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[D&D 4E RECRUIT] Signal Fire

VanityPantsVanityPants Gokai Red!Registered User regular
edited December 2009 in Critical Failures
signal.gif
Some points of interest before we get into the meat of this:
-- I got interested in D&D with 4E and have been playing it whenever I get the chance. I've DMed more than I've played, I like to think that I have a good handle on things, but I am by no means an expert. I may make mistakes, you may make mistakes, I'm much more concerned with the flow of the game.

-- I'm very interesting in the role-playing element that a PbP game will provide. Combat will be important, but the character development and story will be just as important if not more so at times. I will be doubling the normal XP gains to reflect the important of hard, quick fighting and advancement.

-- This will be a custom campaign, so please read the information below.

Now then, let's get into things.

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The World of Signal Fire:
Signal Fire takes place in the continent of Vilesk. There are a couple of things you’ll need to know about Vilesk before we begin – it is a continent that is constantly at war between two opposing sides, it has been split down the middle, dividing the land in a Northern kingdom and a Southern kingdom.

The North is ruled by King Martin, the South is ruled by King Daul. The two King's are twin brothers, seperated since childhood. Their father, the last King Tallow, died when they were young. Political parties behind the king split, and the two sides took hold of the children as figureheads in the bid for power. The conflict has been going on for 50 years now and colors much of the opinions of those inhabiting Vilesk.

The North is a chilly tundra that is populated by hearty races, most often you will find the following races in the North: Human, Elf, Half-Elf, Dragonborn, Dwarf, Halfling, Tiefling, Deva, Goliath, Half-Orc, Shifters. The North is rich in ore and metals, the mountains are famous homes to the dwarves and dragonborn.

The South is warm and temperate, most often you will find the following races in the north: Human, Elf, Half-Elf, Deva, Gnome, Half-Orc, Shifters. The South is known for their education and technology – many say that the North has better materials, but the South knows how to use them better.

Dragons have not been seen in the continent of Vilesk in centuries. These creatures are a sort of natural disaster on this continent – they come by chance and will leave just as suddenly. Sometimes the dragons that come are good nature and bring great treasures and knowledge with them, other times they bring deep secrets and darkness to the continent.
A signal tower stands in the center of the continent as a beacon to everyone. It comes alight when dragons return to the world, and for centuries the tradition has stood of enemies banding together to face the oncoming plight if the dragons have dark intentions.
Regarding character creation: Given the facts above, dragonborn are rather rare in Vilesk, and the ones that are around are treated poorly due to their ancestry. Also, in regards to religion, most people in Vilesk do not worship Bahamut, for obvious reasons.

The Hook/The Story:
The Midlands of Vilesk are an unpoliced territory. Bordering the North and the South, neither king offers protection over the lands in the middle of the continent. Many towns have cropped up here over the years, both good and bad. Some people come to the Midlands looking to get away from the rule of their particular king, to find lives of their own. Others were born here and know no other way of life. Still others come to the Midlands attracted by the lack of law, people who would do harm to the locals and those passing through.

Our story begins in the town of Shell in the very center of the Midlands. It is known as Shell because of the large dome of earth that cradles the village from the north, the village literally being dug into a crater.

Shell is a small town; the local militia protecting it is even smaller. You adventurers have been drawn to Shell for whatever individual reasons they may have, once there they find that the town is in a state of panic. The captain of the local guard has disappeared, his daughter Anna owns the local tavern and she now spends her days weeping behind the bar. The people fear that bandits will soon set upon them if their current state becomes known, and so they are especially weary of travelers.

Further Notes/Posting an Adventurer:
-- We'll be using Myth-Weavers for character sheets and Invisible Castle for dice rolls.
-- Characters will begin at 1st level, anything in the DDI Character Builder is acceptable. Any races not detailed in the background of the story are scattered through the North and South of Vilesk.
-- Character applications must be in by 12/01/09! Two character applications are allowed per person. There will be 4-6 spots in the party.
-- When posting a character application, I'd like the normal details on your character's story as well as their reason for coming to Shell / The Midlands. A sample post of your character first arriving at Shell would also be nice -- for this exercise you can describe Shell as you will, the only important things to know are what I mentioned about the town above.

If you have any questions, please feel free to PM me!

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VanityPants on
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Posts

  • susansusan Registered User regular
    edited November 2009
    Ah, so I see you've been rereading 'Song of Ice and Fire' as well :P . Alright, here's my character I've been trying to get into a game for a while now, let me know if I need to adjust the backstory any:


    William 'Chocolate' Harris, Gnome Bard.

    William hops off the wagon as it slows, landing squarely in a cloud of dust and soiling his boots. He stares down and sadly shakes his head, as this simply will not do. A snap of his fingers, a quick measure from his lyre, and the cloud of dust evaporates from about him, the dirt and mud popping gently off his clothes and leaving behind an immaculate image of a 3' 6" Cassanova with a thin dark goatee, slicked back hair and eyes that seem to see straight through you. Replacing his instrument on his back, William looks to the town before him as men and women scatter about in a blind panic. A knowing smile crosses his lips.

    Fear? Panic? Distress? Men fighting beasts? Women in peril? Lovely maids being menaced by foul brigands? Why, it would seem the Gods have seen fit that the one and only William Harris has gotten here just in the nick of time...

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
  • DajianDajian Registered User regular
    edited November 2009
    Can we use 4e.orokos.com to host our character sheets instead of myth-weavers? If not I am happy to upload my stuff to MW, but orokos is just a quick way to get them up and online.

    Dajian on
  • VanityPantsVanityPants Gokai Red! Registered User regular
    edited November 2009
    Sure, you can add Orokos, I'll add it to the OP!

    VanityPants on
    Gokai_zpsdvyiviz0.png
  • DajianDajian Registered User regular
    edited November 2009
    Duncan Fionn (Human Barbarian)

    Raised in the northern mountains Duncan’s clan traded with the dwarves of the region for their metal and paid for it in the hides of the beasts they had slain. That was Duncan’s life until his clan was setup by a large band of bandits near the lawless midlands. Duncan’s clan was small only numbering ten warriors and twice that in women and children. The bandits outnumbered his clan four to one when they attacked, and when they left Duncan stood alone with a mortal wound and the bandits were culled to a third of their number.

    He clan slain, all their belongings stolen away, and Duncan mortally wounded he tried to follow the bandits for revenge. He made it only half a mile before passing out from his wounds.
    When he regained consciousness he found himself on his back in the back of a cart with an old weathered woman driving.

    “You’ve suffered quite a bit young warrior and I see the vengeance in your heart.
    I have patched you up and will drop you in Shell.”

    Confused Duncan responded, “I thank you for the kindness, but why would you do this thing for me?”

    With a wry laugh that turns into a hacking cough the old woman turns to Duncan revealing a raw red hole where her left eye should be, “Because boy, I expect you to act on that vengeance. Those bandits are not the only foulness that stalks the midlands and while I am too old to do anything about it I can patch you up and point you in the right direction.”

