Do you know what you stand on? Land? That is correct. Land. Soil. Crust. This is not always how it was. This is not the way it was meant to be! We have fled, no, we have been chased, no, we have been poached from our rightful home! It was thirty years ago this night that we retreated from our underwater abodes! THIRTY YEARS! For thirty years we have labored above land to retake our lost heritage! For thirty years our allies have defended us from the followers of Vecna as if we were helpless pups! For thirty years we have been suppressed, our greatness crushed beneath the weight of an open sky!
But no longer. Before we can take back our lives, we must crush the destroyers of knowledge! Before we can undo what has been done, we must show that we shall stand for ourselves! Before we can stand victorious, we must fight! And fight we shall! Before us lies the enemy! Before us lies the home of those that would deny us our victory, deny us our houses, deny us our lives.
Do not let them deny us anything but defeat!
You know of the plan. Your squad leaders have filled you in. The stakes tonight could not be clearer. But we will not fail! For victory! For knowledge! For a return to the sea! NOW! TO ARMS! CHARGE!
- General Nathan Plurm, Alliance of Spheres, speech to troops before a raid on a Vecna storehouse.
I know it. You know it. Everyone knows it. You're going to be humming the song. I'm humming the song
right now. We might as well get it out of the way.
Alright. Listen through the song. I'll wait.
No I won't.
Under The Sea is my homebrew campaign setting for Dungeons and Dragon's Fourth Edition. The gist of the world is that Humans and Dwarves used to live in large underwater 'spheres'. Each sphere was a giant air bubble which, when held open and attached to the ocean floor via magic, provided a several mile wide area for life to exist. Thirty years ago, however, something or someone made the animals of the ocean into ultra violent/horrific caricatures of themselves.
As you might expect, this didn't bode well for the spheres.
Almost every small sphere breached then flooded, and every single larger sphere was invaded by all manner of monsters, warped sea creatures, and Vecna worshiping human turncoats. It is only through the intervention of the gods that a scant few humans were able to make it to the entryways that now pointed directly towards shore. With barely any possessions and nearly a million humans and dwarves killed, the few remaining people started to eek out a living amongst the now open skyline.
That was three decades ago, and the human and dwarven races have managed (in no small part due to the gods) to rebound spectacularly. Now is time for new heroes to come to light to reclaim the underwater home that they may of only heard about...and to fight creatures that are the stuff of horrific legends.
It sounds like fun!
Power Sources
Martial
People hit shit. Hurrrrrrr duuuurrrrrrrr.
Arcane
Magic used to be the only thing keeping the weight of the water from crashing through the thin air bubble and killing everyone. Despite that being over a quarter of a century ago, mages (And anyone who can use magic in general) are still held in quite high regard. In fact, almost all minor public figures (elected or no) still have some magical ability.
Almost all magic takes the form of something that can be found underwater. Natural magic takes its cue from kelp and coral, fire from magma veins and hot water, dark magic from the inky blackness of the deeper parts of the ocean, etc. Water and air based magic are still that, however.
Divine
Most people have eschewed following a single god and instead follow 'pantheons', groupings of gods ranked on how helpful they have been to human and dwarven kind. Depending on which pantheon you worship, you're either the new shit (YEEEAAAHHH) or a loco to be kept away from the children. The Pantheons are as follows:
The New Pantheon: Ioun, Sehanine, Kord, Melora, Moradin
The Middle Pantheon: Avandra, Bahamut, Kord, Corellon
The Old Pantheon: Erathis, Pelor, The Raven Queen
A Rundown of the Gods:
Ioun: The newest member of the New Pantheon. Was bumped up from The Old Pantheon because, after doing nothing to fight Vecna, suddenly came out swinging and managed to rescue an entire library worth of books, each book brimming with vital knowledge. Priests of Ioun are pretty much treated like rockstars.
Sehanine: Helped keep the dwarves and humans hidden on their journey from the shore to a suitable living place. Her priests tend to be very open and showy.
Kord: Kord is unique, as scholars have yet to place him in either the New or Middle Pantheons. Generally thought of as helpful, but most dwarves are still pissed at him for creating a storm inside of a sphere that managed to kill a legion of enemies...but, in the process, destroyed an entire Dwarven Coral Citadel.
Melora: God of the Sea. Why the hell else do you think she's on the New Pantheon? Is all for taking back the spheres, and many of those who escaped from a doomed sphere still say prayers to her.
Moradin: Not well liked by humans. Still loved by Dwarves. Created Warforged; somewhat of a tinkerer.
Avandra: Has yet to summon a forest fire to wipe the fledgling human/dwarves off the face of the planet. Hasn't exactly made the stay under the sky any easier, though. Has plans, but her timetable is a bit longer than...well...long.
Bahamut: Called "The Indifferent". Did nothing to help Human/Dwarf kind. Didn't hinder them either. More in the Middle Pantheon because nobody cares about him anymore. He doesn't care about humans/dwarves anymore. It's a mutually beneficial 'meh' fest here.
Corellon: Totally new to the underwater dwellers, Corellon is the major god of the 'sky dwellers' religion. Here, like Bahamut, because nobody who would worship a Pantheon cares about Corellon.
Erathis: Civilization just crashed down around the ears of the spheres (hehe). Disliked.
