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[D&D 4E] Shackled City (Table Talk Thread)

simonwolfsimonwolf i can feel a differencetoday, a differenceRegistered User regular
edited August 2009 in Critical Failures
Shackled City

The city of Cauldron has been at peace and disaster-free for so many years - but why, now, has the quiet been shattered? There is something rotten deep in the heart of the city. Who can be trusted to cut it away?

I've been wanting to run a 4th edition game for a while, so here goes nothing. I am an entirely new DM to this edition, but I have run 3rd edition campaigns before. This campaign is based of a 3rd Edition adventure path, but there'll be changes throughout - though it would be nice if you didn't go spoiling the adventure for yourselves.

I'm going to be accepting a party of five characters in the standard configuration, i.e. two Strikers and one each of Controller, Defender and Leader.


GAME INFORMATION


This will be a PbP game, with the usual one post per day minimum.

We'll be using Mythweavers for character sheets and Invisible Castle for dice rolls.

Any 4th Edition Wizards published content is fine by me, including materials from the D&D magazines.

Your starting level will be 1. Standard rules for character creation, 22 point buy, 100 starting gold to buy stuff.

All races are allowable, but there might be some in-game issues if you choose a monstrous race. PM me if you're particularly interested in one, we'll see what can be done.

Character submissions must include a link to a Myth-Weavers character sheet, a character background and character traits.


WORLD INFORMATION
Map of Cauldron:
cauldronraw.jpg

The city of Cauldron is going to be the main hub of the campaign. The town's buildings, tightly packed and built from volcanic rock, line the inner bowl of a nameless, dormant volcano. Cobblestone roads form concentric circles around a small lake of cold water, which fills the volcano's basin. Although the town's sewage seeps into the lake, local clerics purify the water for the citizens in exchange for charitable donations to their temples.

A 50-foot-tall fortified wall of black malachite encircles the city, tracing the outer rim of the volcano. Four roads descend the out walls of the volcano, becoming major thoroughfares that lead to other towns and distant realms. The districts nearer the rim of the city tend to be occupied by upper class families and elite merchants. The closer one gets to the centre of town (and closer to the pungeant odours of the lake), the shoddier the construction and the more dangerous the dark alleys.

Most people get around Cauldron on foot, although the town has its share of wagons and carriages, most of them owned by merchants and nobles.

Cauldron itself is situated in the vicinity of the main road that connects the two ends of the region, making it a major trading hub and fortress. The volcano itself forms part of a small mountain chain that breaks apart the massive Cenovis Forest.

The city itself has a quiet history, never having been involved in a major war or conflict. It was founded several hundred years ago by a group of dwarves and humans who sought to create a safehaven for travellers on the trade roads. Since then, the population has grown considerably - its population has members of all the major races in the world, although the humans and dwarves make a considerable majority.

Recently, however, the quiet of the city has been shattered. A series of kidnappings have seen more than thirty people from Cauldron disappear without a trace. Paranoid, more and more people are seen travelling in groups or staying until the early hours at the Drunken Morkoth Inn, or the Tipped Tankard Tavern. Without any clues to go on, the people are beginning to fear that the criminals may never be caught.
If you have any other questions relating to the world, feel free to ask. I just don't particularly enjoy doing an information-dump unless people are going to find it useful.

Recruitment will be open for one week, until April the 9th at 11pm JST.

Updated clarifications:

FURTHER INFORMATION ON CAULDRON:
There is a local farming base near Cauldron, mostly to the eastern side of the volcano - although there are smaller, less production-intensive farms to the northern and southern side (and jeez, they make you pay for it), the majority of the home harvest is grown on the east.

Cauldron, and the surrounding forests and mountains, sit in a relatively temperate clime - think Germany, in terms of climate. They experience all four seasons, although winter isn't generally freezing cold - rather, winter is a flood season in Cauldron, due to the higher amount of rain overwhelming the lake's natural drainage. Although, it has been a decade since the last major flood.

CHARACTER SUBMISSIONS:

You're allowed to post multiple character sheets.

I'll be accepting background choices from both Scales of War and PHB2, as long as I can see them fitting the character.

