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[D&D 4E PbP] Council of Thieves OOC (Tieflings fall! Everybody dies!)

TiamatZTiamatZ Ghost punsThe Banette of my existenceRegistered User regular
edited September 2011 in Critical Failures
The Council of Thieves: A DnD 4th Edition Conversion Campaign

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Before the fall of the Great Empires, Westcrown dubbed itself “the shining light of Pelor’s civilization.” Now, others taunt us and say, “You can find anything, civilized or not, in Westcrown—except for Pelor.” Ignore outsiders—we know the truth. We did not fail Pelor—he failed us, though we Wiscrani held the faith! We embraced that adversity and replaced his betrayal with strength and order. The Hellknights paved our way and House Thrune walked it to greatness. I don’t blame them at all for moving the capital—this place only reminds you of past failures. Besides, better for a Wiscrani to make a living without so many priests or imperials around and easier for those of us who deserve it to ascend to higher stations without them in our way.

—Alcini Vitaron of Alcini’s Apothecary


Act 1: The Bastards of Erebus

“The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, corrupt nobility, and a shadowy curse. Can the heroes fight back against champions of both the law and the criminal world? “

Thrown into chaos after the death of the god of the light and the sun, Pelor, Cheliax found a new spiritual guide to help tame the resulting lawlessness and destruction—Asmodeus. Dominated today by the Thrice-Damned House of Thrune, Cheliax is a militant land of inflexible order, like a rigid steel blade tempered in the fires of Hell. It is a land where nobility and virtue take second place to a ruthlessly imposed harmony. It is a place where talks of past glories are only whispered in the dark, where heroic ambitions are kept to oneself, and where normal people strive to blend into the safe anonymity of the crowd.

It is here, in the country’s former capital of Westcrown, that the Council of Thieves Adventure Path takes shape. In this Adventure Path, you and your fellow adventurers help restore the crumbling honour of Westcrown, fight against a decades-old curse, and do battle with an enemy far more deadly than any simple fiend, all in the hopes of returning a measure of splendour to this long-beset metropolis.



Introduction:

This is a recruitment thread for a campaign of 4th edition of Dungeons and Dragons, for a party of five 1st level PCs.

This will be my third time DMing a PbP game (the first being my Scales of War thread here, and the second my Curse of the Crimson Throne thread here). I ask that you please pardon my surely unavoidable errors and spelling mistakes (English was not a major of mine), and I shall endeavour to be the best DM I can be.

Anyone may post an application, but precedence will be given to new as well as active members and players, especially players not currently involved in any other PbPs (2 PbPs are okay, but don’t expect to get picked if you’re playing in more than 2 PbP), and players who have not played the Council of Thieves Adventure Path before. If you fit any of these criteria, please say so in your application post. In addition, anyone with experience as a DM and who would be willing to provide me with a little advice and guidance are particularly welcome.


The Particulars:

Standard setup. This is a play by post game; character sheets on Myth-Weavers (if you already have a completed character sheet on Orokos, that’s fine too). Rolls on Invisible Castle (or once again, should IC throw a hissy fit, use of Orokos’s Dice roller is fine too). I, TiamatZ, will be the DM. PCs' minimum post requirement is the usual one per day. Habitual unexplained failures to post will result in your character being ejected from the campaign.

Party Order: 1 Leader, 1 Defender, 1 Controller, 1 Range Striker, 1 Melee Striker; OR Range Leader, Controller, Melee Striker, Melee Striker, Defender

Please submit a level one character created with the 22 Point Buy system. Maximum submissions are one per person (so choose/design carefully).

Submission should include the standard stuff:
  • A link to the sheet (Myth Weavers or Orokos)
  • The character's name
  • A picture of your character (optional; for token creation purposes)
  • Personality traits, mannerisms and appearances.
  • Your ties to the story (see IC Background Motivation)
  • The CB summary stuff.
  • And lastly, I want to know your availability to post here in the forums, as well as what DnD 4th ed. PBP games you play (or DM) here.

IC background motivation:
This adventure begins as the PCs are recruited by a human woman named Janiven, who wants to invite them into a new and secret group of concerned citizens of Westcrown who seek to return the city to a place of safety, justice, and honor after a century of strife and oppression. Janiven in question, has invited the heroes (she met/found them individually, so RP that up when designing your character) to meet up at Vizio’s Tavern at the end of the week, preferably in the afternoon for an early dinner (customarily about 4 o’clock). Janiven has noted the way that the government has wronged them, and more importantly, she’s recognized in each PC the potential to do great things in the future. A shrewd judge of character, Janiven also knows that, especially in Westcrown, it’s unreasonable to expect trust in a stranger. She wants the PCs to join her group, and if that means bribing them with money, using flattery, or appealing to a sense of duty will get the job done, she’ll do it. In a way, you’ll have to give a reason why you would join up with the group. Whether for personal gain, honour, gold or maybe even something personal, like redemption or vengeance, it’s up to you to decide.

From the AP: “One large assumption that Council of Thieves makes about the PCs is that none of them should be particularly fond of the way the government in Westcrown currently operates. This isn’t to say that all PCs must be anarchists, but a PC who blindly follows the unfair edicts of the established government won’t really have a reason to join the Westcrown Rebels. Advice for how to handle this requirement can be found in the Council of Thieves Player’s Guide, but the short version is this—being lawful doesn’t mean blindly accepting the current laws. A lawful good paladin might be seeking a way to fight against Cheliax’s evil without abandoning his devotion to order, and such a conflict could send him seeking the aid of Westcrown’s more traditional (pre-Thrune) values—values that exist today among the Westcrown Rebels. An unaligned monk might feel that Cheliax’s current laws are too restrictive and cruel, and would be interested in seeking out those of a like mind who are looking for a better government. Even an evil cleric of Asmodeus might have reason to be frustrated with the House of Thrune’s attitude toward the infernal—for certainly while the church of Asmodeus is the official state religion of Cheliax, many of Asmodeus’s faithful feel stifled by the fact that Thrune sees Hell not as a greater power but as a role model at best and a resource at worst.”

For your character, pretty much any official DnD 4th edition material is acceptable (supplement books, Dragon articles, etc.), except with regards to the race and class (see Character Backgrounds and Feats section below), as well as the Essentials Line (because I don’t have access to the Essentials line over here... yet). Be prepared to post technical info if I request it.

Note about alignment: I am lax about alignment- there is no need to mark something on the sheet unless you want to. Evil characters are allowed on the condition that they have well thought-out background/goals and have a strong reason to work with a team, as well as reason to join up with the Westcrown rebels. No backstabbing the party, no killing the shopkeeper because you felt like it, and most importantly of all, don’t be a griefer; everyone’s here to have fun, but I will throw out anyone that tries to ruin everyone else’s experience.

Also no cheesy builds please :P

Deadline: Deadline is October 6th 18:00 PM (Early Evening; GMT+2 time). Expect the game to begin sometime in the following week (Monday October 11-Friday October1 5).


Plans for the Campaign

To ease myself into the DM's seat, I intend to start the campaign by playing through COT Act 1 first. What happens next will be determined by how the game went. As we are playing COT, I'm slowly trying to convert the other acts of the AP to 4th ed. If it was a great success, then we’ll continue with COT Act 2: The Sixfold Trial in 3-4 weeks time after we finish Bastards of Erebus.


Character Backgrounds and feats:

Races Allowed (Those not listed are banned):
Cheliax is primarily a country of humans, but other humanoids (and even goblinoids) of any type can be found in Westcrown and the other large cities. As befitting of a nation ruled by the laws of devils, Cheliax also has a large Tiefling population. Though ironically, they are mostly treated and seen as lesser beings, born of human fallibility or devilish trickery. Noble houses hide Tiefling heirs away, ashamed of their very existence, or reluctantly allow them some control over the family business (usually if there is no other reliable heir available). Because of this tarnished history, most Tieflings in Cheliax carry around hatred and resentment in their hearts.

The Common Races:
  • Dwarf
  • Elf
  • Gnome
  • Halfling
  • Half-Elf
  • Half-Orc
  • Human
  • Tiefling

Other Races (Not prominently dominant in Westcrown, but have footholds established nonetheless):
  • Deva
  • Dragonborn
  • Half-Giant (Goliath)
  • Shifters (Longtooth and Razorclaw)
  • Minotaur
  • Drow
  • Eladrin
  • Genasi (any soul acceptable)
  • Goblin
  • Hobgoblin

Classes Banned from campaign:
All classes are acceptable, with the exception of:
  • Hybrids
  • Psion
  • Artificer

Backgrounds:
Players may choose general backgrounds (like those from the PHB 2 and Power books etc.) ONLY! NO Forgotten Realms! NO Eberron! NO Scales of War! NO Dark Sun Themes! ‘Nuff said. And lastly, NO ESSENTIAL LINE CHARACTERS!

The campaign will take place in the default Point of Light setting, in the far-off militant nation of Cheliax, in the city of Westcrown to be more specific. The information presented within the Player’s Guide is common knowledge, especially to characters who call Cheliax home. The guide is organized to help root characters in the area in and around Westcrown—the focal point of this entire Campaign. While any character can take part in the Council of Thieves, those created and using the guide are likely to have more personal motivation as the events of the Adventure Path unfold. Characters should consider being local to the community of WestCrown or have a reason for a long-term visit to the area. Point of Light Setting backgrounds, cities, ideologies and organizations are acceptable. However, if you choose to create a character from beyond Cheliax’s borders, you’ll have to establish some reason for being in Westcrown (or in Cheliax, for that matter). Also note that Pelor (Aroden in the Player’s Guide) is considered dead in this campaign, so no divine characters that worship him as their patron god.

You can find the Player’s guide HERE .

Players retain their 100gp, but gain the adventurer’s kit, as well as any level 1 magical item of their choice (that’s 360 gp worth) absolutely FREE.

Lastly, when designing your character, choose ONE of the following feats absolutely free:
  • Toughness
  • Weapon Expertise
  • Weapon Focus
  • Proficiency with a Weapon (Martial Only)
  • A Domain Feat of your chosen Deity (Divine Only)
  • Superior Implement Training (Arcane Only)
  • A Tribal Feat of your choice (Primal Only)

Regarding Religion (Divine Characters):
Although the nobility of Cheliax openly pays lip service to Asmodeus, the majority of the nation’s people are little different from those found in other lands—only more oppressed and guarded about their actual faith. With the same hopes and goals as their neighbours, Chelish folk find appeal in the same deities as other common folk, though many do so under the burning eye of Asmodeus’s faithful. Thus, adherents of any faith might be found in Cheliax, though they tend to keep their convictions subtle in the face of rampant diabolism. Avengers, Clerics, Invokers, and Paladins of all religions practice in the country, though the numbers of non-lawful deities are significantly fewer, usually being little more than travelling priests. Westcrown was once an epicentre of Pelor worship, but in the century since his death actual worshipers of this dead god have all but vanished, even if his shrines still stand. In most cases, clerics of Erathis have taken up the mantle of honouring Pelor’s legacy.

