Well, there was a little interest in this in the main thread, so here goes.
This is a recruiting thread for a game of D&D 4th Edition, DMed by me, your friendly neighborhood mindtaker. It's open to anyone of any level of experience with D&D.
Anyone interested in throwing their name in the hat just post a reply with a myth weavers
character sheet (level 1) and your character's background by next Tuesday, March 10 at 5 PM EST. I'll post the selected group later that evening. We're gonna open with a low-level adventure and depending on how well that goes, we may move on to some more potent stuff. In the interest of me not having to learn a new system right now, this will be a PbP game, rolls on invisible castle
when we get to that point.
This is not first-come first-served. I'll pick the "best" entries.
I'll give you a hint - I play a dwarf fighter on a PbP game, and I play alongside one in a RL game. Dwarf Fighters will not be chosen, despite the fact that they are, fo' sho', awesome.
Other than that, any published PC race and class is kosher, provided your backstory fits (you'll notice that there hasnt been real war for 400 years, so a retired general only works if he got sick of running a local militia; stuff like that). This includes all PHB II stuff because there's enough leaked on the interwebs to hold us over until it actually is released here (and I'm really excited to see some of those classes in action).
The goal of this is to have a good time, tell an epic story together, and kick some bad guy ass. So have some fun with it, and don't let my giant background posts bother you - i just have too much time on my hands. This is our
story, and it'll go the way the PCs carry it.
Feel free to PM me or include in your post any questions, comments, etc.
EDIT: UPDATES AND ADDENDUMS:
You can enter more than one character, but please keep them in the same post.
PCs will be expected to post once daily
. Obviously if someone else is holding you up due to initiative order or I don't get a post/reply up until too late in the day for you, I understand. But if someone starts missing a bunch of posts, they'll be replaced (judging by the turnout, replacements won't be tough to find).
If you can't post 1/day, please add that to your post with your character entry. It rules you out for this adventure, but I'm kicking around some ideas for alternatives because I know not everyone has the disposable time that a ChemE doing a CivEs job (ohhh, burn on the civils!) does.
Last but not least, I hate you guys for making such a ridiculously awesome rogues' gallery of entrants. I feel like I should move up the cutoff just so I don't have as many gut-wrenching decisions to make.
UPDATES PART 2: THE SEQUEL
I am going to go ahead and run two games. No worries, I have more than enough time.
They will take place in the same setting, and you may even hear tell of the other group's exploits as the many heroes of River's Watch kick ass and take names, but they will not have distinct overlap (ie, the 2 groups will interact with many of the same NPCs, but the tasks on which you are sent will differ).
As far as preference for those who aren't currently in a game versus those who are is concerned:
I am using this as more of a tiebreaker than anything else. If your character doesnt really fit, or if it would make a somewhat oddly-balanced team (3 defenders or something like that) it won't really help, but if there are two good strikers and one spot left, I'll try to defer to the one without any games going, if possible.
I haven't decided if we're going 5- or 6-man yet.
OK, BACK TO THE ORIGINAL ORIGINAL POST.
Spoilered for Walls o' text.
Ages ago, it was a supply outpost along the great river Thareyn, but it has since adapted and grown into robust city with the passing of time; beginning in one of the ancient wars, when the supply outpostt became reinforced as a fort and barracks, to defend ships' safe passage out to sea and up to the larger cities inland.
When Humans first rose to power in the region, the town became a bustling trade city.
For interracial peace and to assure worldwide trade, the Humans later gave the eastern side of the river to the Dwarves in exchange for passage under the Umbril Peaks. Once there, the intrepid dwarves built a colossal stone archway between the two sides of the river, which still stands and is a focal point of local lore.
In the interim years, the town has swelled and dwindled nearly a dozen times with war, famine, and political upheaval being the most noted among the causes.
Recent times are little different, though a calm has settled on the town. The world has been recently (read: couple hundred years past) ravaged by a war that seems to have shifted the very Planes, leaving most people simply trying to live their lives in peace. Since the war, the world has been relatively turmoil-free; a few kingdoms have been reorganizing themselves, but most people are unaffected as of yet, including the town of River's Watch. And between travelers crossing the river via the bridge and the ships making their way up and down river, the town has settled in as a boisterous trading crossroads. As such, it is equipped with several Inns of varying pedigrees, and even has a tavern that isn't also an Inn (which is notable in that it's quite a rarity to prosper entirely on the profit of food and ale); it is the Cheeky Friar, which caters primarily to passing sailors.
The songs of the Last War still cut the night air in all the taverns, telling tales of lands across the Ocean, epic battles, and the heroes that fought them. These tales are never remiss to include the fact that heroes came of all races and creeds, and these same sentiments are seen on the streets every day; there is no consideration for race, only character (though one can frequently tell ancestral nation at a glance for most any race, such as taller, darker humans coming from the arid plains, while the shorter hail from the snowy south).
