. Our spirits, rather, can talk. But only to Spirit Talkers. Ones you call...Oh, what's the word."
"Druids? Shaman?"
"Yes! Them!" Lynx turned to bear, ears perked up, "Only those can speak with us. Do not worry about deer."
"Oh. Does he not have a voice?" Ixin prodded.
"No, he was kind of a dick."

Many more months passed, as she was at home amongst the wilds. She would shift into Elven form to fend off hunters who would think the animals her prey and not intrude, and in turn they would fish and bring her food and help her create shelter.
In a few years time, she had grown strong. Confident. She could summon Bear long after the poor thing had fallen. Other bears would surround her, offering kind words. Finally, Wind had troubling news.
"The Elves and humans..."
"They will not harm us," Ixin smiled as she conjured a Bear spirit, "I will protect us."
"But who will protect THEM? They are being attacked by an enemy of unnatural strength and cruelty!"
Ixin dispelled the spirit, and sat on a rock.
"So. You want me to help them?"
The wind whistled in the affirmative.
"Hm. It's true that they rarely mean us harm outside of their own means."
"It might be your greater purpose. The Kingdom of Oltha, about three days travel, is in need of help. Or so Bird has told me."
She nodded and gathered her things, including the crude armor she had fashioned and the small gem that Wind had given with the language of the Dwarves. She made her way to assist in whatever way she could, hopeful to turn the tides of battle.

ArkInBlack
Mar 22, 2013
The Realm of Gaoler

The lands of Gaoler are not owned by any kingdom or noble, but none question the political might the area holds. The lands of Gaoler support the Dragon Academy of Arcane Arts, providing the necessities of life required by the largest school of magic on the Prime. Founded by the Archmage Gaoler, many have tried to claim the academy for their kingdom using words and might but the Archmage rebuffed all attempts. Standing as a neutral ground to anyone willing to work or learn, many people with dubious pasts flock to the lands, but it's not nearly the thieves paradise many believe for the lands of Gaoler is ruled with an iron fist clothed in velvet. Even the most minor crimes are met with harsh punishments. Being caught stealing wheat will end with a life time of servitude, while being found within restricted areas of the academy leads to execution for the lucky and being used as research materials. While the punishments for wrong doing are incredibly harsh, overall the quality of life is good, especially so compared to most tyrannical kingdoms.


Owen Magnadyne, failed wizard turned Bounty Hunter

Owen grew up on a small farm within the lands of Gaoler, and Owen knew from a young age what he wanted to do. Being a bright child he managed to get accepted into the Academy and began his diligent studies. However his competition was stiff, the students commonly jockeying for the favor of the teachers, eventually leading Owen to desperate measures. In secret he prepared a ritual to summon a creature from the Elemental Chaos, gathering components and residium over the course of a month. When he finally attempted the ritual he managed to trigger the ritual but lost control of the magic. With a demon beginning to push itself into the Prime, Owen realized that if his blundering allowed a demon onto the campus if he was very lucky he would only be a dead man. With herculean effort he used his magic and natural connection to the primal element of earth he shifted the portal, destabilizing it and preventing the demon from coming through.

However such a thing left his ability to shape and control the arcane in a worse state then when he had started, struggling to even cast basic cantrips. Lacking the ability to weave arcane magics, his career at the academy was over. Ego all but destroyed by his own failures, Owen became despondent and spent most of his waking hours sullenly helping around the family farm. Eventually Glenda, his mother, confronted Owen about his depression and inspired him to do SOMETHING with his life despite his inability to wield the arcane as he dreamed.

Strong from his near constant working of the farm and still has knowledge of the workings of the arcane, Owen sought training from an ex-mercenary in the ways of archery, before setting out to become a Bounty Hunter. Using his knowledge of alchemy and the arcane to claim more troublesome bounties, Owen found a renewed purpose in his life. No longer in a depressive funk but ego tempered by his mistakes Owen found himself happy with his life, challenging rewarding work that aids others. Traveling to many places in search of bounties, Owen eventually found himself in Oltha low on cash with no prospective bounties, seeing a call for mercenaries Owen decided to take up the job to investigate a late lumber shipment.

ArkInBlack fucked around with this message at 09:04 on May 4, 2014

Ovo
Dec 20, 2008

Life Rules
Recruitment closes today, around 7 EST!

slap me and kiss me
Apr 1, 2008

You best protect ya neck

Ovo posted:

Recruitment closes today, around 7 EST!

Could it be 8pm? I am on travel status and not on an airplane that gets wifi, so I won't have a chance to upload my dude until 8ish.

Ovo
Dec 20, 2008

Life Rules
Sure, I can wait till you post it.

slap me and kiss me
Apr 1, 2008

You best protect ya neck

Ovo posted:

Sure, I can wait till you post it.