Clerics and worshipers of all other gods exist in Cheliax, but most keep their activities hidden, or at least private. No worship is outright forbidden in Cheliax, but going against tradition can draw unwanted attention. The exception to this is the church of Sehanine. Her followers openly maintain shrines and conduct colorful, beautiful ceremonies in public (usually involving acrobats and musicians). For the darkness pervasive throughout Cheliax, even the decadent nobles can’t resist the appeal and entertainments of the goddess of beauty. The only religions completely outlawed in Cheliax, is the worship of chaotic gods and demons. Bane is considered an alternative choice for Hellknights, if only since he represents unbridled martial discipline that the organisation greatly reveres.

Edit: All characters are required to have first names and last names. Come on people, be creative :mrgreen:.

TiamatZ on
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  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited September 2010
    World Details:
    Note: The following sections merely offer a brief overview regarding the nation of Cheliax and the town/city of Westcrown. If you’re looking for more detail when designing your PC (such as back story, affiliations, story fluff etc), then go on by Paizo’s site, and download the Players Guide HERE (it’s absolutely free BTW, though you’ll have to register [also free and easy to use] to access it). The guide offers great fluff when designing your PC, even so much as to offer some background and alignment ideas for your PC for the adventure.
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    The nation of Cheliax

    Non-Chelaxians often ask the nation’s citizens, “How could this have happened? How could you have let devil-worshipers take over?” Such questions betray a fundamental lack of knowledge of Chelish nature. Cheliax has long imagined a central role for itself in the history of the world. For more than 500 years, the Pelor-worshipping nation was considered one of the prime military and economic powers in the world, on par with the demon-worshipping empire of Bael Turath and the honourable Dragonborn Empire of Arkhosia. Its rule featured prominently in the Starfall Doctrine (a prophesy the Chelaxians ironically designed), which prophesied a time when the god great god of the Sun and Light, Pelor himself would come from the heavens one day to take the crown of Cheliax and usher in a new reign of peace and justice, using the Chelaxians as his new followers. Dreaming themselves to be the inheritors of grand destinies, the Chelaxians grew proud—arrogant, even—and expanded their empire mercilessly in the name of their glorious fate. Even as both the empires of Arkhosia and Bael Turath fell around them, and the remaining survivors and remnants of those two empires flee towards the establishing new Human Empire of Nerath; the Chelaxians forego the grim reminder of the two empires’ collapse, and establish a vast empire of their own, ignoring the harsh reminder the two other empires learned after their own downfall.

    It came as a great surprise to them when Pelor suddenly died. A surprise attack made by Vecna’s strongest followers and exarchs caught the Shining One off-guard, slaying him in the process. No-one knows what happened to Pelor’s divine portfolio. Regardless, this event shook Cheliax to its core. Desperate, the nation sought to hold onto its self-important stories and national mythology. How they found themselves under the heel of a different leader, Abrogail Thrune—who promised them the glory that Pelor’s death destroyed even as she twisted the country away from its most cherished ideals—is a riddle to which few know the answer.

    The darkness that swept the country after their god’s demise nearly destroyed the Chelaxians. They were shattered and riven; 30 years of internecine warfare turned families against each other. Small tyrants arose, promising shelter from the increasing fury of the civil war, and were just as swiftly swept aside by ambitious underlings, crafty foes, and diseases that ravaged the country. Chaos reigned, uncertainty in every breath, and the dreams of Imperial Cheliax were a golden memory of a time-that-was. The wars grew steadily more vicious, and the would-be rulers of the country turned to increasingly desperate measures, until at last Abrogail Thrune struck a bargain with the darkest powers of Hell. Whatever pact she made that night was decisive: the hordes of Hell came to her aid, and the House of Thrune ascended to the throne of Cheliax. Her family has remained in power ever since.

    Since the Thrune Ascendancy, the country has known relative peace, but that physical peace comes at the cost of peace of mind, and perhaps the soul itself. Devils—most of them in the guise of mortals—roam to the very corners of Cheliax, constrained by some force within the borders that the nation rightfully claims as its own; Hellknights and Asmodean Inquisitors enforce the law with brutal clarity and vicious efficiency; the noble houses engage in blood sports and crush the lower classes for their entertainment. The golden dream that was Cheliax lives on, but in name only, and woe comes to those who dare to voice their discontent.

    The Chelaxians have traded their freedom and their future for the promise of the lash.

    Society:
    Outside of its borders, Cheliax is imagined by people across the world to be a place of twisted evil, its citizens cringing under the lash as devils torment them.

    The reality is more prosaic. None deny that House Thrune’s diabolic allies have had an effect on the kingdom, but Hell’s influence is subtler than popular caricature would have it. Most of its citizens never see a devil—or at least never know they’ve seen one. Life goes on, much as it usually does, and if one has to be more careful when speaking his mind, or finds his neighbours disappearing at night while other neighbours become richer for speaking out against them—well, it’s a small price to pay to beat back the dark hordes beyond the borders, isn’t it?

    Chelish patriotism—or rather, nationalism—is loud and then louder; no citizens want to be noticed as being less vocal about their love of their country than their fellows, because that brings the eye of the Inquisitors. The word to describe most Chelaxians is “ambitious.”

    The lower classes yearn to better themselves so that they can lift themselves from the muck of the ghettos and slums and live the life of the wealthy, free from care or want. The wealthy want to be wealthier; to acquire more power, more land, and more holdings. They want more responsibility, and they want to be seen, to make their mark on history and let the world know that they have trod upon its surface.
    This ambition requires an outlet, and House Thrune grants it to them. Whether it’s status-seeking, religious zealotry, vices, or blood, one can find it in Cheliax.

    Legal Structure:
    The laws of Cheliax, called the Asmodean Disciplines, are based on the primary religious text of the Church of Asmodeus, and are thus byzantine and myriad, weaving in and out of one another like a tapestry. Prohibitions and regulations reach into every corner of life, and though most of these laws remain unenforced (some might even say unenforceable), they remain an effective way for Hellknights and more mundane police forces to remove undesirable elements from society: either as an exaggeration of a perceived violation, or as an incentive for ordinary citizens to report to the Inquisitors about their neighbours’ suspicious activities.

    The Inquisitors are a branch of the Church of Asmodeus. Their charge is to root out corruption and disease in the tree of the unholy in order to maintain orthodoxy in the Church. In their iron masks and black robes, they are the country’s secret police, charged with creating and developing informants. Their network of spies stretches across the country, encouraged by rewards of coin, prestige, position, or influence. Thus it is that the citizens turn against each other in an atmosphere of incrimination, backbiting, and fear. This poison is most prominent in the cities, where few of the citizens know their neighbours well; it is far less common in the smaller villages, where they keep a closer eye on their compatriots and issue their own brand of rough justice rather than draw the iron eyes of the Inquisitors to their homes.

    Police and guardsmen, sometimes called dottari, are the primary law enforcement for each municipality. Some towns are small enough to require volunteer militias, rather than full-time enforcers. The law gives these city watchmen power only to protect, defend, and detain; the judges and lawmakers jealously guard their prerogative to hand down decisions of justice. The feared Hellknights technically exist outside of the legal system and Chelish control entirely; their charter approved by House Thrune itself, and may act as guard, judge, and hoodsman when they see a violation of the laws.

    In the lesser towns, the mayor or headsman acts as the judge for the criminals brought before him. In the larger cities, the judges are both constrained by the law and freed by it. They are invariably clerics of the Church of Asmodeus, for they are the only people with the deep knowledge of the Disciplines required to understand the complexities of the law. In principal, they are incorruptible, above bribes and other temptations to alter the law: their reward comes from the power of the Lord of Darkness. In reality, as they are experts in the legal code, they know how to ask for and receive bribes, play favourites, and improve the lots of their friends—all under the blessing of the law.

    Though the Inquisitors are charged with protecting against actual corruption (the breaking of the letter, rather than a violation of the spirit), it is rare that they investigate judges, and even rarer that they remove one.

    The law constrains judges to sentences in accordance with the class of crime, allowing discretion for the severity of the crime and its effect on the city; the law provides a complicated formula for sentencing, but many of the lesser judges simple ignore these mandates rather than try to make sense of these complex if-and-but otherwise statements.

    Punishments range from censure, such as the stocks or branding, to excruciations in the city centre. The Church prefers to avoid quick and private executions, except in cases of enemies of the state who must disappear efficiently and quietly. House Thrune believes that a public morning excruciation is a better deterrent to crime and revolt; its memories linger throughout the day, serving as a telling reminder of the perils of lawbreaking.

    Societal Structure:
    Cheliax is primarily a feudal state, its society a pyramid reaching from the lowest classes to the royal house itself. Within each level, there are gradations and differences; not all slaves suffer the same fates, just as not all the wealthy possess the same holdings. In the cities, citizens guard their status jealously: the rich and powerful expect total deference from their inferiors, and this attitude trickles down the social ladder. It’s not law yet, but it might be someday.

    Recreation and Entertainment:
    It has been said that, in Cheliax, anything not forbidden is permitted, and the government recognizes that its citizenry requires ample space to shake off the tensions caused by the ever-present regulations and laws. This space, of course, is vice. In most cities outside Cheliax, vice hides in back alleys and away from respectable, gods-fearing citizens. Not so here. In this land, the government owns many brothels, drug dens, gambling houses, and theaters, which stand glittering. These draw in the wealthy and their guests, who mingle in the fleshpots and the cathouses, watching the degradations of their friends and neighbors, few of them ever realizing their own souls are as besmirched.

    Brothel owners must pay monthly licensure fees and open their books to government investigators. Drug dens pay a percentage of their intake, and gossip says that half the addicts are government informants listening for loose words and secrets spilled. Some proprietors try to skip out on their actual allotments, attempting to hide their businesses for whatever reason—but when they’re discovered, they pay back taxes or exorbitant bribes, and frequently go before the courts. Easier, then, to go through the hassle of the bureaucratic process, purchase inspection permits and licenses, and conduct all this business openly.
    The poor have their entertainments as well, less officially sanctioned but still legal under the Asmodean code. Theirs are more brutal, less refined, and their victims less likely to stagger home after the night’s end. The bloodspattered fighting pits of the tenements and ghettos see any number of prizefights—from cockfights to more exotic creatures, bare-knuckled boxing to all-out death matches—which generate real income for the owner of the beast or the winner of the bout, up to 20 gp nightly.