Pelor: God of the Sun amongst a people who want nothing more than to run away from the sun and get back underwater. Not hated so much as wanted to stay away from. Only kooks and surface dwellers worship him.
The Raven Queen: The god of fate. Fate just delt them the worst hand ever. You can see why she is the most hated god ever.
Worshiping the Pantheons over a single god is still mostly a human/dwarven tradition, however. Most Sky Dwellers (and others!) still worship a single god over a pantheon.
Primal
Primal powers mostly draw their power from mythical sea creatures: Narwhales, Giant Sea Turtles, etc. This is a highly personal decision and there is no organized religion or belief system. Rebellious teens are known to worship surface creatures and plants, but their parents are sure it's just a fad.
The Races
Humans: They lived in spheres. Underwater. In the sea. Dur. Overall, they've lost the least moving to the surface. Surface materials are actually a bit better than kelp for building, well, buildings, they've adapted to the sky, nature hasn't burnt their houses down, etc. They really hate Vecna, though. Loathe Vecna. Piss in chamber pots with Vecna's face traced into the bottom. You know. Hate.
Dragonborn: Can trace their lineage directly to giant underwater serpents. Those serpents went insane and helped flood many spheres. Very very rare, but most of the sins of their big brothers have been forgiven. Not so much disliked as just so rare that most people haven't formed any prejudices against them.
Deva: The gods have had a direct hand in human affairs, and nowhere is this clearer than the Deva. Why? Well, when a Daddy Divine Being loves a Mommy Human or Dwarf very very much....out spring Devas! No matter to what race they're born to, Devas grow to be seven foot tall blue creatures with the brain of the gods but the emotions of mortals. Brand new to the world. Early signs show that they reincarnate with all of their memories, but since most are still young and there are only a few of them, those rumors go as just that: rumors.
Dwarves: Think of generic fantasy dwarves. Just, instead of rock, they work with Coral. Most are blue like Devas, although some 'normal' colored dwarves have sprung up. They are the main driving force behind finding a way to reopen pathways to the few spheres that were abandoned instead of invaded. They are just as numerous as humans. Life on the surface? Yeah. It blows for them. Stone isn't the same as Coral. Most dwarves can still remember living underwater. The sky sucks. Nature's a bitch. They want back down in a bad way.
Eladrin, Elves, Gnomes: The Sky Dwellers. They all lived on the surface before the Humans and Dwarves came a knocking. Opinion towards their new neighbors is mostly neutral, although there are a few sky dwellers have taken to the spheres cause with a gusto. How they are born is still a mystery to the remnants of the spheres (The Sky Dwellers know, but they aren't telling), although half-elves are starting to give a clue.
Half-Elves/Halflings: When a Daddy Or Mommy Elf loves a Daddy or Mommy Human very very much...Half-Elves spawn. No, really. Spawn. You go to sleep, and bam. There's a Half-Elf. No intercourse required. Half-Elf is the generic title given to any Sky Dweller that is half human. Half-Dwarves are just what you expect. Wing Wang meets Hoo Haa and you've got a half-dwarf. They're sometimes called Halfings, but never to their face.
Tielflings: The who what? Nobody's sure if they exist. Even the Sky Dwellers have no clue who they are. Sightings of them, like the Lock of Russ Sea Serpent, are myths. Probably. Maybe? If they're out there, nobody knows where they are, but sightings of them have become a bit more common as of late....
Golaiths: Like Tielflings. The who? Very recently an advanced scouting company of Dwarves discovered an entire damn nation of these things, though. The word hasn't spread very far yet, although Goliath emmisaries have been making their way through some of the smaller human villages.
Kobolds: Surface and underwater dwellers. The Kobold Society is very tribal and closed, which is why it was such a shock when the Tribal Leader, Huthrank, set down the decree thirty years ago that the Kobolds would welcome the sphere dwellers with open arms. Since then, Kobold society has gone places. They are now the bankers, brokers, movers, and shakers of the human/dwarven upper crust. Unless you're an underwater kobold. Then you're still a monster. A human and dwarf killing monster.
Changlings: People who change skins are a myth. Why, do you believe in that crazy crap? You've seen one? Yeah, and you saw a red human with horns too. Stop drinking. No, really. Stop. Thought of as freaks by practically everyone, if you're a changling, you're certainly not going to go around telling people.
Genasi: As rare as Dragonborn, Genasi are the result of two powerful primal forces meeting in combat. The latest 'batch' of Genasi were created when the spheres were attacked, making almost all Genasi thirty years old. Surprisingly, Genasi don't veer towards one soul over another; all souls can be found in roughly equal numbers. You know. If you could find one.
Kalashtar: Geez. Humans with Horns? People who change skin? And now you're telling me you can read minds? Get out. OUT. Most people claiming to read minds and all that junk are merely insane, but every once in a while someone comes along who has a harder to spot trick. At least, we think it's a trick.
Warforged: Created by Dwarves as inanimate decorations, Moradin breathed life into them to help him stave off the invasion. Most Warforged were either lost or are believed to be fighting in whatever spheres are left. Only a few made it out, and, in recognition of their service, Moradin gave them freedom. Since then, Warforged have been hard at working attempting to find a way to recreate themselves. Considering they're made out of coral and filled to the brim with ashes from underwater volcanoes, that's somewhat hard on the surface. Most people have seen Warforged and hold them in high regard, and many magicians and scientists (or what passes for them) of other races are dedicated to helping cure the 'Warforged Quandry'.