    Portrait:
    2mzle0h.jpg

    Dajian on
  • hotranhotran Registered User regular
    edited November 2009
    VanityPants, what is the situation surrounding Warforged? Are they common, uncommon, holy-crap-what-the-hell-is-that-thing rare? I'm planning on submitting one, and I don't want to screw things up with the background.

    hotran on
    The Long Way Down: Clank, Warforged Fighter
  • robp85robp85 Registered User regular
    edited November 2009
    Definitely very interested. I really like the idea of the city being dug into a crater.

    Thinking about rolling up a sorcerer. I'll have to do that sometime later tonight or tomorrow.

    robp85 on
    Skard, Shifter Warden
    Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
  • VanityPantsVanityPants Gokai Red! Registered User regular
    edited November 2009
    Hotran: I'd say Warforged are fairly to very rare in the southern side of the continent, but in the North they're probably more common. I'd say that in the North they're considered "masterworks" of the people, but in the South they're probably considered vile, twisted work from the crazed people of the north.

    Robp: Awesome! I look forward to seeing your character.

    Loving the two characters posted already, can't wait to see more.

    VanityPants on
    Gokai_zpsdvyiviz0.png
  • NaxNax For Sanguinius! Registered User regular
    edited November 2009
    I've never played in a PbP game, but I've been looking to get into one for some time. This story intrigues me, and I hope to put a character or two together to submit for this soon :)

    Nax on
    The following people are amazing and I love them: Wildcat, Timspork, Kias, Denada, susan, Sharp101, [GHSC]Ryctor, Matev, Matrias, ItBurns, Slapnuts, Dayspring, see317, and the unknown poster that sent me a box of Death Company! <3 If you get them as Santees you should buy them amazing things!
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2009
    Will try to work on something at work this evening, since absolutely nothing will be going on.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • hotranhotran Registered User regular
    edited November 2009
    Submission 1: Spike, the Warforged Wizard

    Background
    Spike was "born" in the workshop of one King Martin's minor lords, deep in the Northern mountains. Martin had tasked the lord and his artificers with developing a new, highly-refined type of warforged, one with the ability to manipulate arcane energy with the facility of "living" races. After months of toil, they succeeded, bringing Spike to life with a massive jolt of energy.

    While the Lord's workmen continued their efforts, trying to upgrade Spike's armor (the aetheric crystal assemblies within him demanded a certain flexibility that left him less durable than other warforged), he rapidly devoured the books and scrolls in the small library. He knew he was constructed to be a wizard, and was keen to know as much as he could about them. Spike even took to wearing wizard's robes and large, floppy hat that came to an ostentatiously tall point. He took little notice of the dwarves and men that would scramble about, tending to his frame, as he was completely absorbed in his reading.

    Then, one day, the workshop was silent. After his night cycle, Spike wandered the workshop, looking for the artificers that had been his constant companions. Finally, his search fruitless, he returned to the library to continue his reading. That day, he finished the last of the workshop's books. Frustrated that he was left without any knowledge of his real purpose, and eager to learn more about the arcane, he decided to venture out of the workshop, and into the frozen North beyond....

    Spike approached Shell from the North, a whirring of gears accompanying his somewhat awkward gait. It had been a long march from the workshop to the Midlands, but this was the way the road had led, and Spike had little else to guide him. As he looked upon the small settlement, he saw many small buildings, with yellow lights flickering through the windows. He had gone so long without any maintenance, and was eager to find a brush and some lubricant. Spike was also certain that one of these places must have some spellbooks and scrolls. That in mind, he clambered towards the largest building ahead.

    hotran on
    The Long Way Down: Clank, Warforged Fighter
  • FelixSomethingSomethingFelixSomethingSomething Registered User regular
    edited November 2009
    I'm working some characters up for this, probably fighter and rogue. Sounds like fun :D

    FelixSomethingSomething on
  • DasUberEdwardDasUberEdward Registered User regular
    edited November 2009
    Would you feel that his game is newbie friendly at all? I have dabbled in D&D and I understand some of the basics but i've only played one game and it was poorly DMd. I'm hoping to get my feet wet as I have no outlets for real games.

    So uh yeah. I can whip up a character if you'll have me. I have done some RP in the past so that won't be a problem

    DasUberEdward on
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  • VanityPantsVanityPants Gokai Red! Registered User regular
    edited November 2009
    Yeah, it should be completely fine for new players! The fact that it's a PbP should also lend to the fact that it will be easier for a new person to get into, and if you have any questions you can always PM me and I'll be happy to help out.

    Go for it!

    VanityPants on
    Gokai_zpsdvyiviz0.png
  • DasUberEdwardDasUberEdward Registered User regular
    edited November 2009
    Dio Bacchus (Human Warlock)

    Background
    No great history. No great plans. Dio was not born of tragedy or destined to become anything. In fact he was quite well off and at one point in time aspired to be a prodigal son. Of course he's wandered and meandered far from that path living mostly off of luck and exploring the taverns the land has to offer. Surprisingly enough once his funds ran out he managed to pilfer, lie, and talk his way from drink to drink until one evening he awoke in a brilliant star-lit meadow. At first he imagined the throbbing and pounding that accompanied the frigid and ephemeral voice in his head to be some alcohol induced dream. But no. He was in the process of. . .making a pact. The details are blurry at best and for the longest time he just ignored it. But there came times when he was forced to recall the event. Most recently after an unsolicited grope and wink at a barmaid he found himself to be the recipient of more than a few cudgel blows from the kind dwarven guard that worked the Tavern. Bloodied and reeling onto the street Dio mumbled a few words that raced through his mind and with a flicker of white hot flame he and the unfortunate Dwarf were reminded of the abilities he had received.

    "Hrm. Perhaps I should go. . ."

    and he was off to the next opportunity.


    Arrival
    Thoughts rambling. Body weak. Lips dry. And not a town in sight. Just another bland afternoon. Dio took a few moments to wonder what happened to that Dwarf from the last bar he was at. It was actually pretty funny seeing that his beard took to the fire before the rest of his body. Anyone rational would laugh at that, right? Was he laughing out loud or was it still in his head? Either way the errant thoughts of an addled mind are incredibly distracting, in fact they are so distracting that he managed to completely miss the hillside which he was now plummeting down.

    "sigh . . ."

    head over heels against the thankfully soft dirt he went rolling and tumbling until he managed to get to his feet but that was to no avail. He was coming down too fast. Just what the hell kind of hill is this? What a strange angle. And wow. He was running really really fast. Head over heels again. Well not quite he landed squarely on his face and slid for a good distance before coming to a rolling stop halfway up the hill. . .

    "Ha! It looks like i'm in luckkrrpffft!"

    He spit a clod of fresh dirt from his lips and brushed himself off. There was a town in front of him. A look back up the hill and it became clear. Not a cliff. A crater. Not just any town. Shell! He had heard the ale here had the slightest hint of a spicy earthy flavor that was simply unmatched in the colder seasons. To the tavern!

    But not without another fall. And a slide. and a trip. and a skid. and a drop. . .

    Dusty, dirty and just a little bit bloody Dio opened the door to the tavern and slinked inside.

    "Now miss. I am all in favor of a good cry but I have to say you're going to have to discount my drink if any of those tears end up in the brew. "

    He flashed a grin and moved in for a much needed sip.

    (this is my first character so uh let me know if everything is in order)

    DasUberEdward on
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  • streeverstreever Registered User regular
    edited November 2009
    Aidan, Elvish Soldier

    Aidan wanted desperately to join the army as a soldier.