    The diversions of the wealthy can be both more refined and more horrifying. In addition to many conventional and renowned opera houses and theaters, Cheliax’s nobles also have something they call the Theater of the Real. For the high-minded and the intellectual, this is an exercise in stripping away the true nature of humanity to connect them to their primal selves, a way to open the sheltered to a transgressive revelation of the human condition. To less cultured theatregoers, these are snuff plays featuring violence, blood, and gruesome ends perpetrated on the unwitting or sacrificial victims—a way to indulge bloodlust without having to rub elbows with the lower classes.

    Organizations:
    For the few chaotic and individualistic people left in Cheliax, the rigid imposition of power cries out for expression from those who labour under it. In the city of Egorian, they say “stepping in waste spreads it out”—it’s still there, just hiding in awkward places where you don’t notice it until later. Either way, numerous organizations have grown under the rule of the Thrunes. These are some of the more notable and famous across Cheliax; there are other, smaller groups who operate locally or more clandestinely (such as the Aspis Consortium).

    The first of these are the Hellknights. Though the Hellknights are not officially part of the hierarchy in Cheliax, they have a charter from the Queen certifying their rights, duties, and responsibilities to the law. Their citadels cover the land, from north to south and east to west, so that they can enforce the law. Contrary to popular depiction, many—even most—of the Hellknights are not evil; this is especially true of the lower-level Hellknights, whose exposure to the world has not yet embittered them to the criminals occupying it. Instead, like most Chelaxians, they strive for order in an imperfect world, choosing to model their organization and their methods on the armies of Hell in the belief that the social contracts of civilization are too tenuous to survive mercy. Further, the longer they spend as law enforcers, the more often they see the law broken by all manner of folk, leading to an inherent mistrust of people, which itself gives rise to harder hearts.

    The Inquisitors, the country’s secret police, have the authority of the Church of Asmodeus and the tacit blessing of the nobility. They are the law’s appointed protectors, and the best way to avoid their notice is to avoid breaking the law. Of course, given the nature of the law, this is nearly impossible. Most people suggest keeping one’s head down and going about one’s business to avoid drawing attention.

    The repressive atmosphere breeds its malcontents, naturally. Resistance groups—freedom fighters, rebels, or terrorists, depending on your position—sprinkle the breadth of the country, no matter how hard (or maybe because) the government brings its infernal forces to bear. These groups hide in every region, city, and town, hoping to provoke a broader uprising against the Thrunes and their allies. It’s said that some of these groups even have angels advising them, envoys from beyond the mortal sphere, here to help humans throw off the shackles of Hell—but once a group out of Remesiana trusted such an angel and followed it the very gates of Egorian to thrust their knives into the queen, only to have the creature throw off its disguise and reveal itself as an erinyes devil. This ploy alone has helped to foil too many would-be regicides to count. Anonymity breeds confusion, and this plays to Egorian’s advantage.

    The City of Westcrown:

    Every Chelaxian knows Westcrown’s terrible history. Many have parents or grandparents who lived in the city the day Pelor was to come and claim his crown—and instead witnessed an empire’s collapse. When the diabolic new rulers of Cheliax moved the capital city, they left behind ruin and despair.
    Westcrown crumbles under the weight of shattered dreams and thwarted aspirations. Yet even after years of emigration, it remains the largest city in Cheliax.

    Westcrown’s location ensures its place as a major commercial trade hub, an important military post, and a major port on the western Inner Sea. Boats laden with food or slaves anchor at the floating marinas and ferry their goods to the city’s many markets. Trade exports from Westcrown include sea salt, seafood, sun pearls, timber, sailcloth, textiles, wool, wine, olives, herbs, unique crimson pottery, and quality ships. The city’s many religious sites continue to draw the pious, the curious, and the devious. The ruins of the northern city draw interest among those looking for illegal goods or rare treasures from the dangerous rubble. But once the sun sets, only the foolish walk out of doors in Westcrown, for the shadow beasts prowl every darkened lane and waterway.

    History:
    Founded as a holy site to Pelor, the city was renamed Westport after an extended siege by greedy noble families. After the Chelish king Korrado II moved the capital there from Ostenso, he again changed the name, this time to Westcrown, sparking massive immigration and construction.

    Pelor’s death incited chaos in the city. Without the mandate of divine rule, many families grabbed for power. The civil wars among Chelish noble families only resolved after 30-some years and more death in Cheliax than has ever been recorded. Some said the rise of diabolism came from all the blood spilled, and that the devils simply came along to clean it up. Regardless, the strict order imposed by these forces calmed many after the chaos of a generation. House Thrune used those feelings of relief to its advantage, and before any could question the nobles’ diabolical alliances, House Thrune was unstoppable in its power grab for the Imperial Throne.

    Her Infernal Majestrix, Queen Abrogail I, wrenched Westcrown’s pride away in a heartbeat as she and her bound devils abandoned the city for her home in Egorian. For nearly 70 years, Westcrown and its people have struggled to recover from these losses. Westcrown has regained some prominence and wealth as Cheliax’s main trading port, but it remains a pale shadow of what it once was.

    Government & Politics
    There are broad layers of power, politics, and government in Westcrown, and while many are obvious, many more remain obscure until one runs afoul of them.

    The Dottari (The City Guard):
    The primary forces of law and order in Westcrown are the dottari, the city guards. They all wear Pelor’s symbol stenciled in black on a red field, usually on a shield or tabard. Officers wear a reversed mark (red on black) on the upper arm, forearm, or ring (indicating ascending rank).

    They always travel in squads of seven—six soldiers and one lieutenant. The leader of the dottari is the duxotar, currently the mayor’s nephew Iltus Mhartis.

    Noble Houses:
    Twelve major noble houses stand as the powers that be in Westcrown, each with several smaller minor noble families beholden to them. Of these 12, it is important to note that House Drovenge and House Oberigo cemented their positions by covertly supporting the Thrune Ascension.
    The other 10 major houses are, in descending order of influence, Salisfer, Grulios, Arvanxi, Julistarc, Dioso, Tilernos, Phandros, Khollarix, Rosala, and Mezinas.

    The River Edicts
    The Laws of Travel, also called the River Edicts, are well known by those who ply the waters in and around Westcrown—and finding ways around them has long been a pastime. First, no one (not even imperial troops) can halt the water travel of anyone on the river. Second, no canals can be blocked or closed save by those given authority by the duxotar, officers of the palace warden, or the city’s imperial naval commander. Third, unauthorized encroachment of imperial waters (a 50-foot perimeter around any moving imperial craft, or 100 feet for a moored one) is punishable by immediate attack and potential death. Fourth, attacks from shore to craft are allowed only in the defense of city property.

    The Shadow Beasts:
    These strange creatures first surfaced 30 years ago. The dottari were unable to deal with the problem, as were mercenaries, so the mayor declared a curfew to keep citizens off the streets; the curfew remains in place over 30 years later. Today, with the dying of each day’s light, businesses hurriedly close and respectable homes light lanterns outside their doors. The dottari light pyrahje (man-sized torches) throughout certain major streets in the city and patrol between these islands of light. Taverns and similar establishments maintain sleeping rolls for those who stay after dark, collecting a customary 2 sp fee for boarders soon after twilight. Those forced onto the street after dark typically carry halorans, 7-foot-tall hooked staves hung with bright lanterns, made publicly available along the city’s most travelled avenues.

    The Mayor:
    Under Chelish law and tradition, the Mayor of Westcrown (or lord mayor, as its current officeholder insists upon) controls the Dottari and the tax coffers that maintain city stability (by fostering order, infrastructure, and payments to extortionists). While the royal seat of power, Westcrown had imperial forces ready to put down dissent, collect taxes, and help build grand displays of wealth for the nobility’s gratification. Over seven decades, three mayors watched taxes dwindle to a fraction of their original sums, forcing many cutbacks in services (and funding indulgences for said mayors). When matters began impeding commerce, other influences stepped in.

    20 years ago, Aberian Arvanxi was made lord mayor of Westcrown by Her Infernal Magestrix, Queen Abrogail II. The appointment amounted to political exile from the imperial court in Egorian for Arvanxi’s long history of inexpert scheming and embarrassing dalliances. Even in the face of his political embarrassment, Aberian Arvanxi’s family name still proved influential among Wiscrani. He finagled political support for himself while slandering and undermining the allies of the former administration, and many suggested he had a hand in the sudden death of his deposed predecessor Mayor Arthan Challas.

    While untrue, Aberian saw no reason to correct people’s impressions, as fear helped keep many from speaking against him in his early days before he solidified his grasp on power. In the years since, Lord Mayor Arvanxi’s affectations for Chelish opera have seen him pump a large amount of public money into maintaining and rebuilding various opera houses and entertainment halls. He sees this as “the betterment of public diversions to raise the hearts and minds of all Wiscrani”; most citizens (especially those who lack the money to travel to the island opera houses or enter the few in the Spera) see this as the mayor using public funds for his own enjoyment rather than the improvement of Westcrown. Such likely proves the case, but as these pastimes keep the spiteful and largely incompetent mayor from meddling in the affairs of most common Wiscrani, the public quietly puts up with such decadences.

    Districts
    What were once marshy wetlands, mud flats, and tidal islets solidified into today’s Westcrown. Untold thousands of tree trunks driven into the mud and rocks formed the city’s foundations. Millennia of building and rebuilding led to today’s stone-paved streets. The City of Twilight carves itself up into three distinct paregos (“great regions”) used and understood by all the city’s residents: the Regicona (“Floating Palace”), Westcrown Island; the Spera (“Hope’s Altar”), the still occupied sections of the city; and the Dospera (“Despair’s Altar”), the ruined northern regions of Westcrown. When locals provide directions in the city, though, they split it up into regos (meaning regions or sectors).

    Rego Cader: What locals call the “Dead Sector” refers to the northern ruins, though older Wiscrani can tell you this used to be Rego Plea (formerly home to house slaves, servants, and lesser trades). Now, most are squats and partial homes for dens of thieves, or even the lairs of monsters.

    Rego Corna: “Crown Sector” encompasses the former stronghold of power in Cheliax—the Imperial Court of Cheliax and its attendant holdings and homes.

    Rego Laina: “Blade Sector,” is named for the many nobles, smithies, and armories here.

    Rego Pena: “Coin Sector” holds the more lucrative trades and many houses of dubious political or monetary standing.

    Rego Sacero: “Priest Sector” contains more shrines and ecclesiastical real estate (extant or ruined) than five other Chelish cities combined.

    Rego Scripa: “Scribe Sector” was once the center for the bureaucratic work of the Chelish Empire. Now it is mainly cartographers, trade warehouses, and ship-related businesses.

    TiamatZ on
  • QedQed Registered User regular
    edited September 2010
    Tagged with much interest! A character will follow soon.

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • Owen EdwardsOwen Edwards Registered User regular
    edited September 2010
    Blue dot, I'm interested.