Argh, I've been defeated by woefully inadequate airport wireless. Realistically I'm looking at getting back online tomorrow eveening, so I'll bow out and hope to get in when one of your players has to quit sometime in the future.

Ovo
Dec 20, 2008

Life Rules
Thanks to everyone who applied, it was a tough choice as they were all really good! That said, here are the picks!


Alora, being played by K Prime.


Elderniss, being played by Bacon in a Wok.


Keyleth and Oliver, being played by Flame112.


Owen Magnadyne, being played by ArkInBlack.


Petra, being played by Alouicios.

And that is the party! The game thread will be up shortly along with general rules housekeeping stuff. Thanks again to all who applied!

Ovo
Dec 20, 2008

Life Rules
Game thread is up!

Alaois
Feb 7, 2012



pre:
Petra the Demon   						 
HP: 34/34 (THP: )        AC:   18    Passive Insight: 10
Surges: 7/7 (V: 8)       For:  12    Passive Perception: 10
Initiative: +5   	Ref:  17    Action Points: 1
Speed: 6     	        Will: 14    Vision: Low-Light
Languages: Common, Dwarven

At Will			Encounter			     Daily
Acrobatic Strike        [ ] Infernal Wrath                    [ ] Spinning Blade Leap
Duelist's Flurry        [ ] Acrobat's Blade Trick             [ ] Wounding Khopesh
Acrobat Boots           [ ] Ruthless Demonstration            [ ] Serpentskin Armor
                        [ ] Agile Footwork
                        [ ] Jumping Blade Assault
                        [ ] Double Take
                      

Conditionals/Resists: 
First Strike: CA against targets who haven't acted yet
Artful Dodger: Add CHA mod to AC against OA attacks 
Swift Footwork: +2 to shift distance for Encounter and Daily powers
Defensive Mobility: +2 AC against all OAs
Bloodhunt: +1 to attacks vs. bloodied enemies
Fire Resistance: 5 +1/2 level fire resist
Acrobat Boots: +1 to Acrobatics checks

Alaois fucked around with this message at 21:11 on May 24, 2014

ArkInBlack
Mar 22, 2013


pre:
Owen Magnadyne   						 
HP: 34/34 (THP: )        AC:   19    Passive Insight: 11
Surges: 8/8 (V: 9)       For:  19    Passive Perception: 11
Initiative: +2   	 Ref:  17    Action Points: 1
Speed: 6     	         Will: 15    Vision: Normal Vision
Languages: Common, Primordial, Draconic

At Will			Encounter			     Daily
Risky Shot              [ ] Earthshock                        [ ] Relentless Wounding
Direct the Strike       [ ][ ] Inspiring Word                 [ ] Quick Great Bow
                        [ ] Vengeance Is Mine             
                        [ ] Flame Arrow
                        [ ] Second Wind
                        [ ] Knight's Move
                        [ ] Deadly Distraction

Conditionals/Resists: 
Resists: 5 Fire, 5 Cold, 5 Thunder
Lifesaving Brooch: Allies gain +5 to Heal checks to administer first aid to me
Bow Expertise: +1/2/3 damage against isolated (enemies with no creature adjacent) targets
Combat Leader: Myself and Allies who can see and hear me get a +2 power bonus to Initiative.
Earthsoul Saving Bonus:+1 to all saves

Bacon In A Wok
Jan 27, 2014


pre:
Elderniss   						 
HP: 40/40 (THP: )       AC:   18    Passive Insight: 12
Surges: 10/10 (V: 10)   Fort: 17    Passive Perception: 12
Initiative: +2   	Ref:  18    Action Points: 1
Speed: 6     	        Will: 15    Vision: Normal Vision
Languages: Common, Primordial, Acathiran

At Will			Encounter			     Daily
Eldritch Blast          [ ] Guidance of the Past              [ ] Vestige of Mount Vaelis
Eyes of the Vestige     [ ] Sandslide                         [ ] Rod of Avernus/
Warlock's Curse         [ ] Clarion Call                          Armor of Dark Majesty/
                        [ ] Cloud of Flies                        Amulet of Elegy
                        [ ] Ethereal Slide
                      

Conditionals/Resists: 
Sandsoul: +4 racial bonus to Acrobatics/Athletics when attempting escape actions, +2 to saves vs slow/immobilize/restrain
Prime Shot: If no ally is closer to a given target, gain +1 to attack rolls against that target
Pact Boon: Gain bonuses when an enemy under Warlock's Curse is reduced to 0 HP (default bonus: Zutwa, Prime Shot bonus increases to +3) 
Shadow Walk: When moving 3+ squares during a turn, gain partial concealment until end of next turn
Sacrifice to Caiphon: Deal (power's level) damage to self to immediately recover a warlock encounter power that missed all targets
Rod of Avernus: Slide each enemy under Warlock's Curse 1 square when pact boon is triggered
Armor of Dark Majesty: +2 to all defenses against enemies under Warlock's Curse