All other races are allowed.
General Civilization
It's bad, folks, but it's on the rise. The Alliance of Spheres has recently been created to help organize the retaking of what few spheres people believe to be somewhat safe. The followers of Vecna, once the great turncoats who helped sabotage the bubbles so turned sea creatures and Underwater Kobolds could sneak in, have been pretty much beaten back. What few strongholds of Vecna are left hold the most powerful items and important relics of the past. Their numbers have yet to be diminished, however, due to the powerful necromancers and their skeletons which sprinkle the secret god's forces.
Most humans and dwarves live in towns created to resemble the cities in the spheres. Human towns have a green glow due to the numerous plants spread about every building to make them look more kelp-y, and the Dwarven stone abodes are colored in all manners of greens, blues, purples, and yellows that are meant to help evoke coral. It's still no substitute for the real thing, however, so most Dwarves are chomping at the bit to find a way to reconnect with the few spheres still thought stable.
Most humans, however, want to be a bit more cautious. They advocate finishing off Vecna, and then worrying about returning to the bubbles. It is these political divisions that helped create the Alliance of Spheres, although the Alliance's military gains have been much more...spectacular than it's political gains. Rumors of infighting and the imminent breakup of the Alliance's political wing are growing stronger by the day.
But SimpsonsParadox, Who's Playing?
Who's playing? WHO'S PLAYING! I'LL TELL YOU WHO'S PLAYING!
adventfalls as
Jenn Milsborough, Human Swordmage, a human blessed by the gods. She also has a cat.
Backround
interrobang as
Elie Darrod, Half Elf Warden, a simple farmgirl who talks to her weapon and if she says "boy howde" even once in the game she is dying a horrible death!
Backround
hotran as
Lara Deepstrider, Human Warlock, a Warlock who sold her soul to unknown sea creatures for longs walks on the beach, getting caught in the rain, and red coral. Backround on sheet.
Powerpuppies as
Heskan, Dragonborn Sorc, an old and ethical Dragonborn who is only one 7 to 3 conversion away from having an awesome url!
Backround
Rainfall as
Shelakri, Kalashtar Psion, a dreamer from the Dreamlands who came here to make things correct and bribe me lots of money!
Backround
Arivia as
Mera, Gensai Cleric, born from the sea, studied, and let go. Locater tags optional.
Backround
Posts
So the races in the post are the only ones we can choose?
EDIT: What backgrounds can we take?
You can take any backround you want. If it's out there, run it past me. Ditto with classes and races. No hybrids, though. I only have DDI up to September, so please don't go overboard with the new stuff. I won't ban it, however.
PSN: ChemENGR
Lemme think.
SHIELD, Warforged Paladin of Moradin and devout guardian of dwarfs
Background:
I fought my hardest, as did my allies, but it was too little, too late. We were unexperienced in warfare and overwhelmed.
I won't make the same mistakes again. I've been called by Moradin, and I'm volunteering to fight with you. Please put me to good use."
Shield is a humble warforge, unaccustomed to the accolades and honor he's given on the surface world. He hasn't had opportunities to train and fight like he'd hoped for, and is entering the sea a little dusty.
Regardless, he's decided to follow what he believes is Moradin's directives. Inspired or mad, he's a hero, and he's going to do Moradin's will.
His main activity outside of his devotions is a love of history--particularly that related to the spheres. To this end he studies everything he can on the subject, and what he lacks in raw intellect, he makes up for in energy.
Personality:
Mannerisms:
Intro:
The massive creation of coral and ash walked into the Alliance of Spheres headquarters.
Laying down his weapon, he speaks simply and to the point. "I am here to volunteer my services. Moradin spoke to me, telling me to find you and ask you to put me to use."
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Kurenmar, Wilden Seeker
Appearance:
History:
With no real understanding of why he was given a mortal form and forced to wander the planet, Kurenmar is satisfied for the time being helping the humans and dwarves reclaim their home, though he keeps his eyes and ears open for clues about his own purpose.
CB Summary:
Kurenmar, level 1
Wilden, Seeker
Build: Vengeful Seeker
Seeker's Bond: Bloodbond
Hardy Form: Hardy Form Fortitude
FINAL ABILITY SCORES
Str 10, Con 15, Dex 16, Int 8, Wis 18, Cha 11.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 16, Int 8, Wis 16, Cha 11.
AC: 15 Fort: 13 Reflex: 14 Will: 15
HP: 27 Surges: 9 Surge Value: 6
TRAINED SKILLS
Nature +11, Athletics +5, Stealth +10, Perception +9
UNTRAINED SKILLS
Acrobatics +3, Arcana -1, Bluff, Diplomacy, Dungeoneering +4, Endurance +2, Heal +4, History -1, Insight +4, Intimidate, Religion -1, Streetwise, Thievery +3
FEATS
Level 1: Distant Advantage
Feat User Choice: Weapon Expertise (Bow)
POWERS
Seeker at-will 1: Stinging Swarm
Seeker at-will 1: Elemental Spirits
Seeker encounter 1: Spider Spirits
Seeker daily 1: Storm of Spirit Shards
ITEMS
Longbow, Leather Armor, Adventurer's Kit
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
This is a very interesting campaign setting, I'mma have to think up something to submit.
