For as long as there have been gods, there have been crazies who insisted that the gods would soon die, leaving the world a barren desert wasteland ruled by anarchy and tyranny, where psionics is plentiful and magic corrupting, with giant sentient insects and cannibalistic halflings. These crazies would occasionally hatch elaborately convoluted schemes to bring about their apocalyptic prophecies, thus providing both employment and loot for enterprising adventurers, but otherwise nobody paid them any attention.
Then one day, the gods went silent.
While not yet a desert wasteland, the world certainly descended largely into anarchy and tyranny. And while halflings have not yet exhibited any sign of a deep and ravenous hunger for humanoid flesh, all sorts of foul and evil creature roam the wilderness, occasionally creating rudimentary civilizations that twinkle in the darkness before being consumed by the chaos once more. First mad cultists, then brutal dictators, then power-hungry dragons, demonic hordes, aberrant horrors, cold necromancers, wild spirits, devilish armies, and angelic crusades alike all swept across the world, again and again and again.
What mortal civilization remains from before The Quieting is here, the nation of Dalequan. Once a small duchy of the kingdom of Tassinor granted to the archmages who'd saved the kingdom from an aggressive neighbour centuries ago, only it alone, behind powerful destructive and warding magics, held firm against the undead that swarmed the nation. Locked for centuries in a perpetual war for survival, the citizens of Dalequan know not that now, at last, there will be perhaps a brief respite, an opportunity to push forth against the forces that threaten to erase it from existence, an opportunity for which you have been called to the Archmage's Citadel.
Hi all! This is a new 4e PbP seeking 5 players, being run by a first-time PbP DM (me!). The plan is that you will fight shit. Whatever crazy ass evil shit I can think of to throw at you, vaguely connected together through a larger plot of having to fight crazy ass evil shit for whatever reason. Though I have briefly DMed IRL before, for ~10 sessions of 4e, and currently play in 1 IRL 4e game and 1 PbP 4e game, I have not DMed a PbP before, so I will be learning as I go along. Caveat emptor: I don't think I'm a very good DM and I am partially running this in an attempt to improve as a DM without losing any RL friends along the way, the other reason being that I'm in a PbP and people seem to want to play PbPs, so I am trying to pass it forward.
That being said, I plan to run this as a single-thread game, with OOC text in Slate Gray. I seem to tend to TPK a lot, because I enjoy mixing up my combat encounters and I inevitably find a combo that ruins a party - though to be fair, I also roll like a maniac and my party members weren't very good at surviving, doing things like forgetting their psychic resistance in an encounter where they're getting plastered with psychic damage. As such, I fully encourage min-max-ing, although I hardly require it.
Along the same lines, I am considering two alternative looting schemes because of loot issues in my RL game: 1) I dole out every package as gold, giving you the freedom to buy whatever you want, or 2) I hand out items like they're candy because everything you fight will have magical gear. Whoever gets in can decide on that together later.
I will expect that players take their turns within 24 hours, barring weekends and holidays, though I'd like more. I will usually post multiple times per day, though there will be days I will be AWOL for several hours, such as when I'm playing my RL game. Nevertheless, I spend too much time on these forums for you to worry about my abandoning the game... at least until September when school starts.
Type: DnD 4e, standard rules and such.
Setting: Points of Light, except fuck Pelor, I'm totally replacing him with Amaunator because Amaunator's awesome.
Submissions: However many you want, but don't submit multiple long boring submissions because I will fazzzzzzz...
Usable classes: Any official class you want. Divine classes will have to justify how they maintain their power. With the gods having gone silent, their active interference, including sustaining the divine powers of their followers, has ceased. However, divinely created places, objects, creatures etc, remain empowered. Alternatively, divine classes may receive their powers from alternate sources - in particular, angels do remain, being divinely created creatures, and some may be able to provide such power... or maybe you're an angel yourself. (Or however else you want to explain it.)
Usable races: Any official race you want. Fey races, Devas, Revenants, Giths, and Shadar-kai should not have recently visited their native planes, mostly because I have no firm idea yet as to what's happening on those planes. (Though if you can come up with something good that you can convince me to use, feel free.)
Additional: Keep in mind that if you still worship a god, you'd basically be the equivalent of a Byzantine.
Additional: Please post how much 4e experience you have, as a player and a DM, IRL or PbP or MapTools or whatever. Not sure how that'll factor into my decision making, but I'm sure it will.
Starting level: Level 1, 22-point buy, Versatile Expertise for free, any General background you want, level 1 magic item, level 2 magic item, 500 gp.
Sheets and Dice Rolling: Orokos, please.
Submission Deadline: Whenever I wake up on July 5th.
Start Date: ASAP.
adventfalls - Azael Behar, Human Cosmic Sorceress
deadonthestreet - Iados, Tiefling Telepathic Psion
ironzerg - Caleb Steelshen, Human Tactical Warlord
Kay - Lyssa, Half-Elf Hybrid Paladin/Warlock
Grog - Fosphil Blackbark, Wilden shield Fighter
1. Azael + Human Pikeman
2. Lyssa + Gnome Alchemist
3. Caleb + Human Bandit
4. Fosphil? + Wilden Hunter
5. Iados + Human Guard
Caleb's Bravura Presence:
When an ally who can see [Caleb] spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.