Some people have asked what I define as a "monstrous race". Here are the races from the back of the Monster Manual that I am not allowing:
- Gnolls.
- Goblins.
- Hobgoblins.
- Kobolds.
- Minotaurs.
- Orcs.
- Goddamn Bugbears.

Anyone posting a Bugbear will be automatically disqualified from the choosing process until they apologise for being such a terrible, terrible person.

simonwolf on
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Posts

  • GrimmyTOAGrimmyTOA Registered User regular
    edited April 2009
    Hey -- I just got in to manaleak's campaign, so I'll understand if you want to pass me over for someone who's not playing in anything else right now. I'm definitely interested in getting as much play-time in as I can. In that spirit, I present:

    Alead, Deva Invoker.

    Background:
    Ever since Alead awoke again on the slopes of the volcano, he has been pulled onward by an unshakable, unnameable sense that something needed to be fixed in the City of Cauldron. There was a cancer at the heart of things, here -- but he was at a loss as to what or where it was, exactly. Alead devoted his time to tiny works of good. Tiny works of good that were, in his opinion, sparks to be fanned up against the onrushing darkness that haunted his dreams. Alead's lives whispered in his ears and Pelor spoke in his dreams, and still the Deva was unsure of his path. His actions seemed entirely insufficient to stem the tide of... of what?

    Alead, never one to pay attention to the rumours and slanders of the city, hadn't heard about the disappearances until that morning. Now, he stood on the street and watched the knots of people hurry past, suspicion and fear etched on their faces, and wondered at his own blindness.

    The voices that sang to him in the depths of his mind were united in their message.
    It is time... it is time... time now... it is time... time... time... It Is Time.

    Alead watched the crowd impassively. Something would present itself. The patterns would eventually be resolved.

    Appearance and Mannerisms:
    Alead is of above average height and weight. He wears simple clothing, completely unadorned, as most of his money goes towards his various good works. His pupil-less eyes are inexpressive, often seeming to look inward -- ignoring the outside world entirely. He moves slowly, as if constantly attempting to remember the steps to a dance long-forgotten. Alead is quiet by nature. He speaks few words and chooses them with care.

    Alead always seems to be listening to a conversation just out of earshot. He can seem aloof and distant, but is capable of great warmth toward the worthy and his rage can be terrifying.

    Ugarth Rol, Half-Orc Ranger

    Background:
    Ugarth Rol never had much use for people, of any race. To him, people just brought complications through the door and dumped them in your lap. That's what his grandfather had always said, anyway.
    "You're a useless complication. I curse the day you were dropped in my lap."
    The unwanted son of a forced coupling, Ugarth had been tolerated --barely-- by his maternal grandfather. He had been fed, more or less, and sheltered from the worst of the weather, and that was it. He had learned quickly that he was safest out of the house and off the streets. The sewers and ancient warrens beneath Cauldron became his home. He would skulk through them, tracking rats and beetles to their nests, tailing smugglers to their hidey-holes and cultists to their shrines, and then he'd fade away into the darkness. What people did with their time wasn't his problem. He just wanted the practice.
    In time, Ugarth's grandfather had died, un-mourned by anyone, and Ugarth had set out to see the world. He'd gone far enough to realize some simple truths (people were trouble everywhere, one town looks much like the next) before getting bored and heading home. Upon his return, Cauldron was different. There was a tension in the city. Things were stirring in the sewers... creatures from the lower levels were coming up farther toward the light, visiting places they should be afraid to visit. Ugarth, for all that he didn't care about people, was concerned for his city.

    Appearance and Mannerisms:
    Ugarth is pale, for a half-orc, and walks with a slight stoop -- both products of too much time spend creeping around in the claustrophobic tunnels beneath Cauldron. He wears grey leather armour that is often caked with mud and worse, although beneath the fragrant patina it is surprisingly well-maintained. His swords, likewise, have been intentionally blackened so as not to give away his position with a telltale glint.

    In conversation, Ugarth is often silent. He has little enthusiasm for debate or discourse, and will stand with his arms crossed, waiting for something more interesting to happen. He is naturally antipathetic towards other intelligent creatures, but shows a certain amount of kindness toward the abandoned and lonely. His solution to a problem is usually to hit the problem as hard as possible as quickly as possible, back off, reassess, and repeat.