A bit busy now (the whole class thing) but I'll post a fuller write-up later on. I'll be submitting a human warlock. She's made a pact with the most ancient of the "giant underwater serpents", trading her true fate for the power to take back her home. Again, more, awesome-r content to follow.
Background
When Chief Huthrank begin his dealings with the dwarves and humans, Reesaxs family made sure to take advantage of this new situation and try and profit off of it as much as they could. Usually as hired guards or explorers of regions of unknown allegiance. When word of The The Alliance of Spheres had reached the ears of Chief Huthrank, he had sent a message to Reesaxs great uncle, and head of the Wyrmblade family, to request the families services. Chief Huthrank wanted the Wyrmblades to send a family member to join the Alliance of Spheres as not only a sign of good will to the humans and dwarves, but also as a way of showing the kobolds new allies how useful and beneficial the kobolds are in combat situations.
After much discussion, Reesax was chosen to be this representative, due to the great promise the young kobold showed in his ability to combine shadow magic and martial ability, but also seeing it as an excellent experience for him.
Despite how loud and boisterous Reesax is, the small kobold is capable of great silence and focus when he does not want to be seen or heard by his quarry.
CB Summary
Reesax, level 1
Kobold, Assassin
Guild Training: Bleak Disciple
Background: Occupation - Infiltrator (+2 to Stealth)
FINAL ABILITY SCORES
Str 13, Con 16, Dex 18, Int 10, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 13, Con 14, Dex 16, Int 10, Wis 13, Cha 10.
AC: 16 Fort: 14 Reflex: 14 Will: 12
HP: 26 Surges: 9 Surge Value: 6
TRAINED SKILLS
Stealth +13, Acrobatics +9, Streetwise +5, Endurance +8, Perception +6
UNTRAINED SKILLS
Arcana, Bluff, Diplomacy, Dungeoneering +1, Heal +1, History, Insight +1, Intimidate, Nature +1, Religion, Thievery +6, Athletics +1
FEATS
Level 1: Two-Weapon Fighting
Feat User Choice: Weapon Expertise (Light Blade)
POWERS
Assassin at-will 1: Shadow Storm
Assassin at-will 1: Inescapable Blade
Assassin encounter 1: Gloom Thief
Assassin daily 1: Terrifying Visage
ITEMS
Leather Armor, Adventurer's Kit, Short sword (2), Dagger (5), Fine Clothing
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Editing your character up til the deadline is acceptable, even big things like class and race. Just make sure you make an -edit- note stating that you've changed things.
Background
Lara never managed to get along with her fellow orphans. She was plagued by horrifying dreams of her last day in the sphere, and visions of the unnatural terrors that destroyed her home. Hyper-vigilant, she jumped at the slightest sound, cried constantly, and would lash out at the others seemingly without provocation. As soon as she turned 16, she left the orphanage and began living in a small hut near the coast, fishing for subsistence. While her solitude gave her respite during the day, at night her dreams continued, and as she slept, the dunes echoed with her terrified screams. She feared this would be her lot in life, until one fateful night...
Before she can make a sound or move a step, a deep, resonant voice fills Lara's mind. "What would you give to go back...", it said, the water outside the sphere seeming to vibrate along with the sound, causing its walls to shimmer in time with the words, "...to have the power to un-make your past.?" With this last word, the image of Lara's village shattered, and her dream plunged back into the familiar terror of the attack on her home.
She recoiled, covering her eyes, digging her toes into the sand, and shouting to the voice "Stop! Stop it! Anything, anything you want! Change it back!" she shrieked, tears streaming freely down her face. At her cry, the scene around her froze, and the voice returned.
"We can give you the tools you need to make it so. Think carefully though; the Wheel turns, and if you accept our bargain this round, you will serve us in the next." As the walls of the sphere shook with voice's last words, a shining piece of bright red coral seemed float down from the roof the of sphere, coming to rest at Lara's feet. "Take our token into your hands if you accept."
Lara looked around at the frozen scene of destruction before her: the impossible beasts, the ruined homes, the dying villagers. Her eyes set in a grim stare, she bent and picked up the shining coral. "Now what?"
The walls of the sphere again rumbled as the voice filled her head. "The bargain is sealed," it purred " and our gifts will be yours, when the time comes." A tremendous roar filled the sphere, and Lara cowered, closing her eyes yet again. When she opened them, however, she found herself back in her tiny hut in the dunes.
Lara remembered little of her dream, beyond a dim recollection of feeling the voice resonating throughout her whole body. Thankfully, her dreams ceased, and she was able to go through her life in peace, keeping to herself. However, three nights ago, she awoke to a thundering roar that shook the walls of her hut. In a panic, she rushed outside, and found that sand surrounding her house had been transformed, turned to the same bright, shimmering red coral from her dream.
The time to change her fate had come.
Introduction
"Are you sure he meant her? I'll be pissed if you've dragged us all the way out here for no reason."
His companion did not stop walking, or turn to face him as he spoke. "Yes, I'm positive, though what he wants with the little wretch is beyond me." With a grunt, the trailing private replaced his helmet and continued walking.