Bacon In A Wok fucked around with this message at 03:45 on May 5, 2014

Flame112
Apr 21, 2011


pre:
Keyleth the Druid   						 
HP: 33/33 (THP:0)       AC:   17    Passive Insight: 21
Surges: 7/7 (V: 8)      Fort: 13    Passive Perception: 23
Initiative: +4   	Ref:  17    Action Points: 1
Speed: 8     	        Will: 19    Vision: Low-Light
Languages: Common, Elven

At Will			Encounter	          Daily
Savage Rend             [ ] Second Wind           [ ] Faerie Fire
Grasping Tide           [ ] Elven Accuracy        [ ] Staff of the War Mage
Grasping Claws          [ ] Darting Bite          [ ] Wintersnap Armor
Wild Shape              [ ] Sudden Bite
Acrobat Boots           [ ] Predator's Flurry                        
                    
Conditionals/Resists: 
Group Awareness: Non-elf allies within 5 squares get a +1 racial bonus to Perception checks.
Wild Step: Ignore difficult terrain when shifting.
Primal Predator: While not wearing heavy armor, gain +1 to speed (included above).
Agile Form: Shift 1 square when I switch from humanoid to beast form.
Wild Elf Luck: Gain a +1d4 to Elven Accuracy reroll.
Acrobat Boots: +1 item bonus to Acrobatics checks.
Wintersnap Leather Armor: Cold Resist +5 and and +1 to Stealth checks in icy or snowy environments.



pre:
Oliver the Owlbear   						 
HP:   16/16 (THP:0)      AC:   13
Speed: 6                 Fort: 15       
Passive Insight: 21      Ref:  11       
Passive Perception: 25   Will: 15      
                                 
At Will    
Claw (Melee 1)  
Attack: 1d20+8 vs. AC                      
Hit: 1d12+1 damage

Conditionals/Resists:
Ferocious Companion Aura: Aura 1, Allies gain a +2 power bonus to damage rolls against enemies in the aura.


First time doing a stat block; I hope everything is right but please tell me if I hosed it up!

K Prime
Nov 4, 2009



pre:
Alora   						 
HP: 47/47 (THP:0)        AC:   21    Passive Insight: 11
Surges: 14/14 (V: 11)    Fort: 18    Passive Perception: 11
Initiative: +2   	Ref:  15    Action Points: 1
Speed: 5     	        Will: 18    Vision: Low-Light
Languages: Common, Draconic

Power POINTS! 4

At Will			Encounter	          Daily
Battlemind's Demand     [ ] Second Wind           [ ] Accelerating Strike
Blurred Step            [ ] Guardian's Counter    [ ] Inspiring Fortitude
Mind Spike              [ ] Infernal Wrath        [ ] Dwarven Armor
Vicious Cobra Strike    [ ] Speed of Thought      [ ] Frost Warhammer
Twisted Eye             [ ] Telepathic Challenge  [ ] Casque of Tactics                        
Spectral Legion           
         
Conditionals/Resists: 
Restless Dead: +1 damage against undead
Desert Baked: Fire resistance 5+1/2 level
Bloodhunt: +1 against bloodied enemies
Dwarven Armor: +1 bonus to endurance checks
Casque of Tactics   : +1 bonus to initiative

Ovo
Dec 20, 2008

Life Rules
Two things! After some thought I have decided to ditch using XP and just tell you guys when to level up. I did that in the last games I ran and thought it worked good, and XP tracking and managing for encounters is dumb. Second, everyone tell me one item from level 3-6 that would be on your wishlist. You'll still find items other than these, but these are the things you would really want.

ArkInBlack
Mar 22, 2013
Any of the Battle Standard wondrous items would be pretty rad, or Gauntlets of Blood. Your choice.

Flame112
Apr 21, 2011
Ovo, is that one item of each level? Or one item that falls within that level range?

Assuming the latter, I'd like a pair of "Claw Gloves" (level 4) I suppose.

Ovo
Dec 20, 2008

Life Rules
One item that falls within that level range.

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Bacon In A Wok
Jan 27, 2014

Ovo posted:

Two things! After some thought I have decided to ditch using XP and just tell you guys when to level up. I did that in the last games I ran and thought it worked good, and XP tracking and managing for encounters is dumb. Second, everyone tell me one item from level 3-6 that would be on your wishlist. You'll still find items other than these, but these are the things you would really want.
Blackleaf Gloves would be pretty nifty.

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