    Owen Edwards on
  • graymergraymer Registered User regular
    edited September 2010
    Posting here. This would be my first PbP, and I'm new to 4E as of about a month and a half ago.

    I'll be milling over this. If I don't post a PC, consider me interested.

    graymer on
  • KeldonusKeldonus Registered User regular
    edited September 2010
    Seconding newness to 4E in general and PbP specifically. Sounds like an interesting setting. Will definitely work out a submission for this.

    Keldonus on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Shards of Light
    "The unreal is more powerful than the real, because nothing is as perfect as you can imagine it, because its only intangible ideas, concepts, beliefs, fantasies that last. Stone crumbles. Wood rots. People… well, they die. But things fragile as a thought, a dream, a legend… they can endure."

    Character Sheet: http://4e.orokos.com/sheets/2631

    Introduction
    "Bloody hell ye filthy little..."

    Alainn growled at the courier boy that had crashed into her and sent them both tumbling onto the dusty cobblestone road. The young human woman was the first to rise. The courier was still scrabbling around on the ground, trying to gather up the scattered scrolls rolling around on the cobblestone. A scarlet wax seal on an aged roll of parchment and bound with black silk caught the eye of Alainn. Her eyes widened a bit and she hurried to apologize.

    "My apologies Courier. I should have paid more attention to those around me." The courier ignored the apology and grabbed at the scrolls. He knew if he was late he could lose his work as a courier. Alainn gathered up the scrolls with adroit alacrity and bustled the Dottari Courier off on his rounds. After the courier had gone out of hearing, her temper got the better of her. Vibrant green eyes smoldered and a blistering curse rolled off her tongue as she bound her unruly dark auburn hair with a strip of green silk and a few wooden rods. A passing woman paused and eyed the fiery Alainn, who continued to mutter under her breath as she dusted off her clothes. A flash of platinum glinted in the sunlight and Janiven's eyes widened briefly. She paused a moment to address Alainn.

    "From your spirited words, ye've had trouble with the Dottari before have you?" Alainn just nodded her head, too angry to trust her tongue to speak civil words. After a long, rattling sigh, Alainn looked at the woman, Janiven.

    "Aye, a time or two," Alainn said. "The corrupt bastards left me to rot in their cells for a tenday once." Janiven smirked a private smile to herself for a scarce half-second and leaned close to Alainn.

    "There are others that feel as you do." Janiven slipped a small token into Alainn's pocket and murmured, "This afternoon... Vizio's." Alainn scowled and left the token in the pocket, ignoring it for the moment. Her experience with politics and intrigue in Westcrown kept her from making a scene, though after a moment... Alainn nodded. Javinen smiled and vanished into the crowds. Alainn scowled in the direction of the woman, but shook her head briefly, as if to put the encounter out of her mind and continued on to the Rego Sacero, winding a black silk scarf, elegant in its simplicity, over her features and draping it over her shoulder onto her back.

    Karrien is going to be cross with me when he learns I have to leave early.

    Background
    Alainn was born a peasant girl in a peasant family, serving as a vassal of a cruel minor noble who had either purchased, swindled, or earned a small fief. Her two older brothers were rather cruel and vicious, though perhaps her rough childhood steeled her for the trials that awaited her as a young woman. She was born with fiery red hair and bright green eyes, a rarity amongst the people of Cheliax and a constant source of frustration and arguments between her mother and father. Neither her mother, nor father had red hair, nor green eyes. Her brothers were also as plain as her parents. Alainn's father never accepted her as his daughter and frequently used her in arguments with her mother. Alainn never asked her mom who her real father was.

    She learned what all peasant girls learn. Farming, feeding, and all the mundane skills needed to run a household. She kept her hair bound beneath a scarf and cast her eyes downward. The unusual colors oft drew unwanted attention from the young men of the village. her lithe body drew even more attention from all the men of the village. Even the married ones. Perhaps, them most of all.

    In the middle of her sixteenth winter, Alainn's mother and several children from the village were taken by brigands. Her father, brothers, and ten others set out to find their loved ones after their pleas to the local lord went unanswered. The brigands were driven off and her mother and the children saved, but her father and many others were mortally wounded in the fight. Her mother was left crippled, blinded, and unable to speak but in a hoarse rasp that left her coughing after a few words.

    After the death of their father, Alainn and her brothers were left without a source of income or legal right to continue farming the land that had been granted to their father. They were evicted and left penniless by the lord, Gareth Dioso. Her brothers left for Egorian, to enlist in the army of the House of Thrune. Alainn and her mother left for Westcrown, where she quickly found herself overwhelmed.

    The much depleted family found shelter in Rego Cader, taking over an abandoned smithy. Alainn and her mother were detained the next day by the Dottari, for violating some arcane and esotaric law. After one night in jail, Alainn was visited by Andris Corentin who sought out the "services" of Alainn in exchange for their freedom. He was a lieutenant in the Dottari and in charge of the cells where Alainn and her mother being kept. Alainn refused and threatened to report his advances to his superiors, which only left her hungry in an empty cell as the arrogant man exited the cellblock, his laughter echoing off the stone walls. After a week of no food and little water, her mother on the verge of death, Alainn relented and lost her maidenhood to the rough and cruel man that reminded her so much of her brothers. After finishing, Andris pushed himself off her and toss a coin purse onto her heaving stomach.

    He left without a word, leaving the cell door open. Alainn scrubbed herself as clean as she could with the rags that had been given to her for bedding and left the cellblock, taking her mother along with her. She never told her mother what happened or why they were released, though she suspects her mother knew and never mentioned it. The coins she "earned" from the Dottari quickly vanished for food and poultices for her mothers wounds that became infected. Alainn was once again left without a source of income.

    Her thoughts turned to that night in the cells of the Dottari. It had hurt, but inside, she felt nothing. She had looks, red hair, and green eyes that would draw attention. She just didn't know how to go about it and ended up in Andris' cellblock. Andris took advantage of her again, but instead of paying her, he took her to Marisa, a madam that ran the Jade Star brothel in the Rego Pena. Alainn quickly became a highly sought after escort, attracting the richest clientele. Unfortunately for her, Andris turned down the finder's fee that Marisa paid for exotic men and women, in return for access to the brothel.

    Alainn was Andris' favorite... and he never let her forget that. Even after she left the brothel. A few months after her twentieth winter, Alainn fell ill, burning fiercely with fever and racked with painful coughs. She fell into a mindless stupor for several weeks. Her mother was forced to send for a Cleric from the Rego Sacero. It took almost all of the money Alainn had hidden to pay for the ritual, but it saved her life. The cleric of Erathis, Karrien, took an interest in Alainn.

    The source of the fever had been divine in nature, unlike anything Karrien had come across. It was a source of amusement for many weeks, when Karrien would call upon Alainn at the Jade Star. No one believed it to be innocent. There were many priests who surreptitiously enjoyed the delights that Madame Marisa's Jade Star had to offer. Alainn refused to believe the cleric of Erathis for many weeks. He believed she had been born with a divine spark, a primal essence of godhood bound within flesh.

    He paid well for her time, so she indulged his philosophical and theological discussions and in time, came to enjoy them. It wasn't until she was attacked on her way home that she believed him. Shadow beasts ambushed her where a pyrahje had gone dark. Despite her screams, no one came to her aid and she thought she hear the slam of doors and shutters nearby. The indifference inflamed her and she unleashed a blast of divine light that dazed the beasts. Alainn fled into the night, fear and exaltation and exhiliration flooding through her veins.

    She fled into the Rego Sacero by hidden ways and entered Karrien's home, waking the aging priest. Despite weeks of study and introspection, neither Alainn nor Karrien could discern the true source of the power. A few days before her twenty-first birthday, while heading to the Rego Sacero, Alainn ran into one of the Dottari couriers and then had a curious encounter with a woman she would come to know as Janiven.

    Allies & Enemies
    Andris Corentin (Dottari Guardsman, Lieutenant) :: Ugly in heart, body, mind, and soul. He abuses his position within the Dottari to fulfill his vices and pleasures. After selling Alainn to Madame Marisa, Andris continued to torment her by visiting at least once a week. The terms of her contract left her unable to deny him. After a year, Alainn had saved up enough to buy out her contract, which infuriated Andris. Alainn continued to work at the brothel, having grown to enjoy the work and enjoying the perverse pleasure of denying Andris each time he visited the brothel after that. Andris continued to hound Alainn throughout the years she's been in Westcrown, always threatening to lock her in the Dottari cells and sell her off to another brothel.

    Gareth Dioso (Minor Nobility of House Dioso) :: Even though it's been half a decade, Alainn still harbors a dark thoughts and seeks revenge against Gareth of House Dioso. Over the years, she used her clientele to gather information about House Dioso, but has never had the opportunity to use any of that information agianst Gareth directly.

    Madame Marisa (Owner of the Jade Star Brothel) :: Marisa is an elf and has run the Jade Star for more than forty years. It is one of the oldest and most respected brothels and caters to exclusive clients that desire discretion and the ability to keep secrets. Marisa's connections throughout the Houses, the Dottari, and even the Hellknights has kept her in business and fended off subterfuge from lesser brothels.

    Karrien (Cleric of Erathis) :: Karrien is a curious old cleric, choosing to stay in Westcrown and openly worshiping Erathis at many of her shrines. He studies the growth of civilization under the guidance of Asmodeus, which has earned him a strange place in this city. Most diabolists look up Karrien as an addled old man, losing his wits to the ravages of time. He's got a keen mind, however, and uncanny instincts that enable him to ward off serious threats.

    Character Builder Summary
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Alainn, level 1
    Human, Invoker
    Divine Covenant: Covenant of Wrath

    FINAL ABILITY SCORES
    Str 10, Con 14, Dex 13, Int 10, Wis 18, Cha 13.

    STARTING ABILITY SCORES
    Str 10, Con 14, Dex 13, Int 10, Wis 16, Cha 13.