As the pair crested a dune, they saw a driftwood shack far below them. It looked as if it could fall in on itself at any moment, but a small curl of smoke let the soldiers know that its inhabitant was indeed at home. Surrounding the shack was a ring of fire-coral that steamed and shimmered in the early morning sunlight. The leading private began making his way down the slope, but his companion grabbed his sleeve.
"Do we have to?" he said, his gaze lingering on the ring of coral. "I mean, we could always-"
"Listen, you can do whatever you want, but all I know is this; One: Captain Keloros said we had to bring her back; Two: Captain Keloros is with Special Requisitions; Three: You do not screw with Special Requisitions. Ergo, I'm bringing her back."
With a nod and a gulp, the reluctant private followed the leader, and both made their way toward the little hut, as the fire-red coral crunched beneath their boots...
Exodus Terra, level 1
Human, Artificer
Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group)
Background: Birth - Omen, Occupation - Artisan, Lost Kin, Society - Poor (+2 to Arcana)
FINAL ABILITY SCORES
Str 11, Con 14, Dex 10, Int 18, Wis 14, Cha 10.
STARTING ABILITY SCORES
Str 11, Con 14, Dex 10, Int 16, Wis 14, Cha 10.
AC: 16 Fort: 14 Reflex: 15 Will: 14
HP: 26 Surges: 8 Surge Value: 6
TRAINED SKILLS
Thievery +5, Arcana +11, Perception +7, Dungeoneering +7, Heal +7, History +9
UNTRAINED SKILLS
Acrobatics, Bluff, Diplomacy, Endurance +2, Insight +2, Intimidate, Nature +2, Religion +4, Stealth, Streetwise, Athletics
FEATS
Artificer: Ritual Caster
Human: Weapon Proficiency (Bastard sword)
Level 1: Arcane Implement Proficiency
Feat User Choice: Focused Expertise (Bastard sword)
POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Magic Weapon
Bonus At-Will Power: Aggravating Force
Artificer encounter 1: Scouring Weapon
Artificer daily 1: Obedient Servant
ITEMS
Ritual Book, Adventurer's Kit, Leather Armor, Bastard sword, Alchemical Reagents (Arcana) (25), Candle (10), Flask (empty) (5), Oil (1 pint) (5), Climber's Kit
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Exodus was born the day her ancestral bubble was breached by the invading sea creatures and has been feeling ever-so-slightly guilty about it ever since she was first told of the circumstances surrounding her birth. Of course the facts (that she was expected, that she was probably born slightly early because of the stress of the attack, and that hers was one of the last bubbles to fall, with everyone being aware of what was likely to happen) have never been taken into that much consideration when she looks at the sea with a sigh. Of course, her parents' choice of names don't help much either.
Much of Exodus' early life was nomadic, as her parents, now refugees, moved across their strange new home with no defined borders and very little water. This life brought her into (albeit brief) contact with many other cultures until eventually her family founded a new home in a marsh considered unlivable by the other creatures of the land due to its water-logged nature, but which Exodus' parents found to be almost as good as home.
Eventually, others of the dispossessed arrived and made contact until, only fifteen years after the fall, a new township emerged, with some of the same magic that used to hold the sea back now holding back the marsh floods.
Always an inquisitive child, Exodus showed a distinct interest in the magical defences of the town and shortly began to pick up some minor magecraft, whereupon one of the Dwarfs in town took her on as an apprentice artificer.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Admit it DM, you're a Weiss and Hickman fanboy! ;-)
White FC: 0819 3350 1787
I have no clue who they are, but a link would be greatly appreciated.
Hell, I might do it anyways, because this setting seems pretty great.
CB Stuff:
Baern Staghorn, level 1
Dwarf, Fighter
Fighter Talents: One-handed Weapon Talent
Primary background: Warsmith (make weapons and armor, cast Creation rituals), secondary background: Dwarf - Ancestral Home Lost
FINAL ABILITY SCORES
Str 18, Con 16, Dex 10, Int 8, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 18, Con 14, Dex 10, Int 8, Wis 11, Cha 10.
AC: 19 Fort: 16 Reflex: 12 Will: 11
HP: 31 Surges: 12 Surge Value: 7
TRAINED SKILLS
Heal +6, Athletics +7, Endurance +8
UNTRAINED SKILLS
Acrobatics -2, Arcana -1, Bluff, Diplomacy, Dungeoneering +3, History -1, Insight +1, Intimidate, Nature +1, Perception +1, Religion -1, Stealth -2, Streetwise, Thievery -2
FEATS
Level 1: Dwarven Weapon Training
Bonus: Weapon Expertise (Hammers)
POWERS
Fighter at-will 1: Tide of Iron
Fighter at-will 1: Cleave
Fighter encounter 1: Shield Bash
Fighter daily 1: Lasting Threat
ITEMS
Scale Armor, Heavy Shield, Craghammer, Throwing hammer (5)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Like the coral his family is named after, Baern is a grey/green color, his skin the texture of rough stone; his eyes are sea-blue, and his long hair and shaggy beard are seafoam green.