    He was denied as not being cut out for Army life--he didn't take orders well & was not physically fit enough.

    Discouraged, he's become a mercenary, taking on a military air and letting people assume he's "retired" although he's quite young for that.

    http://4e.orokos.com/sheets/1516

    Arriving in Shell, Aidan speaks with the Captain's second,
    "Look, you're in a tough spot, and I hate to charge you, but I can't risk my life for nothing. In the military--in the past, I've dealt with situations like this. Bandits? I can fight them. Your Captain? I can search for him. I know the wilds, and I know the sword. I figure I'm your best option. Let's talk about my fee, and then I'll meet the others you've met with."

    streever on
  • robp85robp85 Registered User regular
    edited November 2009
    Alright, two character submissions from me today :)

    I'm not sure how I like the Warlord's build so I may modify it a little bit, if that's alright with you, Vanity. It's posted below anyway.

    Amnon, Tiefling Warlord

    Background:
    Amnon's story begins years ago in a small town on the border of the Midlands known as Haven. As a child, he was brought up here with his successful parents. They were easily recognized in town not only for their shop but also because they were the only two tieflings who lived there. Well, at least they were before they had Amnon.

    The child grew up in the town, sheltered from the harsh realities that lived just to the south of them in the Midlands. His childhood was quite normal, which is extraordinary for a tiefling. He easily made friends and would often wander the streets of Haven talking to whoever was there.

    His charisma even as a child was quite evident. He was said to rally his friends at his command easily. Not only this, he could encourage them to work through any circumstance they may have been in. The power in Amnon's words was quite evident as he pushed his friends to do new, exciting things, most of which they would have never done without his prodding.

    As he grew older, Amnon began to learn of the dangers of the Midlands. Many travelers would end up in Haven (one of the closest to the Midlands) and he spoke to any that entered the town. He learned that there was no one protecting or guarding the roads allowing the bandits to have free reign on any traveler who happened by.

    For reasons still unknown to most, Amnon began training with a sword and shield. He was able to convince to of his friends to support him. They picked up their own weapons and began to train as well. They were intent on protecting the roads near Haven so travelers could near their town with less worry.

    They finished their training with local militia and headed out on their own. At first, the battles against the bandits were hard. They were cut and bloodied many times before defeating the enemies. However, as time moved on, they slowly improved their skills. Bandits no longer seemed like a problem. They faced them easily and almost always ended the battles before any of them were injured. Their teamwork was no match for the bandits and with Amnon leading, their strikes became more precise and the battles ended quicker than any could have imagined. The tiefling had a knack for this and everyone involved could see this.

    How he looks:
    449481c959cc44af.jpg

    Amnon's skin is a deep, dark red. His tail swings out under his armor and extends about three feet behind him. He's about average height for a Tiefling. Silver eyes shine out from under his two pointed horns on his forehead. His hair is neatly tied into a ponytail behind his head and is jet black. The hair extends down to the warlord's neck. He carries a sword and a shield that are relatively nondescript. His chainmail shows signs or wear and tear. It no longer carries the glimmer it once had after being scuffed up by different weapons, blood and dirt. Under the chainmail is a black shirt and black pants and boots cover his lower half.

    Travel to Shell:
    Amnon stumbles into the Shell, searching for the nearest inn. He easily finds it and just barely makes it inside. His armor is covered in blood. The inn keeper kindly offers him a room in a more private corner of the inn for a few coin.

    Once inside the room, the tiefling begins the painful process of removing his armor. Cuts and bruises cover his body from the recent battle he just had. With his armor and shirt removed, he starts cleaning his wounds and blood from his body in a bowl of water given to each guest. The battle had been hard and they were barely victorious.

    The two friends he traveled with were both killed during the fight. Amnon was able to overcome the final bandits before they could overcome him as well. Now out of harm's way, the tiefling takes a moment to mourn the passing of his friends. It was a costly trip out into the Midlands but they all knew what they were getting into.

    The bandits had become smart. After hearing of the three adventurers from Haven, they teamed up in one big surprise attack. Though this had happened before, it never happened in the numbers Amnon saw that day. Before any of the friends could react, one was dead. The bandits released a number of arrows from their hiding spots onto the surprised group. Amnon and his other friend fought all the bandits alone. Arrows flew, swords clashed and ultimately Amnon lost his second friend that day but not before they were able to dwindle the bandits numbers to just two. Amnon finished them off quickly before he fell from exhaustion.

    Amnon slept in the forest that night and, luckily, was not killed as he slept. As he awoke, he was able to bury his friends quickly before returning to town but he didn't dare spend any more time in the Midlands without support. He had to find his way to a town and quickly. Haven was too far away. The tiefling did know of a small town built into a crater, though, that was quite a bit closer. Determined to heal up in that town, he slowly made his way there.

    Ultimately, he was intent on going back into the Midlands. Knowing that the bandits were getting smarter worried Amnon. He knew his friends' sacrifices would not be in vain.

    Alright, this is one of two. I'll get the second one posted in a bit.

    EDIT: Well, I've been thinking about what I want to post for my second character and I think I'm going to post a Paladin instead of a Sorcerer like I originally intended. We'll see how that one turns out. I may have a crappy/incomplete character sheet for him until later tonight but I'll get his story and such posted up here.

    EDIT2: Here's my Paladin. I'll run his build through the Character Builder later to ensure its good but I think I made it correctly...

    Trey Catharta, Human Paladin of Avandra

    Background:
    Having come from a pious family of traveling merchants who worshiped Avandra, it was no surprise that Trey became so involved with the the goddes of trade and travel. At and early age, he showed a proficiency in combat that few in the family possessed. He would protect the caravan as they traveled through dangerous lands in search of new towns to trade with.

    After a few years of guarding the caravan, Trey felt the call from Avandra to become one of her paladins. His goal: protect the roads where he can so that traders may travel and trade with little fear of bandits. His family understood the call and happily stopped at a small temple just outside the Midlands. There, he started on his path to becoming a paladin of Avandra.

    The ability shown during his travels with his family's caravan provided the perfect springboard to the life of protection that Avandra had called him. Because of this, many traders who needed to enter the Midlands would hire the young man to provide safe travels through the wilderness.

    As luck would have it, one of the traders needed to enter Shell. The paladin decided to spend some time resting there and see if there was any help needed in town.

    Appearance:
    paladin.gif

    Born with white hair (some say its a blessing), this paladin wears an older, tarnished set of armor and carries and sword. The armor and weapon shows signs of use, having little pieces chipped away. His normally blue eyes glow white as he channels the power of his goddess. His white hair hangs down to his shoulder loosely. He has a very handsome, defined face that has one defect. A scar from an earlier battle stretches from the middle of his left cheek down to his jaw line.

    Entering Shell:
    He had been here before. The paladin strode confidently through the town gate. The town was well protected having built itself into a crater. This is one of the few places in the Midlands that Trey actually felt comfortable in.

    His last job was mostly uneventful. With only one attack from bandits and no wild creatures seen, the trek from the northern lands to Shell was quite boring. Fortunately, Trey preferred it that way. The less battles they had to fight in, the less of a chance anyone would be hurt.