    AC: 16 Fort: 14 Reflex: 13 Will: 16
    HP: 24 Surges: 8 Surge Value: 6

    TRAINED SKILLS
    Religion +5, History +5, Endurance +6, Insight +9, Arcana +5

    UNTRAINED SKILLS
    Acrobatics, Bluff +1, Diplomacy +1, Dungeoneering +4, Heal +4, Intimidate +1, Nature +4, Perception +4, Stealth, Streetwise +1, Thievery, Athletics -1

    FEATS
    Invoker: Ritual Caster
    Human: Initiate of the Faith
    Feat User Choice: Implement Expertise (Staff)
    Level 1: Superior Implement Training (Accurate staff)

    POWERS
    Bonus At-Will Power: Astral Wind
    Invoker at-will 1: Grasping Shards
    Invoker at-will 1: Hand of Radiance
    Invoker encounter 1: Thunder of Judgment
    Invoker daily 1: Brilliant Beacon

    ITEMS
    Ritual Book, Challenge-Seeking Accurate staff +1, Chainmail, Adventurer's Kit, Everbright Amulet, Fine Clothing
    RITUALS
    Hand of Fate, Comrades' Succor
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    Description
    - 5'5"
    - 8 stones
    - Auburn hair
    - Dark green eyes
    - Slender build

    Alainn2.png

    Availability & Experience
    I have over twenty years experience as both a player and game master in Dungeons & Dragons (2nd, 3rd, and 4th Edition) along with numerous other RPG's such as Alternity, White Wolf games, Palladium, RIFTS, MechWarrior/BattleTech and more. I have never played via play-by-post however and would love to have the chance to try it out. I am currently running a weekly online D&D game via MapTools and a zombie board game called Last Night on Earth. My work leaves me plenty of free time and I will be able to post quite often. The only catch... is that the IT department at work blocks all the image hosting sites like ImageShack, PhotoBucket, and more. If you host images there, I will be unable to see them except at home. Though I could possibly look at them on my tiny phone (worst case scenario).

    I have no experience with any of the Pathfinder adventure paths.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • QedQed Registered User regular
    edited September 2010
    My Submission:

    Hertzog Torr, Half-Orc Two-Blade Ranger
    Also Available in Orokos!

    orc_crop.jpg

    Character Introduction:
    The doors of the gambling house burst open to loud, crowded streets. Still bloody from the pit, Hertzog sprints through the alleys of Westcrown. A cry follows him from the casino, "Stop that man! He is House Dioso property!" The streets twist and turns before him, but Hertzog cannot seem to lose his pursuers. Out from the next alley Hertzog nearly runs into half a dozen uniformed men: Dottari. While his unexpected appearence is enough to surprise the city guard, Hertzog sees a red and black pattern among his pursuers before he turns the next corner.

    Around the corner he also sees his salvation: A gutter at the side of the road, which could get him out of the light and away from his former captors. Barely slowing his run, Hertzog dives into the blackness, landing with a cold splash. The sewer has a swift current which carries him away from any following splashes or signs of his pursuit. An alcove appears that Hertzog pulls himself on to. Wet and battered, he still finds sleep as the adrenaline leaves his body.

    "You shouldn't be down here friend", A voice breaks Hertzog's slumber. He twists awake and struggles to coax a response from his lips "...wh..who? .. wha... why?".
    "Janiven. And the people of Westcrown are particular about who is and isn't allowed under their property. I think you've had enough trouble with the law for one day."
    Still not trusting his mouth, Hertzog nods in acknowledgment. Handing him a long robe, Janiven pulls Hertzog up and starts leading him to a ladder out of the sewers. "Trust me", she says. Night has fallen over the city and the human moves quickly across the street to a what seems to be an inn. Leading him up to a room, she brings him in and then locks the door.

    Janiven clears her throat, "I think I can help you. And I think you can help me. It won't be easy to get yourself out of Westcrown and even if you do, the world outside is hardly welcoming. I can keep you safe here, but better than that; I can get you the man who had you brought into Westcrown to begin with." This last comment brings a cruel smile to Hertzog's face. "In return, I'd like you to come meet some friends of mine. If you're interested, come to Vizio's Tavern, across the street, tomorrow afternoon. Until then, get some sleep. You need it."

    Personality traits, mannerisms
    Hertzog is fiercly protective of his friends, but slow to forgive anyone who has wronged him. He always seems anxious and unnerved in large crowds, constantly looking for someone who might attack him. Hertzog tends to speak plainly to both friends and enemies and generally sees flowery speech in others as deceit.

    Appearance
    Hertzog looks particularly orcish, with pronounced fangs, greenish skin and a heavy build. In spite of this, when smiling, he still seems warm and inviting. His white hair has grown long and is held in various knots and ties.

    The CB summary stuff
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Hertzog Torr, level 1
    Half-Orc, Ranger
    Build: Two-Blade Ranger
    Fighting Style: Two-Blade Fighting Style
    Ranger: Prime Shot
    Background: Early Life - Lost Everything (+2 to Endurance)

    FINAL ABILITY SCORES
    Str 18, Con 12, Dex 18, Int 10, Wis 12, Cha 8.

    STARTING ABILITY SCORES
    Str 16, Con 12, Dex 16, Int 10, Wis 12, Cha 8.


    AC: 17 Fort: 15 Reflex: 15 Will: 11
    HP: 29 Surges: 7 Surge Value: 7

    TRAINED SKILLS
    Dungeoneering +6, Perception +6, Endurance +9, Acrobatics +8, Athletics +8

    UNTRAINED SKILLS
    Arcana, Bluff -1, Diplomacy -1, Heal +1, History, Insight +1, Intimidate +1, Nature +1, Religion, Stealth +3, Streetwise -1, Thievery +3

    FEATS
    Level 1: Spiked Chain Training
    Feat User Choice: Weapon Expertise (Light Blade)

    POWERS
    Ranger at-will 1: Shield of Blades
    Ranger at-will 1: Twin Strike
    Ranger encounter 1: Off-Hand Strike
    Ranger daily 1: Jaws of the Wolf

    ITEMS
    Hide Armor, Challenge-Seeking Spiked chain +1, Adventurer's Kit
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    Availability and Experience
    I'm not currently playing any PbP games on this board or anywhere else, but have been looking for one for about a while now. Most days I should be able to put up several posts, and it will be rare that I can't post once a day. I have played some 4th edition when it first appeared, but haven't had a chance to do so recently and have really been looking forward to joining a game. I actually just finished a Pathfinder RPG campaign, but this is the first I've seen of the Council of Thieves adventure path, or the Cheliax setting. It seems very interesting though and I've always really liked the D&D sense of devils.


    Is it possible to get Myth-Weavers to accept my CB file, or do I need to fill it in by hand to use it? I can copy the info into the MW sheet tomorrow if that's preferred.

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • samurai6966samurai6966 Registered User regular
    edited September 2010
    I'm totally interested. I'll have someone here once I redownload CB. New laptop and I haven't been playing for a while now.

    samurai6966 on
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited September 2010
    Qed wrote: »
    My Submission:

    Is it possible to get Myth-Weavers to accept my CB file, or do I need to fill it in by hand to use it? I can copy the info into the MW sheet tomorrow if that's preferred.

    'Fraid you'll have to fill it by hand. The pro on the other hand, means you can write up your powers/feats in detail, instead of opening CB again to check them out every time. Some of my players (PBP ones) post up their main char on Orokos, but keep a detailed back-up on Myth-Weavers, to write down their powers in detail, as well as keeping track of other things (HS used, powers used etc.).

    TiamatZ on
  • QedQed Registered User regular
    edited September 2010
    TiamatZ wrote: »

    'Fraid you'll have to fill it by hand. The pro on the other hand, means you can write up your powers/feats in detail, instead of opening CB again to check them out every time. Some of my players (PBP ones) post up their main char on Orokos, but keep a detailed back-up on Myth-Weavers, to write down their powers in detail, as well as keeping track of other things (HS used, powers used etc.).

    Sounds good. I've replaced the main link with a Myth-Weavers character sheet, but the other one is still there as well.

    ::crosses fingers:: Nothing to to now but sit back and hope.

    Well, hope and periodically tweak as I reread the submission and am unable to keep myself from editing.

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • graymergraymer Registered User regular
    edited September 2010
    I should have a submission up this weekend. Need to read up on the setting.

    graymer on
  • streeverstreever Registered User regular
    edited September 2010
    Not to rain on the two-blade ranger's parade, but this seems a great opportunity for my bow ranger!
    Aidan Amar
    Sheet: Orokos

    Flavor/Narrative background
    Aidan walks down the streets of Westcrown, dressed from his hunt. He resents being inside the walls of the city.

    As he approaches the tavern, he sees them--two brutish guards he recognizes from Rego Cura.

    "It's that Amar isn't it?" One of them says. "Looks like it. Out alone, isn't he?" asks the other.

    "Wil. Alan." Aidan says, trying to hide his scowl.

    "Amar, it's not safe to walk the streets at night."
    "Lucky for you we're here. We're not on duty, but for a few coins we can escort you home."
    "Your sister too. She works here, doesn't she?" Wil adds, leering.

    "You already shook down my father's stable. I don't see why you deserve any more money from our family today," Aidan says, flushing with anger.

    "Wrong answer," one of the two answer, before striking out at him.

    A year ago Aidan would have taken the blow. A year ago, Aidan would have gotten beat up, and then watched the thugs walk away with his money.

    He's changed though--a hunter, the preternaturally thin boy has become a man, his muscles filling in as he's come to fit his frame. As the family business has declined, he's taken the active role in providing for the family, bringing home food and hides for sale to supplement the meager income his sister makes working at the tavern.

    He's tired of seeing thugs hurt his family, and he's tired of not fighting back.

    He leaps away from the blow, drawing his bow in a fluid motion. Knocking an arrow, he lets it set flight, and it pins Wil to the wall behind him through his clothes. Angry, shaking, Aidan wants to hurt the two but stops.

    "I don't think I need any escort. I'm here to escort my sister home. You'll be on your way, I suppose."

    "Sure we will, Amar. But don't think for a moment we'll forget where you live." Allan replies, helping Wil free.

    As the two leave, Aidan sheathes his weapon, and a woman clears her throat.

    "Aidan Amar? I've observed you for some time. I'd like you to meet me at Vizio's Tavern, tomorrow night. I'll make it worth your effort--and you might even find a way to deal with those thugs without being executed for it."

    Background:
    A devoted follower of Sehanine, Aidan cares little for greater matters of good and evil.
    An aesthete through and through, he'd rather spend his time watching the changing of the seasons and roaming the open fields around Westcrowne.

    With his dedication to beauty and personal freedom, growing up near the Rego Cura was like an open scab on the freedom loving ranger. The sights and sounds of slaves being beaten, the casual way their lives were sold or discarded, consumed him as a young man. He and his sister grew up in relative poverty, living in a small community of elven immigrants from the Barrowwoods.

    Aidan became a hunter to feed his family and contribute. He took great pleasure in the hunt, and worked hard to keep his family comfortable. Aidan honed his skill with the bow, until he was approached by a woman named Janiven with a far more interesting offer. Single-mindedly devote himself to the bow and the slaying of beasts, or hunt the creatures that actually go bump in the night? Fire arrows for meager personal gain, or to slay the cruel and repressive overlords of the City?

    If not for the promise of gold, though, he'd keep to hunting mere beasts. After all, his family needs to eat, and rebellion doesn't put food on the table. With thoughts of his families welfare in mind--and the ambition to upset the repressive government of Westcrown--Aidan heads to Vizio's Tavern, determined to get involved.