His armor is a deep blue, made from the scales of large sea creature. He wears a grey sharkskin cloak with a large hood, and a necklace of shark teeth; he tells you he killed this shark himself. The brooch holding the cloak on is a large piece of Staghorn coral, a family heirloom. The only metal he possesses are his shield and his hammers, a massive one-hander whose head terminates in a spike, and some smaller throwing hammers hanging from his hip, although even these metal items have bits of coral and algae on them, as if they have spent a considerable amount of time underwater.
He is loyal and steadfast, and unswerving in his principles. While normally calm, the sight or mention of anything related to Vecna or the cultists of Vecna causes him to fly into a rage from which it can take quite awhile to calm down.
During the destruction of the spheres, his clan's coral group-manor was attacked by Vecna cultists. Though none of them were trained soldiers, they were all smiths (the pride of their clan being their proficiency with metal and coral-working, particularly Staghorn coral); strong and fit, and with a ready supply of large hammers and tools nearby, they were able to fight back the cultists and defend their ancestral home. However, the sphere flooded, making their valiant stand in vain. They fled to the surface and settled among the other survivors, their ancestral home (and many of their most precious artifacts and heirlooms) lost to the deep.
They have attempted diving to their home, in small groups, but every time have encountered massive, twisted sea-beasts and have been forced to retreat, much to their dismay. It is the dream of all of the Staghorns to someday return to their clanhome.
Knowing that they will be unable to return until society as a whole makes a pronounced effort to return to the ocean, Baern has spent the 30 years since the Flooding working as a smith and dreaming of the day he can return to the spheres, as well as return to his clanhome, if only to save the precious artifacts lost inside it. Recently he has learned of the special requisitions' brigade, and of the Alliance's goals to return to the spheres, and soon.
Offering himself both as an accomplished smith and as somewhat of a warrior (insofar as he knows which end of a hammer to hit someone with and has been handling them for his entire life), he joined with the special requisitions brigade. He hopes desperately to be among the first wave returning to the sea-floor to reclaim the spheres and his family's home, and will fight until his last breath is spent to see this through to the end.
Edit'd some background stuff.
Backstory
The Death Gate Cycle is a fantasy series/setting with four elementally aspected, seperate worlds. It did some pretty clever stuff with them really. Chelestra was the water themed one.
Chelestra was a world of water encased at the edges in ice, and people lived within great living coral islands/creatures with their own little atmospheres called Durnai that floated along in the endless sea.
It's an awesome book series
http://en.wikipedia.org/wiki/The_Death_Gate_Cycle
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Dydro'Mox, level 1
Genasi, Swordmage
Build: Shielding Swordmage
Swordmage Aegis: Aegis of Shielding
Elemental Manifestation: Watersoul
FINAL ABILITY SCORES
Str 15, Con 14, Dex 13, Int 18, Wis 10, Cha 10.
STARTING ABILITY SCORES
Str 13, Con 14, Dex 13, Int 16, Wis 10, Cha 10.
AC: 19 Fort: 12 Reflex: 14 Will: 12
HP: 29 Surges: 10 Surge Value: 7
TRAINED SKILLS
Arcana +9, Insight +5, Athletics +7, Endurance +9
UNTRAINED SKILLS
Acrobatics +1, Bluff, Diplomacy, Dungeoneering, Heal, History +4, Intimidate, Nature +2, Perception, Religion +4, Stealth +3, Streetwise, Thievery +1
FEATS
Level 1: Arcane Familiar
POWERS
Swordmage at-will 1: Frigid Blade
Swordmage at-will 1: Frostwind Blade
Swordmage encounter 1: Chilling Blow
Swordmage daily 1: Frost Backlash
ITEMS
Adventurer's Kit, Leather Armor, Khopesh
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PSN: ChemENGR
BACKGROUND
Isaac was born 12 years after Melorazu fell. The latest in a gifted lineage of Invokers, he was raised to worship Melora as well as promote the interests of House of Isaac. What time was not spent studying religion and history was spent acting as an emissary for the House to mages, politicians, generals and scientists. He would also spend a lot of time aiding in the projects of these people or implementing devices crafted by the House, growing accustomed to long hours of outside labor as well as a detailed knowledge of arcane mechanics.
In his free time, or whenever he was leaving a new settlement behind him, he would make a stop at the rougher parts of town and engage in conversation with old-timers about life underwater. Isaac was born after the attacks, and even after the worst of the aftermath of resettling and burned for knowledge of the life he was beginning to feel he was denied. While a source of great stories and inspiration for Isaac, these characters also fed him doubts about enjoyable surface life or the intelligence of worshipping a sea goddess who let their civilization crumble. He came to greatly respect the dwarves in particular for their almost universal resolve to retake what was lost.
As Isaac went thru his teenage years, he saw more and more that the military organizations in the Alliance of Spheres were picking up more support and victories than any else and began despising his father’s peaceful efforts, who only joined his forces with the greater military when it would benefit the House’s goals. He didn’t care if his father worked with the dwarves to retake Spheres or if they worked with the rest of the human organizations to destroy the followers of Vecna, so long as they acted. Maybe it was to spite his father for abandoning their homeland or perhaps the characters he had long shared his experiences with, but Isaac stopped worshipping Melora and began worshipping Kord, god of war and thunder.