    GrimmyTOA on
  • InkoateInkoate Registered User regular
    edited April 2009
    Taelen Krint
    Teifling Warlord
    A newcomer to Cauldron, Taelen arrived just a few weeks prior, looking for any kind of work at all. He has been traveling for months, doing odd jobs. Some of those jobs have been adventuring, some have been mucking out stalls. His clothing is travel worn and old, but obviously well made and sturdy.

    Despite being obviously down on his luck at the moment, Taelen looks nearly happy. He has a singularly uncharacteristic (for a Teifling) good humor. He's kind to everyone he meets, of all races, and does his best to overcome the stereotypes associated with Teiflings.

    Taelen was abandoned by his parents as a very young child, and grew up on the streets of a smallish city far from Cauldron. He learned quickly of the hatred and fear that characterized humans' attitudes toward Teiflings. Without another option, but being a large and strong guy, Taelen joined his city's guard, where he was lucky to meet the Chief of the Guard, who cared less that Taelen was a Teifling and more that he was able and willing to learn. Taelen studied under the Chief for years, learning all he could about battle tactics and the skills of leadership. He played a crucial role in defending his city against a local goblin uprising.

    Finding that he had learned all he could in the small city, Taelen left to strike out in the world, adventure with others of similar persuasions and hone his tactical and leadership abilities. He has traveled since then, sometimes alone and sometimes in the company of others, until arriving recently in Cauldron.

    Upon arriving, Taelen heard of the recent spate of kidnappings and decided to stay for a while in what was otherwise supposed to be only a waypoint. He thinks maybe he can help and learn here in this city...

    Inkoate on
    The man in black fled across the desert, and the gunslinger followed.
  • SAW776SAW776 Registered User regular
    edited April 2009
    I'll be throwing in a Pursuing Avenger when I get home.

    SAW776 on
    [SIGPIC][/SIGPIC]
    PSN: SAW776
  • SniperGuySniperGuy SniperGuyGaming Registered User regular
    edited April 2009
    Just got my shiny new books, including the PHB2 and rolled up a bard. Here's hoping.

    Dorin Elinanor, Half Elf Bard

    Background:
    Dorin spends most of his time in taverns. A charismatic young fellow, most don't get to know him very well. However, those that do befriend him find that underneath the exterior of his cheerful disposition, is yet another cheerful disposition. Always optimistic and humming a tune, Dorin is carefree. This is likely due at least in part to his having no living kin, and he believes that wherever he is taken he will continue to sing and bring a melody to others. He adventures mainly to find inspiration for song and do good, wandering the lands earning a few coppers and wooing women.

    Appearance and Mannerisms:
    He is very slender, with long legs making him appear slightly taller than he is. His face is very attractive and slim, the only real hint of an elfish heritage is the occasional points of his ears poking through his shaggy hair. Carrying a lute and wearing modest clothing he is constantly humming a small tune when not singing, or stealing winks at the tavernkeep's daughters.

    If there's not enough detail anywhere, let me know and I'll fix it.

    SniperGuy on
  • CanticleCanticle Registered User regular
    edited April 2009
    I'd love to play. I'll probably want to bring an Eladrin rogue to the table. I'll get the character sheet submitted later today.

    Edit: All done.

    Lyre, Eighth Lotus, Eladrin Rogue
    Init +5 HP 22/22 Bloodied 11 Healing Surge 5 (0 used /6)
    AC 17 Fort 12 Reflex 17 Will 11 Speed 6
    Str 14 (+2) Con 10 (+0) Dex 20 (+5) Int 13 (+1) Wis 8 (-1) Cha 10 (+0)
    'Riposte Strike', 'Fey Step', 'Handspring Assault', 'Deft Strike', 'Torturous Strike'

    Notes

    Personality Traits:
    Lyre is molded after the archetypal assassin. His personality is collected, cautious, exacting and efficient. He has a knack for cutting through deception and has no fear of confrontation. His world view is cynical and dark, and though he works to even the scales towards equity, he does so more out of a personal sense of satisfaction derived from his notions of justice than any hope for a better day.