Recently, River's Watch has seen another group take up residence, members of the Historical Excavation and Lore Preservation Society (HELPS). They investigate the bardic stories from towns around the world and try to find proof of what kernels of truth may have birthed the legends. The group believes that the plains just east of the town hold some lost secrets. They have begun an archeological dig on the site and have already come up with sufficient enough finds that the Mayor of River's Watch is hosting their leader, Junah, and arranged with the Crimson Palm and the Golden Iris (two of the most prominent local inns) to house the group until further notice.
Planes are traditional D&D setup, though perhaps with slightly less overt interaction. The planet is called Earth; easier than making something up, and terms like "Earthsoul" and "earthen" still make sense. The continent (Agro - yes it's named after the horse from Shadow of the Colossus) on which the PCs' civilization exits is huge - think Asia-sized - but the cold is to the south and warm, equatorial conditions to the north. Also, unlike Asia, where half of Russia is tundra or snow-covered, there is some tundra, then enormous snow-covered mountain ranges through which no one has ever fully passed, though that's few have even bothered trying (more than the first few mountains in, which do house some dwarven and goblin settlements, the sun doesn't even reach past the peaks and storms are frequent, making it too harsh to traverse). There are rumors of continents beyond Agro to all sides, but there is very little in the way of evidence.
All civilized races coexist relatively amicably. This does not mean the world is without Evil, just that each race tends to dabble in such pursuits pretty equally; in fact, the groups with the most evenly distributed numbers of each race are bandits, followed closely by adventurers, major secular societies, religious organizations, and sailors.
Also, though it isn't uncommon to see just about any race anywhere, many locations have what were once racially-exclusive, and still racial majority, cities. For example, the Dwarven city of Untra, which occupies the caverns beneath a mountain of the same name, is home to mainly Dwarves (~40%) and Drow(~20%). Many above-ground non-fey-built cities are predominantly Human, because their comparatively short lifespans lead them to have more kids (4 kids/couple on average, versus the 2/couple averages of most other dominant races). For examples of Human-y cities: Caemlyn is about 60% Human, as is the seaside port city Bianca. Fey-built cities are, naturally, Eladrin and Elven-dominated, the two races accounting for more than 70% of the population of Nirava, while the desert town of Kah'mell is Dragonborn run.
Few are left that remember the Last War. Most who survived it were either too young to know what was going on or old enough that they've long since passed (it was close to 400 years ago). Even accounts of current events tend to distort much of the news (there are no telephones, so it's much like playing a game of telephone...does that make sense?), which is why HELPS was formed, to try and piece together the facts about the war and times before (many records of previous ages were lost when the cities were beseiged).
In the rebuilding that has followed the last Age, there has been very little warring; militias of neighboring regions have occasionally disputed the edges of dominions, but investigations by regional commanders usually reveal it to be nothing more than a ploy for one side or the other to get a prime piece of farmland, hunting ground, etc. Most people simply try to make a living farming or trading, and devotion to many widely varying religious sects keeps most people just praying that no war does erupt, though political manuevering is starting to become prevalent in some areas, especially important trade hubs where tariffs are the prime source of native wealth. (note: Crime does exist. I'm just pointing out that there's no current global plight or major criminal syndicate. Yet.)
The War was fought with more than steel and flame - Magic played a very large role. In the years since, it's been one of the quickest aspects of everyday life to rebound, thanks to the packrat-ish nature of most magic-weilders (many tomes and volumes of magical and planar lore have been easily recovered, though I'm sure you guys will find there are plenty still itching to be uncovered again).
It's not exactly commonplace to be a Wizard (or other magic user: this includes clerics, shaman, warlocks, etc.).NOTE: THIS IS NOT A RESTRICTION ON PCs. If you recall from the PHB, an adventuring party is supposed to be filled with people of rare talents and extraordinary abilities. A town the size of River's Watch probably has one resident magic-user who does fortune-telling, minor healing, and advises the local political powers from time to time. There are also probably a handful (on the high side) that could be trained, but most could never master much more than cantrips and basic healing spells. Even so, enough people can use such power, and enough functional magical equipment survived, that despite often being impressive everyday magic isn't really surprising to people (it's not "witchcraft" nor that sort of unclear LotR stuff; it's magic).
Some examples that are common knowledge of everyday uses of magic:
In Bianca, they have central rooms in most of their larger buildings that use magic to move between floors (called "Levetators"). Untra is lit by large, opaque globes on poles and mounted against walls throughout that provide light whenever anyone is near. Ocean-worthy ships often use magical enchantments or have resident Clerics, Shaman, or other magic users that can calm the seas and direct the winds. On the western side of the continent there is a group of islands that move up and down the coast hundreds of miles, some of which even submerge entirely from time to time (people aren't clear on why). There are plentiful magical creatures in the world, from simple wood sprites and satyrs to plane-shifting beasts, and many cities have still-functioning ancient wards barring vermin from entering.