    After collecting his meager payment from the merchant he had escorted, Trey headed for the local tavern for some sustenance. Something seemed a bit off to the paladin. People were a little more afraid than usual.

    The bar didn't alleviate any of the concerns of Trey. Looking around, the people were few and far between. There were only a couple of tables with people eating and drinking at. Not much in the way of talking could be heard. The owner of the bar, a lady named Anna, wasn't even behind the counter like she normally would be, or so Trey thought.

    Walking over to the counter, Trey hears a soft sob come from under the bar. Something isn't right and Trey is determined to find out what's going on.

    robp85 on
    Skard, Shifter Warden
    Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
  • robp85robp85 Registered User regular
    edited November 2009
    ...And I'm done. Whoo, that was some fun stuff. Now, I've gotta go back to work. Hehe.

    Good luck all!

    robp85 on
    Skard, Shifter Warden
    Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
  • hotranhotran Registered User regular
    edited November 2009
    Submission 2: Danyel Terelden, Human Fighter (Guardian)

    Background
    The Terelden family has held Irongate, the castle overlooking Breakneck Pass, for centuries. While there are others, the steep, narrow path through Breakneck is the quickest way for trade caravans coming from the mines and forges in the Bluehome mountains to get to larger eastern cities. Since pledging themselves to King Martin, the Terelden's have held the pass against all manner of threats, from roving clans of orcs to rebellious lords.

    Danyel was born the second son of the current Lord Terelden. While land and title would go to his brother, Stefan, the captaincy of the Breakneck Guards was to be Daniel's, and he trained for the position since he was able to lift a sword. All was well in Irongate, but the past few months have changed all that.

    Lord Terelden had, for his entire reign, been a wise, thoughtful ruler. However, as political strife ravaged Vilsek, and the raids on Breakneck and the mines grew more frequent, he reached out for help anywhere he could find it. In particular, he put his faith in one leader of an obscure cult, nominally devoted to Bahamut, whom he called the "savior" of his household. The priest placed particular emphasis on "proper" behavior, and preached incessantly about the "upright behavior" of women. In a matter of weeks, most of Irongate's populace had fallen under the new priests' sway.

    Danyel, not a devout person by nature, paid as little attention as he could to the developments in his father's household, instead focusing on the upkeep of the Guards, which had become especially trying of late. However, one afternoon, his father called all of Irongate to the great hall. It turns out that Katheryn, Danyel's favorite sister, barely 15, had tried to run off with a smith from one of the villages. His father's men, the priest among them, rode out and brought her home, to face her father's judgment. Danyel felt badly for his sister, but expected their father would do little more than rebuke her in public. His heart dropped to the floor, however, as Lord Terelden, naming the the girl a "common whore" and worse, ordered her put to death. As captain of the guards, the sentence was Danyel's to carry out.

    Danyel knew that his time at Irongate was at an end. The night before his sister's execution, he stole into the dungeon, freed her, and fled the castle for the south. He didn't know where he was going, or what he would do once he got there. As the siblings moved along the road, Danyel was forced to sell what little they had brought for supplies. When he awoke one morning, he found himself alone. His sister had left had hastily written note, telling Danyel that all of this had been her fault, and that perhaps he could seek forgiveness from their father if only she made her way alone.

    Alone, adrift, and utterly without purpose, Danyel found himself in drifting in the Midlands, just outside of Shell. In need of supplies, and a stiff drink, he made his way towards the Inn...
    .

    Coming to Shell

    Danyel heaved a sigh of relief as he spied a small gated town just around the bend of the road. He'd been sleeping under the stars for the past three nights, and didn't relish another round of salt beef and dirty water. He nodded to the gate guard, and they passed him through into the town with little more than a wave.

    He headed straight for the first tavern he came to, a small place just off the main street, and slumped down at the bar, exhausted. The dwarf barkeep regarded him warily, eyeing the huge bastard sword slung across his back, and and the worn scale armor he wore. "What can get you, my Lord?"

    "I'm no Lord, good fellow." Danyel sighed, unbuckling his armor. "And for now, a mug of ale, stronger the better..."

    hotran on
    The Long Way Down: Clank, Warforged Fighter
  • susansusan Registered User regular
    edited November 2009
    This saddens me so, but I'm going to have to pull my submission as I have been shanghaied into running a d20 Future Campaign here. Good luck all, and have a great game!

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
  • WhiteWolfWhiteWolf Registered User regular
    edited November 2009
    I really like the story you've created for this adventure. I'd really like to participate, hope my characters stand out enough!

    Slagg Aytock, Half-Orc Assassin

    Image:
    Assassin_by_Skyrion.jpg

    Background:
    Slagg was raised in the northern capitol by a merchant who had found him in a field, nearly covered in snow. His mother had abandoned him, for reasons Slagg never knew. She was probably out there somewhere, but she wouldn't know him if she saw him, or vice versa. The merchant was old when he found them, and died when Slagg was only 14. Having lost the only person that saw him for who he was, and not just a dirty half-orc, Slagg became a street thief to make due, not caring for the life of a merchant that no one would buy from, no matter what he would sell to them.

    One day, Slagg had attempted to pickpocket a human male name Altan Satad. It had turned out that this human was the leader of a guild of assassins in the area. Altan, seeing potential in the boy, took him in and trained him personally. Slagg devoted himself to learn how to control anger, and turn himself into a silent, killing machine. Slagg learned never to kill randomly, only when threatened, or presented with a reward for such an action. While on an assignment, Slagg had returned to his guild to find most of them slaughtered. The rest fled from the invisible enemy, and Slagg soon followed suit. Traveling to the south towards the midlands, Slagg had lost everything he knew again. Everything, except the life of an assassin. He would find work where he could, and make a living travelling in the midlands, killing where it would be needed. His quest began in a small town named Shell...

    Coming to Shell:
    Slagg knew that something wasn't right when he entered the tavern. The people were spooked by something. Probably bandits.

    Why would a town built into a crater be worried about defense? Unless... It suddenly hit Slagg that the local guard must be in shambles. A recent power change, or lost could explain for the mood in the tavern. No hearty drinking, no dancing on tables. Although Slagg preferred the quiet while working, these things still entertained him between job to job.

    All this fear built up into one place. It's like my master taught me. Strife leads to fear. Fear leads to hate. Hate leads to death. I've been trained to take advantage of death. Looks like this is the perfect place to do it in. He continued to ponder over his status, as he listened from the darkened corner of the tavern for anything that might be of any use.

    Timothy Winchester, Human Artificer

    Image:
    Steampunk_by_AngelicPanda.jpg

    Background:
    Timothy was a boy genius. He saw the world in ways other people didn't. He created things. Things other people wouldn't even imagine. While some folks were carrying crates around, Timothy created winches to carry them for him. While clerics had to devote themselves to a god to heal people through prayer, Timothy could do it using nothing but some minor chemical mixtures given with a small injection using a tube and a hollow needle. He still hadn't thought of a good name for that one.