    Background:
    Lyre's birth name is a long-forgotten relic of the past. What precious little does exist ties him to an otherwise unremarkable upbringing in a fair Eladrin community. Lyre, however, found himself possessed of a hard edge. Where others in his position might long for knowledge or thirst for companionship, Lyre was unable to ignore the stark reality of the world it often seemed only he was capable of witnessing. He found buried lies behind every closed door, deceit eager to spring from carefully sealed lips. The world was harsh, ugly and brutal beneath a thin veneer of civility.

    The process was slow, but terrifyingly sure. A casual conversation with a stranger at a library led to the promise of easy money for nothing but observing a corrupt banker. Over months, observation turned to study and a simple job transformed into a personal grudge as the banker's dealings became increasingly brazen and cruel. When his employer ended Lyre's assignment without warning, he was unable to let the banker's foul deeds fade from his mind. The next day, before the unwitting fool opened for the day's work, Lyre found him in his place of business and slit his throat. The man was left to bleed out on the fine wood floor of his own lobby, and that was the day Lyre lost his birth name.

    Two days later, in hiding, Lyre found himself face-to-face with his former employer. He had been tracked, he was told, because he was unrefined, clumsy and ignorant, but these things could be remedied. He could become something fierce, something more than simply another fool waiting for the day he would be left in ruin at the hands of the corrupt and wicked. They would mold him into an example of the finest assassins the world had ever known. With little in the way of choice (and little to argue against the one made for him), Lyre was whisked away to the Sect of Vaurom, trained in the arts of death and exposed to the secrets and mysteries known only to those of his order.

    Years passed, and lives with them, but assassins make fast enemies. When a pair of upstart thieves' guilds began to make operation within Cauldron prohibitively difficult, Lyre's chapter was deactivated. Without a clear purpose for the time being but to wait the turf war out, Lyre has turned to the prospect of adventuring in order to feed himself and ensure that his skills not go untested.

    Canticle on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited April 2009
    Totally reserving a post here, will have a character up by the end of the day hopefully.

    Rius on
  • XaiokXaiok Registered User regular
    edited April 2009
    Dropping this character concept, wanting to play the other ones more. Hope this is no problem.

    Xaiok on
  • psolmspsolms Registered User regular
    edited April 2009
    Nadarr, Dragonborn Paladin

    Background:
    Hatched from a pure red egg that was found by the temple of Bahamut on the side of the old volcano, Nadarr never knew his kinsmen. He lived his whole life in Cauldron, with the preists and paladins of the temple as his only family. Even among the few dragonborn he met in Bahamut's service, he never found anyone who could identify his bloodline.

    After serving the city watch for a time, Nadarr found it to be lacking purpose. He returned to his 'home' - the temple, and enlisted in The Order of the Paladins of Bahamut. He spent many years in active service to the paladins, until one day, during his daily prayers, he had a vision.

    He saw a lush green feild, filled with his kinsmen. A large Platinum Dragon breathed upon them, and they were scattered, and the land burnt. Only he remained in the feild with the platinum dragon. He then saw 7 trees, all different types, begin to grow around him. This is where the vision ended.

    Nadarr went to the high priest and related the story of his dream. The first part was clear to the priest - it represented the dragonborn people being spread across the land. He could not identify what the 7 trees meant, but he knew that this young dragonborn had a greater purpose. He released the paladin from active service, with only the order to "find and obey the call of the Great Platinum Dragon".

    With no active orders, Nadarr drifted for a time. He helped various townspeople and merchants with small tasks. He befriended a few individuals who seemed to have the call of a greater destiny upon them. Since the kidnappings begun, he has offered his services as part-time escort/bodyguard. Knowing that the wicked only prey on those who are afraid of them, he walks the streets at night with confidence.

    Personality:
    Nadarr is a dragon raised by humans. He can be rash and decisive, but his paladin training has calmed this to a degree. He is comfortable with all races and all manner of people, though he is most at home with humans. He is friendly to most everyone at first, seeking to be diplomatic and fair towards everyone, but when diplomacy fails, he is the fist of justice. In all things he does, he seeks to acheive Bahamut's favor. He prays daily for the rest of the vision that doesnt come - he knows he must decipher the vision and act on that knowledge.