    Posting: I can definitely post more than once a day. I'm in two other PBP and am very active. (Donuts Zephyr, and Dresden Philes A Touch of Madness)
    I'm pretty experienced with 4e in that I've played 3 games PBP (none IRL).

    I'm good about posting up absences but don't have many for the next few weeks (1 week vacation in Nov, but even then I'll have a computer/internet and will post, just less often!)

    I think I satisfied all the conditions of posting but will check back and add my myth-weavers sheet later. I just found out a friend of mine had a bad crash on his bike and am going to visit him in the hospital.

    streever on
  • ZaximusZaximus Chicago, ILRegistered User regular
    edited September 2010
    Tagging the thread so I can come back to it this weekend. My first and only PbP died out after PAX, so I'd love to get into another one!

    Zaximus on
  • QedQed Registered User regular
    edited September 2010
    streever wrote: »
    Not to rain on the two-blade ranger's parade, but this seems a great opportunity for my bow ranger!
    Humph! I liked my parade too! It had floats, and balloon animals and high-kicking girls.

    ::cough:: On the bright side, the expected party allows for two strikers, but only one of each other role, so maybe you're not so rainy after all!

    (I'm curious though, why take greatbow proficiency but no greatbow?)

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • streeverstreever Registered User regular
    edited September 2010
    Yea, I figured if you were going melee, we'd still need a ranged :)

    That was just a mistake, left over from the same character at level 11! I meant to sub that out with lethal hunter. I'll go back and change that.

    This same character was originally built for paragon, but with no paragon adventures in sight, I figured I'd down-grade him to heroic. I just forgot to change that one feat.

    streever on
  • Darwin's BeagleDarwin's Beagle Registered User new member
    edited September 2010
    De-lurking because I've wanted to get in on a PbP game for awhile now. I'm going to work up a Tiefling Paladin I think.

    Darwin's Beagle on
  • ZomroZomro Registered User regular
    edited September 2010
    http://4e.orokos.com/sheets/2587

    Bjorkus Morgun, Minotaur Brawler Fighter

    "This reminds me of the time when we were attacked by the goblin pirate, Kalbur the Cruel! Ha ha, the little runt almost 'dropped anchor' when he saw me come out on the deck and throw his first mate overboard!"

    RacePortMinotaur-300x273.png
    *Filler until something better comes along. This one looks a wee bit evil.*

    Character Introduction (spoilered for length):
    The minotaur entered the tavern. He was tall and broad, as most males of his kind are. He looked around and noticed the same bunch of drunks and lowlifes he'd seen in the tavern for the past three months. Three months that the minotaur had been stranded in this city due to a corrupt city guard confiscating his employer's ship and all of its cargo. No cargo meant no trade, and no trade meant that the captain couldn't afford to pay the crew for a return voyage, he'd had barely enough to pay the fee to get the ship back. And thus, Bjorkus Morgun had found himself stranded in Westcrown, in the nation of Cheliax.

    Three months stranded in this place, the minotuar though to himself. It's enough to drive one mad. In Bjorkus' case, it was a strong possibility. The minotaur found himself short of temper when he was able to ply his trade. He had worked as a hired guard for merchant ships, and he was good at it. His well worn scale armor and strong build were evidence enough of that, even without taking account of his heavy cutlass and the boarding axes he wore on his belt. Without an outlet, he found himself getting into more and more fights in the recent days.

    The minotaur thought back to his latest bar brawl, the one that had landed him in the city jail for the night. The bastard should've known better than to call me a "sea cow". The minotaur began to grind his teeth at the thought. His temper had gotten to the point where he had begun to contemplate entering the back alley boxing matches in order to level out his attitude, not to mention earn a few coin in the process.

    "It wouldn't be much sport," the minotaur grumbled into his mug of ale. "I need to be up against pirates and sea monsters and gods know what else. A real challenge."

    "A challenge, you say?" a mysterious voice spoke, "I believe I can help arrange that for you." Bjorkus looked up, startled. He found himself looking at a human woman, a short little thing, compared to him, at least.

    "I'm in no mood to be jested with this evening," Bjorkus began, "now if you would pleas-"

    "It is no jest, minotaur. I have heard of your reputation from amongst many merchants, and I find that I could use one of your particular talents. But, talents or no, it will be quite the challange, I assure you"

    Intrigued, but still skeptical, Bjorkus looked into the woman's eyes. There was strength behind them, much stronger than what she may have appeared at first glance. "You have my attention. As you say you've heard of me, I doubt I need to make an introduction. But, if I am to know more, you will need to make one."

    "Of course, Bjorkus," the woman said with a smile, "I am Janiven, and if you should aid me, I will be more than happy to pay you for services rendered. If you wish to hear more, come return here tomorrow for dinner. We will speak more then." And as suddenly as she had appeared, the woman departed from the minotaur's company.

    At last, a new job, the minotaur thought. It might be a while before I see the sea again, but from the looks of this woman, it might be better off that way. Bjorkus smiled and went back to his ale, his temper cooled at the prospect of future endeavor.

    Appearance:

    Bjorkus is, obviously, a minotaur. Standing at 7'4" and weighing in at 335 lb. without his gear, he is imposing, to say the least. Having worked on ships as a bodyguard most of his adult life, Bjorkus is fit and strong, with plenty of battle scars over his body. Bjorkus looks like he could've easily been a pirate, but he's been plenty content to fight them. Wearing worn scale armor and wielding his weapon of choice, a weighted cutlass (read: scimitar), Bjorkus is a fighter through and through. Opposite his cutlass' sheath are his boarding axes (hand axes), secured onto his belt.

    Personality and Mannerisms:

    Bjorkus, despite his brutish appearance, isn't such a bad guy as he might appear at first. As with all minotaurs, Bjorkus has to struggle with his inner beast, the cursed gift to his race from Baphomet. Bjorkus is, however, an odd creature amongst minotaurs. Though he struggles against his inner beast, he relishes in combat and enjoys defeating powerful enemies through strength of arm and a savage ferocity. And though he fights against the corrupting influence of his beast, Bjorkus does not have the same drive for order and civilization his fellow "friendly" minotaurs embrace.

    Because of his inner struggle, Bjorkus has a bit of a temper. Easily agitated, Bjorkus can jump from annoyed to angry quite quickly. Luckily, Bjorkus found an avenue for his temper early on in his life, fighting. Bjorkus loves to fight, and it was only natural that he made it a career. If he's "working", he finds it much easier to deal with more mundane annoyances with a hearty laugh, but he can still get riled up if insulted or slighted.

    When in a good mood (i.e. his temper is sated), Bjorkus enjoys good company and, especially, good drink. At times, he can come off as a bit abrasive due to his boisterous nature, but such is the nature of the beast, as they say. Bjorkus often tells tales of his life on the seas, sometimes with a bit of embellishment on his part.

    Story ties:

    Bjorkus is a stranger in a foreign land. Stranded for three months because of a corrupt city guard, Bjorkus has seen first hand the injustice in the city. However, justice is not his primary concern, just more of a added bonus. Bjorkus is, above all else, just happy to ply his trade as a warrior, and the tougher the opponent, the better.

    CB Summary:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Bjorkus Morgun, level 1
    Minotaur, Fighter
    Build: Brawling Fighter
    Fighter: Combat Superiority
    Fighter Talents: Brawler Style
    Background: Occupation - Mariner (Perception class skill)

    FINAL ABILITY SCORES
    Str 18, Con 14, Dex 13, Int 8, Wis 16, Cha 10.

    STARTING ABILITY SCORES
    Str 16, Con 14, Dex 13, Int 8, Wis 14, Cha 10.


    AC: 19 Fort: 18 Reflex: 12 Will: 13
    HP: 34 Surges: 12 Surge Value: 8

    TRAINED SKILLS
    Endurance +7, Perception +10, Athletics +9

    UNTRAINED SKILLS
    Acrobatics +1, Arcana -1, Bluff, Diplomacy, Dungeoneering +3, Heal +3, History -1, Insight +3, Intimidate, Nature +5, Religion -1, Stealth +1, Streetwise, Thievery +1

    FEATS
    Feat User Choice: Toughness
    Level 1: Brawler Guard

    POWERS
    Fighter at-will 1: Grappling Strike
    Fighter at-will 1: Threatening Rush
    Fighter encounter 1: Takedown Attack
    Fighter daily 1: Seize and Stab

    ITEMS
    Adventurer's Kit, Scale Armor, Climber's Kit, Bottle of Wine, Handaxe (3), Magic Scimitar +1
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    Availability:

    I am a new member of the PA forums, though I've been lurking for a while. I currently and not involved in any other PbP games and this would be my first game using this method. I can post any day, even when I'm at work (I work evening EST). I doubt that I'd be unable to post at least once on any given day, I'm more than likely to be be posting multiple times in a day. I have a little bit of experience with 4th edition, as a DM mostly. I've been looking for a PbP game so that I can finally give PC'ing a shot.

    Thanks for the consideration!

    Zomro on
  • samurai6966samurai6966 Registered User regular
    edited September 2010

    Background:
    Jabez Brisingr learned about the sadness of death at an early age. He's parents were killed during a plague that spread throughout the Rego Cader, leaving the young Jabez to fend for himself in the streets. He joined one of the local gangs in the area, but was abandoned when they fought against the Dottari. Jabez was badly hurt and night time was falling quickly. The Dottari decided to leave the criminal to the Shadow Beast or the ants. As the darkness of the night came, Jabez crawled through the streets, looking for any light. But before Jabez was to find shelter, a large Shadow Beast who had been following his trail of blood attacked him. With no strength to fight, Jabez closed his eyes and surrendered.

    The next day, Jabez woke up in a wagon. All around him were people, chained to the floor as he was. After he was able to get someone to talk, he found that he had been picked up off the streets two days early and was going to be sold as a slave. Jabez also found that his skin was now a stone gray color, his eyes now black with red irises. To this day he hasn't figured out what cause this change to him, although he believes it has something to do with the Shadow Beast that attacked him.

    Jabez would spend 7 years sold from Master to Master. His third Master taught him to fight and entered him into a pit fighting ring. Masters would place two or more slaves into a pit with a few weapons and have them fight until only one was left alive. Jabez grew stronger and deadly. He was allowed to learn about anatomy so he could find weak points in people. He favored a sickle as his weapon of choice, but when he got brutal would favor killing with his own hands. His last few Masters were part of this slave fighting club, until he was finally taken by Master Ranper Nyrynale.