    His life wasn't easy though. People saw his creations as evil. If they didn't understand how it works, then it shouldn't exist at all. His father was of the same mindset. "What good are those stupid creations of yours! If only your mother were still alive you wouldn't have ended up a disgrace of the family name!" His father believed in hard work. Getting dirty, building muscle, farming from sun up to sun down. After a big argument with his father one day, he left home from his small southern town and headed north, to the midlands. An area of adventure and constant entertainment. He would put his brain to good use, by helping people. He would make a name for himself, and show his father that his creations are beneficial to humanity, or any other race of the land. It would all start at the town of Shell...

    Coming to Shell:
    "I'll show my dad! If it's the last thing I do" He yelled to the skies, trudging through the road. He walked north, where he knew he would find a town sooner or later, considering the frequent travel that happens on this path. He pulled out a small circular object that had a needle in the middle. He had been able to attune it to the gravity of the land, and be able to discern direction from it. He called it a "Gravitational Pull Optimizer". He wasn't really one for catchy names. Confirming he was still heading north, he eventually found his way to a town that was built into what seemed into a crated.

    "Shell" he read on the sign over the entrance. "Fitting name I guess." He walked towards the gate, and was given a once over by the guards. Although his various objects seemed to make the guards nervous, they let him pass anyways. He was used to it.

    One day people will accept true technology. Until then, I'm content with being the weirdo with the strange metal objects. As he pondered the potential applications of a surrounding wall made of mud and dirt, which he found to be inferior to iron and metal any day, he found his way to a local tavern which he entered.

    This should be a good place to start I think. Looking around, he asked around about adventuring work the townsfolk could give to him. Oddly enough, it seems like no one was willing to speak to him. For some reason it seemed like his creations weren't the reason either. These people were very visibly weary of sharing details with any stranger. Frustrated, it was then that Timothy notice the crying bar maid. Figuring it was better than nothing, he decided that he should go and speak with her...

    Good luck to other applicants! :mrgreen:

    WhiteWolf on
  • FelixSomethingSomethingFelixSomethingSomething Registered User regular
    edited November 2009
    Thistle, Razorclaw Shifter Rogue

    Thistle leaped down from his perch in a tree, stretching as he made he way towards Shell. After a sleepless night watching for pursuers he was satisfied that he'd lost them, and was eager to get some money to his name once more. Tattered robes covering his equipment, he prowled the dim alleys and taverns looking for work suited to a man of his skills, greasing palms with coins snatched from the pockets of inattentive pedestrians.

    Malesh Nef'thar, Half-Orc Paladin of Kord

    Armored boots clanking softly, Malesh stopped a man trying to walk briskly past him with a strong clap on the shoulder. After a bit of inquiring and sending the nervous fellow on his way the half-orc headed straight for Anna's tavern to offer his services as the town's defender or to head up an expedition to locate her father.

    FelixSomethingSomething on
  • deadonthestreetdeadonthestreet Registered User regular
    edited November 2009
    Background
    "This one is special."

    "Yes, he was."

    "It is not his time, yet."

    "And yet here we are..."

    "You yourself said he is special. He still has much to do, his fate has not been fulfilled."

    "Perhaps...but are you allowing your personal desires cloud your view of his fate? He is important, yes, but may not be important in the way you expect."

    "Then you'll do it?"

    "Yes, but understand, he will be changed. He will have a new body, and his memories will be gone or muddled. He will no longer have his old skills and powers. You may try to guide him as you will, but others may try to do the same."

    "Very well. We shall give him a portion of our power, and what guidance we can. Thank you."

    The Raven Queen smiled as her visitor left. This was going to be interesting.
    In life, he was a dragonborn, and a great leader of his people. But he was killed, before his fate could be fulfilled. Perhaps he was to be a herald of the return of the benevolent dragons, or a champion to fight the coming dragon invasion. So someone with a connection to dragons (and who it is is up to the DM, it could be Bahamut himself, it could be another powerful dragon, it could be anyone else) went to the Raven Queen to send him back. She did so, but she did not send him back whole. He is a revenant, empty, alone, and lost. He doesn't even have a name.

    He wakes up in an empty field, and knows just one thing: He must go to Shell.
    The idea here is that my character is mechanically a vestige pact warlock, but instead of getting his powers from the normal vestiges he gets his power from ancient dragons. So everything will function the same, it'll just look a little different. I figure the DM can send me dream messages from the person who went to the Raven Queen on my character's behalf, or from others who have an interest in what I do. I purposely left his life kind of wide open so the DM can move things around to make it fit his vision of the story, and feed me memories to play off of.
    Personality
    Lost, and confused, but driven. The character hides a deep rage, a remnant of his past life. He knows he has to do something, he is not yet sure what, but he knows he will find the next thing he needs to do in Shell.
    Arrival
    He walked long to get to his destination. He didn't know how long, he was so focused on getting there. He didn't realize it at the time but he was completely obsessed. He now couldn't remember where he came from, just now that he was about to be where he was supposed to be.

    As he crossed the gate, and passed the guards his head suddenly became clear, and he could think. It was not a comforting feeling. His guidance, the only thing he had, was gone. Now, all he could wonder was "What now?"
    Vestige Pact Warlock

    deadonthestreet on
  • firemanfredfiremanfred Registered User regular
    edited December 2009
    Looks like I need to get those creative juices flowing quickly. I'll fire up the DDI Character Gen. and lovingly create a worthy entry.

    firemanfred on
    tepvoy5.png
    Spaceships are better than relationships
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited December 2009
    Two leaders, five strikers, one controller and four defenders. I'm guessing the name of the campaign means there's going to be dragons afoot? =)

    If the deadline is tonight, I might submit something in the next few hours.

    Rius on
  • VanityPantsVanityPants Gokai Red! Registered User regular
    edited December 2009
    Susan, I'm sorry to hear that but totally understand!

    Yeah, the deadline is tonight. Being as I'm on the east coast, the deadline to get your sheets in will be 11:59PM EST!

    I'm loving all of the characters I see so far, I just wish I could run a game big enough to accommodate all of them! Once applications close down I'll decide on the party and send out PMs late tonight, then get everything prepared for us to start.

    Also, an important note: Someone had PMed me asking if they could use the Scales of War background sets in the character creator. I should have mentioned this in the OP, so I apologize for that, but we won't be using any of the pre-fabbed background sets in this. If you post your character's background here and your character is accepted, I'll be awarding my own bonus stats based on your character's unique background.

    VanityPants on
    Gokai_zpsdvyiviz0.png
  • likethesearchenginelikethesearchengine Registered User regular
    edited December 2009
    Vanity,

    I like the background and I will submit a couple of characters ASAP. I just wanted to clarify - the PHBIII and FR entries in the character builder are OK? Literally *anything* from the character builder, provided the story is sound enough?

    Thanks!

    likethesearchengine on
    moulder_sage_magic.gif
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited December 2009
    Vanity,

    I like the background and I will submit a couple of characters ASAP. I just wanted to clarify - the PHBIII and FR entries in the character builder are OK? Literally *anything* from the character builder, provided the story is sound enough?

    Thanks!

    I think none of the backgrounds, at all, are allowed.

    3cl1ps3 on
  • VanityPantsVanityPants Gokai Red! Registered User regular
    edited December 2009
    Yeah, everything aside from the backgrounds is fair game! I want to edit it into the OP but I'm having trouble with the edit function at the moment, it's not letting me click save to any edits I make.