Tensions with his father increased, leading to Isaac taking full time residence nearer the military leaders and lending them his expertise, knowledge and clout whenever possible. It wasn’t until Isaac’s 18th birthday that his father would learn about his religious conversion. On their 18th birthday, the heir to the House of Isaac must undergo a ceremony that completes their bond with their god as an Invoker. Since the founding of the House, they have always followed Melora, and this was not to be any different. However, when the moment came where Isaac was to say the final prayer he would ever need to, he prayed to Kord and the bond was made. His father was more upset than angry and asked Isaac what his intentions were? Isaac informed him that he was joining the military.
STATS
Isaac sen Isaacsen Meloranzu, level 1
Human, Invoker
Build: Wrathful Invoker
Divine Covenant: Covenant of Wrath
Background: Convert (+2 to Religion)
FINAL ABILITY SCORES
Str 8, Con 14, Dex 10, Int 16, Wis 18, Cha 10.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 16, Wis 16, Cha 10.
AC: 16 Fort: 14 Reflex: 15 Will: 16
HP: 24 Surges: 8 Surge Value: 6
TRAINED SKILLS
Diplomacy +5, Religion +10, Endurance +6, Arcana +8, History +8
UNTRAINED SKILLS
Acrobatics -1, Bluff, Dungeoneering +4, Heal +4, Insight +4, Intimidate, Nature +4, Perception +4, Stealth -1, Streetwise, Thievery -1, Athletics -2
FEATS
Invoker: Ritual Caster
Human: Oncoming Storm
Level 1: Storm Sacrifice
Feat User Choice: Implement Expertise (rod)
POWERS
Bonus At-Will Power: Visions of Blood
Invoker at-will 1: Vanguard's Lightning
Invoker at-will 1: Divine Bolts
Invoker encounter 1: Thunder of Judgment
Invoker daily 1: Storm Call
ITEMS
Ritual Book, Implement, Rod, Chainmail, Adventurer's Kit
RITUALS
Hand of Fate, Tenser's Floating Disk
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--EDIT-- Fleshed out the background.
Calen Whist, Half-elf Cleric of Erathis (Bard Multi-class)
Background
Calen was not exceptionally bright or strong, but developed some of his father's cavalier charm and picked up the flute. He led a lazy life of leisure and near poverty, living off of his meager musical abilities until he heard his true calling. In a series of recurring dreams, a man in fine robes would approach him and show him a compass and a map. When the dreams didn't end, he sought the counsel of a priest of Moradin who told him that these were traditional symbols of Erathis. Calen took this as a sign and spent months seeking out clerics of the unpopular god. After a brief period of training, Calen quickly realized that this was the life he had always sought. He reasoned that his dreams were a call to seek information about the destruction of the spheres, and he has dedicated his life to this pursuit.
Personality
Still don't know how to add extra feats, so assume he has focus expertise as well.
Yes
We hope you have a good time/give you experiences only therapy can erase.
Go right ahead, multiple submissions are very welcome.
...or maybe not. This is definitely over my head.
Much more fond of asking questions than answering them, Marelvias has embraced the cause of the ocean dwellers for reasons of his own. Depending on when you ask him, he might be tagging along to punish the dastardly deeds of the foul followers of vicious Vecna, or because it passes the time until something more interesting comes along, or because he really, really, likes you, and he wants to protect you *tousles hair*. He's a mystic, he's a gambler, he's a miiiiidnight rambler:whistle:, and he's here to fill all your healing and religion needs.
Barden Bluehome, Dwarf Shaman
The cool background will have to wait until tomorrow.
I've got this one ready, I'll have a Warforged Barbarian up tomorrow.
Jenn Milsborough, Human Swordmage
Today marks a new day for us, a - Tella, get out of my shirt! It tickles!
Appearance:
Her clothes are in tatters due to the fact that she has been running short on cash for quite sometime. Her leather armor is functional, but not aesthetically pleasing. The cloak she wears would best be described as a shredded piece of cloth fastened by a special kobold fastener (quite good quality at that, a reward for protecting a convoy).
She has a cat familiar, Tella. Tella is a grey cat with black stripes on her back. Her rear legs are white with grey and black spots on them.
Background:
As Jenn grew up, she became remarkably gifted in the way of the sword and of magic. She also became learned in history, and discovered that the priest on the day of her birth had been talking about a prophecy. An old tale, from long before the spheres were abandoned, fortold of someone being born under a silver moon. That person would helped by Avandra and the followers of Bahamut to become the instrument that would raise Bahamut from his apathy and make him interested in the affairs of his people, a partner to help their worshipers.
Jenn doesn't put much faith into the prophecy, though she tends to receive help at the oddest of times from the Dragon's worshippers and Avandra's. She has an on/off worship relation with the two deities.
Personality:
Her cat familiar, Tella, is very playful. She likes to try and draw Jenn's attention for the hell of it, and likes to think of herself as Jenn's master instead of the other way around. However, when the chips are down Tella will do whatever it takes to protect her 'servant'.
EDIT: Edited to make it blend in more with OP Diety info.
Brief Bio: At a young age Galewin’s life was set a new path the day Douven Staul came to his sphere. Douven was looking for a new student to train and began testing the young men of the town at the sword, bow, spear, and arcane arts. Galewin had never practiced much with any save the quarter staff. Douven handed Galewin a spear with a look that said he expected little.