    Master Ranper was bounty hunter. Jabez's master before was Ranper's target. Ranper had watched Jabez's style of killing; Quick, Accurate, and Clean. And the strangeness of Jabez's looks intrigued the Bounty Hunter. So when Jabez's master was captured, Ranper offered Jabez a job as a bounty hunter. Jabez accepted and has spend the last 2 years learning how to find and either capture or kill a target until he was hired by a women named Janiven to help her and her group. Looking to finally prove himself, Jabez took the job.

    samurai6966 on
  • hotranhotran Registered User regular
    edited September 2010
    'm very sad that The Long Way Down fell apart, so I'm all over this. Submission will likely be up in a few days.

    hotran on
    The Long Way Down: Clank, Warforged Fighter
  • Owen EdwardsOwen Edwards Registered User regular
    edited September 2010
    I'm hoping to put up a sheet tomorrow but my internet situation is pretty bad for the very near future - I hope I'm still in time!

    Owen Edwards on
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited September 2010
    Already five days in and the submissions I have so far:

    Controllers:
    Nothing here...yet!

    Defenders:
    Bjorkus Morgun, Minotaur Brawler Fighter (Zomro)

    Leaders:
    Nothing here...yet!

    Strikers (Melee):
    Hertzog Torr, Half-Orc Ranger (Qed)
    Jabez Brisingr, Halfling Assassin (samurai 6966)

    Strikers (Range):
    Aidan Amar, Elf Ranger (streever)

    Overall, I'm quite dissapointed by the lack of entrants so far (usually a DM has like 10 submissions so far). Hopefully that'll change in the coming week...

    TiamatZ on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited September 2010
    You're probably getting quality over quantity as you've written a lot of info for the campaign and you've asked people to integrate their characters into your world. That takes time to do, and is probably intimidating enough to scare away people who just copy and paste a generic character into every recruitment thread that pops up.

    I myself am very interested in this game, but a number of things have stacked up that are giving me pause. First among them is I'm already in two PbPs and a Maptools game, so I don't mind passing up for less fortunate players; second is I've checked out some of your other games and I think I get a little nutty looking at the six spoilers that describe your combat posts =)

    However, this would be a very excellent campaign to play an Executioner in, as well as a few other ideas I've had lately for more sinister characters. So I haven't totally abandoned the idea yet.

    Rius on
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited September 2010
    I just read your OP, and I'm seriously considering a submission as well. I recently jumped headfirst into D&D and started DMing a RL 4e game, but it would be nice to try out one of the dozen or so character concepts rolling around in my head.

    FunkyWaltDogg on
  • QedQed Registered User regular
    edited September 2010
    Rius wrote: »
    You're probably getting quality over quantity as you've written a lot of info for the campaign and you've asked people to integrate their characters into your world. That takes time to do, and is probably intimidating enough to scare away people who just copy and paste a generic character into every recruitment thread that pops up.

    I'm not sure about the others, but it definitely took me time to write up a character. There's quite some backstory in the OP, and the Westcrown players guide is 15 pages or so on top of that. It's very worthwhile but it makes it hard just drop in a premade character.

    That said, it looks like it's payed off. Much more love has gone into these characters than in other PbP games. Plus, you have a lot of interested-but-no-character-yet submissions that should be coming. (Hopefully with some controllers and leaders among them)

    For what it's worth: I'm super excited about the setting ;).

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • PeffPeff Registered User regular
    edited September 2010
    Potentially interested. I've been lurking on the outskirts of D&D for a long time and have only recently started playing. The OP is impressive...but also a little intimidating to a newish player. Still, if I can swing a character I like, I'm up for the challenge. I'll see where I am after going through all the details.

    Peff on
    steam_sig.png
  • SaurfangSaurfang Registered User regular
    edited September 2010
    TiamatZ wrote: »
    Overall, I'm quite dissapointed by the lack of entrants so far (usually a DM has like 10 submissions so far). Hopefully that'll change in the coming week...

    I'd totally submit a character for this. I read through all of the background information and the setting sounds like a lot of fun, but I'm already in several PbPs here on the forums. I did direct a buddy of mine to this thread, so hopefully he'll be throwing up an app here shortly.

    Saurfang on
  • graymergraymer Registered User regular
    edited September 2010
    Yes. I will be submitting. This weekend was quite busy, and I didn't have enough time that I had hoped to sit down with the setting and put a solid back story together.

    I do plan on playing either a Leader or Controller as well! Hopefully sooner than later for me.

    graymer on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Working on a background at work right now. I'll post a link to a sheet tomorrow after I sleep.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • GoatboyTimGoatboyTim Registered User regular
    edited September 2010
    Definitely interested, I'll get a character posted up asap. This would be my first pbp game.

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • QedQed Registered User regular
    edited September 2010
    Skycaptain: did you play a lot of Burning Empires? The allies/enemies reminds me of the Beliefs + Relationships aspect of character creation in that system.

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • GoatboyTimGoatboyTim Registered User regular
    edited September 2010
    Grokka Lownote, Goliath Valorous Bard
    theworldsdeadliestpacif.jpg

    Character Introduction:
    Grokka is a member of the tribe of mountain dwellers who reside around Cheliax. He ventured to town several winters ago when the tradesmen of the tribe brought him along to expose him to the world at large. It was during a stopover at Vizio's Tavern that Grokka's bizare talents of a singer came to light. Bored out of his mind, he began to sing the old tribe stories to himself to while away the hours until they could leave when the inn master heard the Giantish "music" and was enthralled. He offered Grokka a job on the spot to sing in the Tavern as a novelty, he never imagined the people would actually enjoy hearing the low guttural grunts and rumbles of a Goliath battle hymn. The tradesman left Grokka in Westcrown to pursue his own fortune and hasn't been back since.

    In the years since his debut he's grown more and more disgusted with the way of the nobility of the 'flatlanders'. The oppression, the corruption, all things that leave a bitter taste in his mouth. He began using his mild celebrity and public persona as a front to relay and pass information between the rebels, even working secret information and battle plans into his songs.

    He's recently been getting cryptic notes from a 'big fan' named "Janiven" about maybe 'putting a band together for the good of the people' requesting a meeting before his evening's performance. He walks into Vizio's and waits for this so called fan to appear.

    Appearance: Grokka puts the 'giant' in half-giant. He's a large specimen of a Goliath with shale grey skin and dark purple markings about his body.

    Personality/Mannierisms: Grokka is jovial and very friendly. He's very much the bear-huggy friend to all sort of person. In fact he's been known to crack a rib or two when he's especially thrilled. He's prone to idly singing to himself through the most menial to complicated of chores. His recent life of a go-between for the revolutionaries has given him a keen mind to the diplomatic, even out and out lying to people he does with a grin.

    Grokka Lownote on Orokos.com

    Character Builder Stuff: (I'm in process of making my myth-weavers character sheet)
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Grokka Lownote, level 1
    Goliath, Bard
    Build: Valorous Bard
    Bardic Virtue: Virtue of Valor
    Background: Occupation - Entertainer, Occupation - Revolutionary (+2 to Bluff)

    FINAL ABILITY SCORES
    Str 14, Con 16, Dex 11, Int 13, Wis 10, Cha 16.

    STARTING ABILITY SCORES
    Str 12, Con 14, Dex 11, Int 13, Wis 10, Cha 16.


    AC: 16 Fort: 13 Reflex: 12 Will: 15
    HP: 28 Surges: 10 Surge Value: 7

    TRAINED SKILLS
    Arcana +6, Streetwise +8, Athletics +8, Bluff +10, Diplomacy +8

    UNTRAINED SKILLS
    Acrobatics, Dungeoneering +1, Endurance +3, Heal +1, History +2, Insight +1, Intimidate +4, Nature +3, Perception +1, Religion +2, Stealth, Thievery

    FEATS
    Bard: Ritual Caster
    Level 1: Goliath Greatweapon Prowess
    Feat User Choice: Weapon Expertise (Axe)

    POWERS
    Bard at-will 1: Guiding Strike
    Bard at-will 1: War Song Strike
    Bard encounter 1: Inspiring Refrain
    Bard daily 1: Slayer's Song

    ITEMS
    Ritual Book, Adventurer's Kit, Magic Greataxe +1, Chainmail, Drum
    RITUALS
    Comprehend Language, Glib Limerick
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    Availability: I can post daily with no problems. Weekends are a little hairy, but if needs be I could probably make it happen. I've neve a pbp game before so I'm not sure exactly how much or how often is required, but once or twice daily should be easy enough to post.

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • streeverstreever Registered User regular
    edited September 2010
    I should definitely take last precedence, FYI--it looks like a lot of people who aren't in games are apping! This sounds like a great game and I'd love to play in it, but feel free to ignore my app in favor of new-comers.

    streever on
  • smokmnkysmokmnky Registered User regular
    edited September 2010
    I'm interested but I have 0 D&D experience outside of picking up the PHB (1-3) a few weeks back and playing a game from the new red box (essentials?) that came out this month. I'll admit that the amount of work you've put into the OP is a little intimidating but also exciting. If you are willing to take me I'd play a Dwarf Cleric (something I've been playing around with)

    /edit

    kelhestgemheart.jpg

    Kelhest Gemheart - Cleric

    Character Intro: (Updated 9/30)
    "...so then she says 'dwarf?! You told me it was a skin condition!'" barks Kelhest in a jovial tone. As the roar of laughter slowly begins to fade Kelhest notices a woman moving through the crowd coming closer. She has an air about her that he is drawn to, something he can't quite put his finger on but he quickly puts her out of his mind and takes another long drink from his mug and wipes away the foam that has begun to stick to his beard.

    "So who's up for another round?" he bellows.

    "Aye we would good sir but sadly it is late and if we don't get home soon or our wives will be at us again." A pleasant looking man remarks.

    "'ye understand that, can'ta be upsett'n the Mrs." Kelhest says as he slaps the man on the back with a bit more force than was really required. "I hope to see you all again tomorrow then?"

    There is a murmur of agreement from the various men around the tavern as they begin to gather up their belongings and head for the door. However Kelhest notices that the woman he saw earlier does not make any move to leave.

    "Can a help you lass?" He asks tipping his mug to his mouth.

    "I'm not sure, I am looking for someone. A priest of shall we say some reputation that was said to be traveling this way with a group of dwarven traders. Perhaps you know where I might find him?" she says with just a knowing glimmer in her eye.

    "Perhaps." Kelhest says eying his empty mug and tipping it in her direction. "Of course my recollection might be a bit better if my cup was'tant dry."

    "Barkeep! Another round for my friend..." She looks over to the dwarf.

    "Kelhest" Kelhest replies offering is mug back to the bartender to be refilled.

    "...Kelhest and I'll have a mug as well." she finishes while pulling a few coins from her pocket and giving them to the bartender.

    Kelhest looks the woman up and down while extending his hand and says "So now that you know my name lass, it aint to fair me not knowing yours."

    "Janiven," She says quickly while offering her hand to meet his "Now that introductions have been made am I to assume you are the priest I'm looking for?"