    Just to mention again, I'll be awarding bonus points related to your character's background myself. If you get accepted to the game, I'll either be posting in here with the bonus stats you can add or sending that info out in PMs.

    VanityPants on
    Gokai_zpsdvyiviz0.png
  • astrobstrdastrobstrd So full of mercy... Registered User regular
    edited December 2009
    I'd like to get in on this (last minute whoo-hoo!)

    First is Devlin, Summoning Wizard

    Background
    Devlin is the child of two magical con-artists who roamed the south of Vilesk selling over-priced minor charms to farmers and townsfolk. They ran afoul the law one too many times and have been imprisoned for a number of years. Devlin never aspired to a life of crime, but inherited his parents greed and gift for lying. He also has a sense of humor that gets him in quite a bit of trouble, constantly using his cantrips to dirty the clothes of the town guard, spill a drink on a pompous noble, or whisper in the ear of a barmaid from across the room. Devlin has all but ignored the war for most of his life. He keeps up on the news, but only to learn what places to avoid.

    Appearance
    Devlin's unusual appearance sets him apart from the crowd. He is dark-skinned (it is a deep chestnut brown) and wears a turban and a cape. He tends to strut a bit as he walks and his tome caddy, Billino, constantly hovers around him.

    Arrival in Shell
    Devlin was thrown from the caravan into the wet mud below. He winced for moment and stood up, looking up to see the caravan master throw all of his things into the mud as well. He smiled back at the surly dwarf.

    "I assure you that I meant no harm, sir...It's just that you were asleep and your beard was right there."

    "You walk from here twerp...you're lucky I got other passengers today, or I would leave you in a heap," the dwarf shouted as he worked at untangling the knots on his chin.

    The caravan started again down the road. Devlin sighed, and immediately used his magic to clean himself off. In the distance, a mound of earth rose from the ground. Devlin guesses that this must be Shell. He had heard that it was a bit of a rural backwater, but it was the only town in sight. Maybe he'd see if he could find work. At least he could wait there and see when the next caravan came through. Devlin gathered up his gear and turned to the floating bookstand at his side.

    "Come on Billino, you're just lucky I didn't tell that crabapple that you were the one who had the idea to fill his tobacco pouch with leaves and grass." The little bookstand quivered in mid-air, before Devlin sat his tome back on top of it.

    Zephazzie, Protecting Shaman

    Background
    Born in a grove in central Vilesk, Zephazzie was one of the first Wilden born into this world. She was cared for by a small village of Eladrin, but lived on her own in the wild since birth. She soon became even more knowledgeable of fauna and flora than her caretakers and was able to eke a small living by providing advice to any who needed it. She studied extensively in the small, but well stocked library of the village and came to the conclusion that the world created the Wilden to stop the war. The ravages on nature were brutal and even nature's favored races were too involved in the politics of the world seek what was best for it. Zephazzie ventures into the world to entreat any who will listen to end the war and to learn first-hand about a civilization that she has only really known from books.

    Appearance
    Zephazzie has a sandalwood body wrapped in various vines. Her armor fits loosely and allows her foliage to peek through. Her face is covered in lichen-like growths that darken as she gets sad or embarrassed. She often has to repeat herself or rephrase her sentences, and this trait can tend to alienate others. Her odd cadence makes it truly startling when she is able to recite ancient history or provide insight into why a river's stream is low, as those who aren't used to her just assume that she is an idiot. She spends most of her time in her aspect of the ancients, fluctuating between hunter and destroyer much less often. Her spirit companion, Azazzaz, is a large python that travels nearly upright , so that it usually looks Zephazzie in the eye.

    Arrival in Shell
    Zephazzie came into Shell on a cool autumn day. The starlings above captured her attention for several minutes and she began making notes in her journal about their unusual flight patterns. When she regained her composure, she found that several human children were gathered around her.

    "Are you a nymph?" asked one, a slight lad with a piece of hay between his teeth.

    "If she was a nymph, we'd be dead just lookin' at her, stupid!" said a tall girl, "I bet she's a golem."

    Zephazzie gathered her thoughts for a moment. "Can We see where you live?...no, wait, that's wrong...We...I...would like to observe where you live...your town, we mean, not your homes."

    "What do you want in Shell. Ain't nothin' in Shell, unless your wizard master sent you to stop the bandits."

    "...I...have no master...we are not a golem...but I am interested in bandits, or rather in helping you with bandits. We are the Wilden, Zephazzie. Can we stay in your town?"

    astrobstrd on
    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited December 2009
    Cael Sathress, Human Swordmage

    Appearance:
    Tall and skinny, almost lanky, with shaggy brown hair and dark blue eyes. He has a perpetual 5 o'clock shadow despite his best efforts to remove it; he moves with strange grace for someone of such lank build.

    He wears plan leather armor under even plainer clothing; your eyes would completely skip over him if not for the large hand-and-a-half sword on his back. The sheath, like his clothing, is plain, but the blade itself is breathtaking. The metal has an almost magical reflective quality to it, and the edge looks razor sharp. The blade is ornate, clearly smithed by a master, and Cael seems incredibly attached to the weapon.
    Background:
    Cael is an orphan, born in one of the larger towns in the Midlands. His parents, a pair of young lovers who conceived him out of wedlock, left him on the step of a monastery to ensure that their child would at least be cared for by the pious and virtuous men who lived there.

    Well, they thought they left him on the steps of a monastery, at least. Turns out that the monastery and the Mage's Guild look nearly identical in the dark. The wizards were confused to find a baby on their step in the morning, but these things happen; at the very least he could be a servant.

    Growing up in the Guild, Cael was surrounded by magic; it was intertwined with every aspect of his life. Chores, bathing, even eating involved the use of magic. He was a bright enough to learn all of it, but he never pushed himself to. Reading spells out of books was so boring; you just sat there for hours, and maybe you made an apple float an inch or a candle go out. Boring.

    The mages were at a loss with what to do with him. He was smart, but he refused to push himself (which reminded several of them of themselves, but they were careful not to mention this...). Then, fate came knocking. Well, not so much fate as one of the city guards. Cael was fascinated by his weapon; he'd never seen a sword before. He reached out towards it, and it floated out of the sheath and towards him, where he grabbed it and swung it around gleefully (as effectively as a 10 year old child can swing a sword, at least).

    Suddenly, the mages knew what to do with him. He learned swordmagic quickly, and well. As he grew so did his power. Without his weapon he wasn't much of anything, but with it he could easily hold his own against one of the mages (and even beat them). And then fate came knocking again. Well, not really fate, but one of the senior mages, back from an expedition, with a haunted look in his eye.

    He told bizarre, grim tales. Tales of demons and blood cults, and the walking dead; he had been harrowed and chased by fiends, and these remained in his mind. At night he muttered to himself, by day he stared at the wall. As Cael slept one night, a loud scream woke him. He rushed to the source and saw the haunted mage standing over the corpse of one of the younger mages, blood on his hands and fire in his eyes. Demonic tattoos crawled over his skin; he spoke in a voice that was not his own, and the words buzzed in Cael's ears and made his skull ring.