The sparring started and Galewin won his first match by speed alone. The next he thought perhaps he just got lucky, no one was dumb enough to try the same attack three times in a row he thought. One after another he bested the other boys in his village and each time Douven’s gaze become more intense. Though Galewin hardly noticed though because with each match he lost himself more and more in the battle dance. The last match had him facing three other boys and Douven himself. The three went down quick enough, but Douven seemed to always be a step ahead. A growing frustration in Galewin peaked and in a moment of pure rage Galewin vaulted using his spear over one of the fallen boys and seemed to fly through the air and as he passed over Douven’s head the butt of the spear found the back of the would be teacher’s head sending him the ground.
Douven took Galewin under his wing teaching him the arts of an adventurer. Several months ago Galewin parted ways with his mentor after Douven told him it was time to go forth and make a name for himself on his own if he wanted to become a true adventurer.
Brief Personality: Galewin is easy going and quick with a quip. He even treats battle as a game more often than not, but on the rare occasions where his skills are pushed too far he can snap unleashing a brutal display of carnage.
Smash, Warforged Barbarian
Attention meatbags! You are about to be smashinated into meat sauce. Questions?
Appearance:
Background:
Smash became extremely bitter at the cowardly 'meatbags' and went into solitude in the mountains and the forests and the hills. In the past year or so, he finally returned to civilization, and found that he and his surviving brethren were practically heroes. It was then he realized those that he saw fleeing the spheres were not fighters at all, but innocent civilians.
He is determined to return to the spheres to make peace with his lost companions and to perhaps find a way to ensure the continuation of his kind.
Personality:
EDIT: Feats fix'd. Picked the wrong Focus feat.
P.S.: I totally blame you, DM, and your awesome setting for these holy-*&%$-that's-too-long backgrounds, but hopefully they'll be enjoyable.
Background
Barden's home sphere was one such place. It rested near the continental shelf, in the hollow of a massive coral reef. While his fellow dwarves worked the coral, Barden grew to manhood with the knowledge that one day, he would follow in the footsteps of his father, the Sphere's spirit-speaker. He brought Barden along as he traveled along the reef, diving from the shallows to collect rare plants and sea creatures that he used in his rituals. When the old dwarf finally succumbed to the rigors of age and joined his ancestors, Barden knew the time for his quest had come. The Sphere could not be left without a guardian, and he had been groomed for this duty from his first breath. Taking the supplies he had gathered on his last journey with his father, Barden made his way to a secluded cave near the edge of the Sphere, ready to become the new Spirit-Speaker of Bluehome...
Barden quickly drank down the still-steaming concoction. He closed his eyes, and began speaking all the spirit names his father had taught him. As he chanted, flashes of color danced behind his eyelids. The compounds in smoke and the anemone tea had done their job, and he found himself floating just above the reef floor, with the walls of his Sphere far in the distance. As he came to rest on the white sand, Barden heard a deep growl behind him. He turned quickly to look upon the spirit he knew would be his companion until he joined his ancestors for good, and despite all his father's preparations, Barden was surprised.
Standing before him was giant crocodile. Its dark green scales were each the size of Barden's clenched fist, and its eyes glowed with same purple color of the anemone tea. As it beheld him, his the beast showed its bright-white, dagger-sharp teeth. His voiced filled Barden's mind, and he shuddered with a combination of surprise and, yes, a little bit of fear.
"Welcome, Spirit-Speaker" the beast rumbled "and be at peace. I have beheld your devotion over these many tides, and it pleases me. I will swim with you, until you join the ancestors."
Barden remembered himself, and made a sign of respect, touching his fist to his rapidly-beating heart. "I am honored. But...a Landwalker? My home is the reef, and we have only seen your kind there rarely."
Another rumble, higher than the first, echoed from the crocodile, and Barden got the distinct impression that the beast was chuckling. "Landwalker? You forget, new Speaker, that I am a creature of two worlds. Much like you are destined to be, and much sooner than you think..."
As the beast spoke these last words, Barden regained his senses in the cave. Instead of the calm he remembered, the sounds of battle echoed throughout the Sphere. Barden rushed to the mouth of the cave, and saw strange beasts and cackling humans covered in battle-paint ravaging his home. The Crocodile shimmered into reality to his right. "This fight is already lost.", the beast said. "Come with me, and cover the retreat to the surface."
Barden didn't have time to appreciate the scale of the disaster that befell the Spheres that day for some time. The battle was hard-fought, and though he and his companion were able to aid many dwarves in their flight to the shore, many more fell before the followers of Vecna and their abominations.
He has spent the past thirty years tending to the refugees, human, dwarf and spirit, and learning about the new world they've been forced to call home. Crocodile's knowledge of the shore proved invaluable in Barden's efforts, and any apprehension he felt about his "landwalker" companion disappeared long ago. While his time on the surface has taught him much, Barden, like most dwarves, is itching to begin the fight to reclaim the Spheres. Meditating near a tide-pool two days ago, he felt the approach of two Alliance soldiers coming up the path behind him. His companion, flicking its tail in the sunlight, said "Apparently they are serving a group called Special Requisitions."
Barden cracked his knuckles as he stood up. "It is finally time then?", he said? "Time indeed" rumbled the Crocodile.