    "So it would seem. Although I'm not exactly sure why it would be. I'm just a simple trader now, hoping to make a few coins selling my wares to 'lords and ladies' of this fine city." he says with a slight tone to his voice as he mentioned the nobility.

    "Well you are or at least were a priest at one point were you not?" She asks.

    "Aye"

    "And is it true you still follow the ways of Moradin?" she asks in a lowered tone.

    "Perhaps" Kelhest replies in a lower tone. He's beginning to think there is more to this lady than just her looks. "Why?"

    "Let's just say I have a few people who are interested in your 'talents' and they would like to secure your services." she says. "Interested?"

    "I might be." he replies, stopping short as the bartender arrives with their drinks. "Although I'm not sure why I should trust you. People have a funny way of disappearing around here if they aren't careful with the company they keep and the friends they make."

    "That is true" She replies "however we both also know that there is more to it than just that."
    "I can say no more in this place." She adds quickly "If you would like to find out more please meet me at Vizio's, the end of this week at 4bells after noon. Come alone and come prepared."

    And with that she removed herself from where she was seated, her mug untouched. Kelhest was left to ponder what this mysterious woman would want with an old priest turned trader like himself. "More questions and less answers but would I have it any other way?" he mumbled.
    "No I guess not." and with that he drained his mug and the lady's before heading off to his room.

    Skill Sheets:
    http://4e.orokos.com/sheets/2615
    http://www.myth-weavers.com/sheetview.php?sheetid=243731

    CB Info:
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Kelhest Gemheart, level 1
    Dwarf, Cleric
    Build: Devoted Cleric

    FINAL ABILITY SCORES
    Str 10, Con 12, Dex 11, Int 8, Wis 20, Cha 14.

    STARTING ABILITY SCORES
    Str 10, Con 10, Dex 11, Int 8, Wis 18, Cha 14.


    AC: 16 Fort: 11 Reflex: 10 Will: 17
    HP: 24 Surges: 8 Surge Value: 6

    TRAINED SKILLS
    Religion +4, History +4, Heal +10, Arcana +4

    UNTRAINED SKILLS
    Acrobatics -1, Bluff +2, Diplomacy +2, Dungeoneering +7, Endurance +2, Insight +5, Intimidate +2, Nature +5, Perception +5, Stealth -1, Streetwise +2, Thievery -1, Athletics +1

    FEATS
    Cleric: Ritual Caster
    Feat User Choice: Moradin's Resolve
    Level 1: Acolyte of Divine Secrets

    POWERS
    Cleric at-will 1: Sacred Flame
    Cleric at-will 1: Lance of Faith
    Acolyte of Divine Secrets: Sun Strike
    Cleric daily 1: Cascade of Light
    Cleric encounter 1: Divine Glow

    ITEMS
    Ritual Book, Adventurer's Kit, Chainmail, Holy Symbol, Torch (5), Magic Mace +1
    RITUALS
    Gentle Repose, Comprehend Language
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

    Appearance: Standing around 4'3" Kelhest is fairly average height...for a dwarf. He has long black hair coming down into fine braids.

    Personality/Mannerisms: Well liked among his friend and even those he's just met Kelhest has never met a pint he couldn't drink nor another living soul he didn't like. Often found amidst a crowded tavern he enjoyed delighting both young and old with his "tales of great deeds" both real and imagined.

    Availability: I can post pretty much all the time. Weekends to get a little iffy but I'm on the forums most of the work day (Pacific Time)

    smokmnky on
  • ironzergironzerg Registered User regular
    edited September 2010
    I'll definitely submit an entry. I'm going to take time to pour over the background info, read the linked guide and really try to get into this one.

    Looks great!

    ironzerg on
  • A_peon001A_peon001 Registered User new member
    edited September 2010
    I really like the theme and am putting together a character, will finalize this weekend. I have played quite a few DnD 4e games, but this will be my first PbP game.

    A_peon001 on
  • mightyjongyomightyjongyo Sour Crrm East Bay, CaliforniaRegistered User regular
    edited September 2010
    I'm interested! I'm in a PbP right now, but it might die out. It was/is my first DnD game though, so I'm still pretty new to it all. I'll try to get a character submission up soon. I can post multiple times a day, most likely.

    mightyjongyo on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Qed wrote: »
    Skycaptain: did you play a lot of Burning Empires? The allies/enemies reminds me of the Beliefs + Relationships aspect of character creation in that system.

    No, it's just something I use for my D&D games to make my job as a DM easier. The more I involve players in creating the world around them, the easier it is for me to draw them into the story. I also find it helps me flesh out my character as a person if they have strong antagonists and protagonists as part of their background.

    It also gives the DM some plot hooks. :mrgreen:

    @TiamatZ: Finished my background. Alainn is going to be a level 1 human invoker.

    p.s. If Alainn should be selected... just because my character is a Companion, doesn't mean she'll have any of you as a client. :P

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited September 2010
    Here's an updated list so far:

    Controllers:
    Alainn, Human Invoker (SkyCaptain)

    Defenders:
    Bjorkus Morgun, Minotaur Brawler Fighter (Zomro)

    Leaders:
    Grokka Lownote, Goliath Valorous Bard (GoatboyTim)
    Kelhest Gemheart, Dwarf Cleric
    (smokmnky)

    Strikers (Melee):
    Hertzog Torr, Half-Orc Ranger (Qed)
    Jabez Brisingr, Halfling Assassin (samurai 6966)

    Strikers (Range):
    Aidan Amar, Elf Ranger (streever)

    TiamatZ on
  • Owen EdwardsOwen Edwards Registered User regular
    edited September 2010
    Tomorrow I'll post my human druid - he's statted but I just need to finish his fluff. He's going to be a formerly peaceable enraged by the behaviour of the Asmodeans. He knows he has to be smart, but he also has concluded that bringing the area around Westcrown back to its natural glory requires violence. It'll be the balance he has to keep.

    Owen Edwards on
  • mightyjongyomightyjongyo Sour Crrm East Bay, CaliforniaRegistered User regular
    edited September 2010
    Here's my submission!

    Morthos Merilon, Teifling Wizard
    Orokos
    Myth-weavers

    tieflingprofile.png

    Character Intro:
    Morthos was born into a family of business. For someone of his blood, that meant nothing – especially once his younger brother Cardilan was born. His less intelligent brother, who had the luck of being born a human, would take it all, Morthos’ higher intellect and head for business be damned. If only his younger brother didn’t exist… On his 30th birthday, the day before the business would have been handed down to Cardilan, Morthos couldn’t take it any longer. He wouldn’t stand by and watch his family’s business get run into the ground from incompetence. He would take it, and by the only means available. He had been dabbling in the Arcane Arts, preparing for the day when he would no longer be welcome in his own household, but now – now he would use it to take his rightful place as the heir to the business.
    Ten years later, Morthos is the undisputed leader of his small family business – a business that is getting run into the ground thanks to the dottari and their petty fees – petty, but numerous. What profit he makes is taken by the dottari, under some pretense that he cannot comprehend. And today is no different. The door to his shop opens, and Morthos turns to see yet another dottari.
    “How can I help you, officer? Is something the matter?” But Morthos doesn’t really care what they want. His patience with this has run out. If they try to levy one more fine against him… Morthos’ mind begins to prepare a spell.
    “As a matter of fact, yes. It’s your sign, it’s taking up too much space in the streets. You’ve got to make it smaller, or we’ll have to…”
    The dottari’s voice trails off as he sees Morthos’ hands glow. A bright flash fills the room, and a few seconds later the dottari walks out, stumbling into people and covered in a thin layer of frost.
    Inside the store, Morthos is fuming. All these years, all the work he put into getting this business in the first place, and all it’s done is get destroyed – in no small part thanks to his heritage, no doubt. While he fumes, a human woman walks into the store.
    “Hello, Morthos. I saw your display from the streets. Quite impressive, I must say.”
    “What do you want? I’m in no mood for games.”
    “Patience, Horned One. I come with a proposal. I can see that you have no love for the authorities, and likewise, they have no love for you. I am part of a group that wishes to change the ways of the city. I think we can use someone of your talent, despite your…heritage.”
    “What could I possibly have to gain from this? Changing the ways of the city does not change the people themselves. “
    “Say what you will, but I think either way you will have trouble running any sort of business if anyone ever discovers what you have done to get here today. I will trouble you no more today. If you wish to reconsider, come to Vizio’s tavern at the end of this week. “
    With that, the woman walks out of his store, leaving Morthos standing flabbergasted. Did she…how could she know? Was that a threat? No matter what she knew, she was right. He would have to pay for his crimes eventually, and his business was dying. He would go, to do something useful before his time was up.

    Appearance:
    Thin and of medium height, Morthos is unimpressive even with his horns and tail.

    Personality and Mannerisms:
    Patient, normally coolheaded, but with an explosive temper when said patience runs out. Usually tries to stay quiet, a by-product of how tieflings are treated in Westcrown. Morthos tries to keep out of trouble, anything to prevent drawing suspicion onto him as to how he managed to secure a business. Constantly worried that someone will figure him out, he tries to stay aloof of other people.

    CB Summary:
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Morthos Merilon, level 1
    Tiefling, Wizard
    Build: Control Wizard
    Arcane Implement Mastery: Orb of Imposition

    FINAL ABILITY SCORES
    Str 8, Con 14, Dex 14, Int 17, Wis 14, Cha 12.

    STARTING ABILITY SCORES
    Str 8, Con 14, Dex 14, Int 15, Wis 14, Cha 10.


    AC: 13 Fort: 12 Reflex: 13 Will: 14
    HP: 29 Surges: 8 Surge Value: 7

    TRAINED SKILLS
    Arcana +10, Religion +8, Insight +7, History +8

    UNTRAINED SKILLS
    Acrobatics +2, Bluff +3, Diplomacy +1, Dungeoneering +2, Endurance +2, Heal +2, Intimidate +1, Nature +2, Perception +2, Stealth +4, Streetwise +1, Thievery +2, Athletics -1

    FEATS
    Wizard: Ritual Caster
    User Choice: Toughness
    Level 1: Improved Initiative

    POWERS
    Wizard at-will 1: Cloud of Daggers
    Wizard at-will 1: Thunderwave
    Wizard encounter 1: Icy Terrain
    Wizard daily 1: Acid Arrow
    Wizard daily 1 Spellbook: Sleep

    ITEMS
    Spellbook, Adventurer's Kit, Magic Orb +1, Cloth Armor (Basic Clothing), Implement, Orb
    RITUALS
    Comprehend Language, Magic Mouth, Make Whole, Traveler's Chant, Gentle Repose, Secret Page
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

    Availability:
    I can post at least once a day, probably multiple times a day.

    mightyjongyo on
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