    Cael blinked. His sword was in his hand. Another blink; a tear in space behind him as he stood in front of the mage, his sword raised to strike. Blink. His sword coated in blood, the mage on the floor. Blink. A peal of thunder as the world came back into color and Cael could hear sounds once more. A last scream, from far off, as the mage's body withered and melted; then, demonic laughter as flames leapt from the corpse to the building.

    The Guild burned, an unquenchable flame. It burned to the ground and not even ashes remained, and so, nothing remained for Cael. He left, both to forget what had happened and to apply his newfound "skill" at slaying demons to new areas which may need his help. And so, his travels have brought him to Shell; its location has intrigued him, and he has decided to investigate it.
    Arrival in Shell:
    Cael entered Shell, going mostly unnoticed; his plain clothes and armor saw to that. The town was small and seemed almost desolate, the mud of the crater floor clinging to everything and giving a dingy look to the entire village. He looked around. Not much militia...strange, normally towns in the Midlands take great pains to ensure their own safety...may be worth finding out what's going on.

    Bars are generally the best place to learn information (dead men tell no tales, but drunk men tell many tales, and quite loudly), and so Cael headed there first. He was immediately struck by the sight of a woman behind the bar, crying. He sat in the seat closest to her, the friendliest look he could manage on his face. "Why do you cry?" he asked, genuinely concerned (or at least, curious).

    She looked at him cautiously and, between sobs, managed to say "N-n-nothing." Cael was puzzled. Something is going on in this town. "Surely it must be something; no one is so distraught over nothing."

    "N-no, I cannot s-say." Something is most definitely wrong here...

    3cl1ps3 on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited December 2009
    Arethas, the Gravewalker (Human Invoker of the Raven Queen)

    Appearance, Background, and Arrival all rolled up into one TLDR package!
    Some villages of the Midlands are prosperous, some are just getting by, and some are on the verge of collapse. Some don't even have much of a name and keep to themselves, and others are placed close enough together to share resources. There exists a certain type of person who travels between the villages, and their goals are vast and varied. Some make a tidy profit through trade, some are missionaries bringing religion and performing marriages, some are tinkerers and some are thugs. There's even the fair share of traveling adventurers. And then there are the truly unique individuals...

    ----

    The conversation inside the local tavern was subdued that night. Anna ran the place mostly out of habit, worried sick about her missing father. Those few villagers who attempted to cheer her spirits soon gave up, and even the atmosphere seemed to darken at the generally foul mood inside. As a thin trail of black smoke twisted it's way from the village church into the sky, one pair of customers commented in hasty whispers on the reason for it.

    "Doesn't seem right is all I'm saying. I know the boy is sick, but does that really warrant calling on _him_?"

    "And what would you do, Cedric? He has the black rot, it's poisoning him from the inside out. He raves like a lunatic and it's all the clergyman can do just to keep his parents from breaking into the room to comfort him. And you know that'd mean death for them; it's a miracle nobody else has come down sick. The problem is he almost refuses to die; he clings to life like a drowning man to a log. The Gravewalker is the only one who can go in there and do what needs to be done, so unless you're volunteering..."

    "Don't say that, Marcus. You know that's not what I meant... I just can't stand the sight of him, almost looks like a corpse himself."

    "Be that as it may, I'll be glad to see him arrive. Aye, and gladder still to see the sight of him gone."

    "That's the damned truth."

    ----

    The Gravewalker came to town, drawn by the thin twist of controlled smoke that proclaimed he was needed. Far too thin to be mistaken for smoke from a fire, the wisps stood out like an ugly mark against the blue sky. Any who might otherwise be drawn to such a display knew better; the column meant "Plague", and where others might shy away the Gravewalker felt called to duty. Any who might observe him as he crossed the plains would think him old and infirm. He is tall yet seems bowed over by the weight of a rusted suit of chainmail draped upon his shoulders. Gaunt and frail, with a tattered cloak of black raven feathers, he could almost be mistaken for a risen corpse if his dark eyes weren't lit with an inner fire. An obsidian feather hangs from a leather cord around his neck, and his right arm is covered in a spiderweb tattoo with no beginning or end. His left hand clutches a staff, old and gnarled to match the rest of him.

    He draws stares as he walks through Shell, but most people have either seen or heard of him before. It isn't long before he arrives at the church and makes his way inside, instinctively knowing where to go. As he crosses the threshold into a back room, the priest inside makes eye contact with him and nods with a sigh. The couple sitting on the bench looks up and the woman bursts into tears; her husband gathers her in his arms and escorts her out of the room. After they leave, it looks as if the priest is about to speak, but the Gravewalker holds up one hand and shakes his head. Holding open the door he came through, he waits for the priest to exit through it before closing it and crossing the room to the inner passage.

    At the end of a short hallway, through multiple heavy black hanging curtains meant to trap the air and muffle sound, he emerges into a small room filled with death. A boy lies on the cot, writhing in pain and mumbling to himself. The Gravewalker takes one short look and approaches the bed, reaching out with his right hand and laying it gently upon the boy's forehead. A knell as if from a massive iron bell rings through the room, so low pitched as to almost be inaudible, and the boy ceases to struggle. The tattoo on his right arm seems to crawl and a tiny new web segment fades to black on his skin as he whispers a silent benediction.

    "Rest in peace, boy. Know no more pain. My Lady will show you the way now."

    ----

    After a few minutes he makes his way out of the tunnel into the sitting room. The head priest is sitting there watching him, and before the Gravewalker can leave he stands up and asks him to hold a moment.

    "We need your help. I know this isn't a service you normally offer, but we could use all the help we can get, frankly. The captain of our guard force has disappeared and I suspect foul play. I won't ask you to investigate, but I've seen you cross the midlands alone and I know you have power to defend yourself. Any bandit would take pause if you remained here to defend us should they attack."

    Arethas doesn't respond, and his eyes flicker as he stares at the priest. There's a quiet dismissal in his expression and he turns to leave, but doesn't make it more than a step before his right arm curls up and spasms violently. Eyes widened, he stretches out his arm and stares at the web for a few moments, seemingly coming to a decision.

    "I will stay."

    Also, regardless of whether or not I am picked, I'd be happy to help anyone who is with ironing out the mechanics of their PC.

    Rius on
  • likethesearchenginelikethesearchengine Registered User regular
    edited December 2009
    Alomel, Eladrin Illusionist Wizard.
    Other info sent in PM.
    Alomel is an eladrin wizard. He grew up in a citadel wavering on the edge of the fey in the forests of the north, training under his father (as well as a handful of other mages) to command the flow of magic in all natural things. Upon attaining his thirtieth birthday, his father and other trainers agreed that his progress had become stagnant and his focus was lacking. They invoked the Rite of Elucidation, which forced Alomel to leave his home and travel about the world in search of three Great Truths which would be a boon to his people. Until he has learned these, he is not welcome among his clan. He may return home three times before completing his tasks: once, before learning anything of great value, and once after learning each of the first two Truths. The rite is harsh, but Alomel had not yet fallen in love or found a cause to believe in. In fact, though his own pride would never allow him to admit it, he agreed with their assessment and secretly became eager to leave.

    He decided to seek his fate in the Midlands, reasoning that most of the Great Truths that could be found in libraries and civilization were there because they had already been found. Most recently, he has traveled into Shell, looking to see whether the crater is natural or otherwise... and whether that means anything.

    Alomel is friendly but absentminded - it's the reason he has been exiled such. He has a bad habit of not being able to remember the bigger picture - a potentially fatal flaw in a wizard of his potential. He is often weighed down by the seeming impossibility of his task.

    likethesearchengine on
    moulder_sage_magic.gif
  • Crimson KingCrimson King Registered User regular
    edited December 2009
    Last-last-minute response;

    Albei, Kenku Rogue

    Appearance
    Kenku are notoriously hard for humans to distinguish; they all pretty much look like crows. But Albei differs in one important way; his feathers are mottled, white and black like a magpie's wings. No-one's quite sure why this is. The generally accepted explanation is that his mother lay with an exotic white kenku from the far south, but she never admitted it, and his father went to his grave swearing it wasn't so. Apart from the feathers, his eyes are bright and intelligent, and his beak is long and sharp. But then all kenkus look like that.

    Background
    Albei was raised in the Sickelwing flock, in the southernmost part of the south, whose ancestral territories are the thick swamps and unfarmable marshlands that no human will touch. The kenku have a firm sense of community, to the extent that they barely distinguish between one individual and the next, and Albei grew up hunting and playing as just another part of the flock. Humans tend to assume he was ostracised because of his coloured feathers, but in fact this was never a problem. He was accepted and merged into the flock like any other hatchling. But there was some part of Albei that was always apart from the rest. He felt bad about it, but that didn't change the simple fact that he felt out of place here. The bonds of community that tied the flock together didn't seem to exist for him. Really, all Albei wanted was to go somewhere where he wasn't just part of the crowd. Albei just wanted to be special.

    So he left, obviously, to wander the world, with a dagger in claw and his wits and his wings. And after a long series of misadventures he would up in Shell.

    Arrival
    The four-foot-tall magpie perched on top of the caravan tilts his head back and forward, keeping watch on his surroundings with one eye at a time. There's not much to see. The local guard is smoking a dog-end with one hand and scratching his arse with the other, obviously unfit for duty. That suits Albei just fine; he's never been one for law and order. But the haggard, weary looks in the eyes of the populace show that something's wrong here beyond just lazy guards. Albei's interested. He'll try to find out what the problem is. Perhaps he can fix it, perhaps he can take advantage of it. Either way, he's sure there's something to do in this little town, so he tosses the caravanner a half-penny and drops down off his perch, looking around for the tavern. Maybe today will be the day he finally figures out how those dammable beersteins work for people with beaks.

    Crimson King on
  • DasUberEdwardDasUberEdward Registered User regular
    edited December 2009
    Let me know if my character is okay. If anyone would like to take a look at my post on the first page.

    This is my first time :(

    DasUberEdward on
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  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited December 2009
    The one thing I'd say needs changing is your stat balance. You're Star Pact, so you'll need a mix of Con and Cha. Con is your main thing, but you can't neglect Cha; you'll need it for some of the nicer powers later. I would go:

    18 (16+2 from Human) Con
    16 Cha
    12 Int

    and then a 12, 10, 8 in whatever stats you want.

    EDIT: Also, you're a warlock. You should be in Leather Armor, since you have proficiency in it.

    3cl1ps3 on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited December 2009
    I have edited my earlier post with the rest of my submission. Huzzah!

    Rius on
  • VanityPantsVanityPants Gokai Red! Registered User regular
    edited December 2009
    Okay everyone, this rollercoaster ride has come to a close! Our party is set, here is the line-up:

    3Clipse / Cael Sathress / Human Swordmage
    Whitewolf / Slage Aytock / Half-orc Assassin
    Rius / Arethas / Human Invoker
    Hotran / Danyel Teredan / Human Fighter
    Robp85 / Amnon / Tiefling Warlord
    DasUberEdward / Dio Bacchus / Human Warlock

    I look forward to playing with all of you. To those that I did not accept, I'm really very sorry. I loved all of the characters that everyone submitted, I really did! If I could, I would run a second game for the people who did not make it into this one.

    As it is, this is the team. I'm putting things together currently, I'm planning to start the game this Thursday (12/03/09). I'm putting together your custom bonus points based on backgrounds right now, so I'll be PMing you when I get those together. I'll also send out PMs when I put up the thread so you guys know.

    If you have any questions, feel free to ask in here! We can talk about the world of Vilesk or whatever else you'd like. I'm using my time until Thursday to put together the maps we'll be needing, sorry for the delay!

    VanityPants on
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  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited December 2009
    I am...amazed at how quickly after submissions closing choices went up.

    Grats all 'round, look forward to running with you all =)

    3cl1ps3 on
  • VanityPantsVanityPants Gokai Red! Registered User regular
    edited December 2009
    Haha, it was a tough choice and I figured I wasn't doing myself any favors by delaying it. I did my best to pick a group of characters who I thought would be interesting while interacting!

    VanityPants on
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  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited December 2009
    Hey, awesome! Now you get to be the Leader Rob, hehe. Is Rathas that impressive? =)

    Took a look at everyone's characters, I hope nobody minds constructive criticism.

    Whitewolf,
    Instead of your starting array I'd strongly recommend 13/14/16/08/10/14 before racial bonuses. You'll lose +1 Con bonus but you'll gain +2 Cha bonus and your defenses will be a little more even at 17/13/15/13. Your Con will increase over time anyway and you won't have a terribly-easy-to-hit Will defense, plus you'll be able to pick up the occasional Cha bonus rider power from time to time if you like.

    I'd also strongly recommend the Shadow Storm at-will instead of Leaping Shade; especially since you don't have Night Stalker's +damage bonus. Shadow Storm can pretty consistantly get +2 to +4 whereas Leaping Shade is counterproductive.

    Hotran,
    I have the same concerns with your fighter. You really could use some points in Wisdom, especially since fighters get so many bonuses to attacks based on the stat. It's a lot easier to be a sticky defender if you have a bonus to your opportunity attacks. Also, you don't need nearly so much Dexterity. I'd suggest 16/13/14/08/14/10 before racials and keep the +2 Strength from being Human. That'll give you defenses of 19/17/15/13 and you'll be able to pick powers with Wisdom bonuses.

    Also, please, for my sanity's sake, ditch Sure Strike and take any other at-will. Try Crushing Surge, which will give you +Con mod Temp HP every time you hit with it (as long as you're trained in Endurance, which you are). Try Footwork Lure, which is Tide of Iron in reverse and can be very handy. Knockdown Assault doesn't do much damage, but it's fun to knock people prone.

    DasUberEdward,
    I don't know much about warlocks but it looks like 3Clipse gave you good advice earlier. No class needs a 20 in the primary stat at level 1, not even strikers. I'd say... 10/16/10/14/11/14 and bump your Con with the +2. And buy some Leather armor, heh. Defenses of 14/15/14/14, and make sure you stay out of melee combat and move around enough on each turn to gain the benefit of Shadow Walk for +2 to all defenses. If you do that you'll actually be harder to hit than most of the rest of us.

    Be careful when picking powers; try to select ones that use Con as the primary attack stat so you're not gimping your plus to hit. And you might want to pick a different Daily, that one seems very situationally useful at best. Remember you don't want enemies adjacent to you =)

    Rius on
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