    He is not all about duty, however. He enjoys the company of his friends, and relishes the good times they have.

    Appearance:
    Nadarr has scales of a deep red, with gold tinted eyes. He stands tall and proud (6'5") with a strength that is visible - inside and out.

    Stasi, Doppleganger Bard

    background:
    She had been known by many names. Katherine. Theresa. Erik. Hal'ofel. She could be anyone at any time. She would travel from one city to another, always seeking something. Something she could not define. She would use her unique talents to blend in and become a part of the city she was in. Usually, she used her abilities in song, dance and poetry to earn her keep. In this city, she was known as Stasi - a human female with a golden voice. Playing a harp, her songs were becoming the main draw at one of the tavern, especially during these troublesome times. Not that she cared much for the troubles of others, but she would exploit them as best as she could in order to survive.

    She had also used her ability to hide or even disappear from trouble. She has seen and lived so many different lives, even if only for a year or two each. It was from those lives that she brought out concepts for her songs and poems- from tragic love songs to tales of great bravery in the face of danger, she could always captivate her audience.

    mannerisms, appearance:
    Stasi looks like a young human female with medium length blonde hair. She spends almost no time in her real form- ironically, it seems less 'real' to her. She will go to great lengths to maintain certain illusions- specifically ones that she wants to live in. She tries to be kind and friendly, but will use any means nessicary to accomplish her goals.

    Deep down, she just wants to be accepted- this is why she naturally gravitates towards the spotlight of singing, dancing and acting. It is her way of feeling a sense of belonging.

    Upon being knocked unconcious, she will revert to her 'normal' form (though, not when sleeping). Because of this, she knows that she has to tell her companions about her true nature, preferably before she is knocked out and it is revealed accidentally.

    CB info as mythweavers is not updated fully:
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Stasi, level 1
    Doppelganger, Bard
    Bardic Virtue: Virtue of Cunning

    FINAL ABILITY SCORES
    Str 8, Con 11, Dex 10, Int 16, Wis 10, Cha 20.

    Starting Ability Scores
    Str 8, Con 11, Dex 10, Int 14, Wis 10, Cha 18.


    AC: 15 Fort: 10 Reflex: 14 Will: 17
    HP: 23 Surges: 7 Surge Value: 5

    TRAINED SKILLS
    Arcana, Insight, Perception, Bluff, Streetwise.

    FEATS
    1: Ritual Caster
    1: Improved Majestic Word

    POWERS
    1, At-Will: Misdirected Mark
    1, At-Will: Vicious Mockery
    1, Encounter: Blunder
    1, Daily: Stirring Shout

    ITEMS
    Ritual Book, Adventurer's Kit, Leather Armor, Longsword, Harp (30gp remaining)
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

    i would happily play either of these characters

    psolms on
  • FiggyFiggy Fighter of the night man Champion of the sunRegistered User regular
    edited April 2009
    SniperGuy wrote: »
    Just got my shiny new books, including the PHB2 and rolled up a bard. Here's hoping.

    Dorin Elinanor, Half Elf Bard

    Background:
    Dorin spends most of his time in taverns. A charismatic young fellow, most don't get to know him very well. However, those that do befriend him find that underneath the exterior of his cheerful disposition, is yet another cheerful disposition. Always optimistic and humming a tune, Dorin is carefree. This is likely due at least in part to his having no living kin, and he believes that wherever he is taken he will continue to sing and bring a melody to others. He adventures mainly to find inspiration for song and do good, wandering the lands earning a few coppers and wooing women.

    Appearance and Mannerisms:
    He is very slender, with long legs making him appear slightly taller than he is. His face is very attractive and slim, the only real hint of an elfish heritage is the occasional points of his ears poking through his shaggy hair. Carrying a lute and wearing modest clothing he is constantly humming a small tune when not singing, or stealing winks at the tavernkeep's daughters.

    If there's not enough detail anywhere, let me know and I'll fix it.

    You've purchased chainmail, which is heavy. You need to click off the "heavy" box so that your Int or dex isn't added to your AC.

    Figgy on
    XBL : Figment3 · SteamID : Figment
  • SniperGuySniperGuy SniperGuyGaming Registered User regular
    edited April 2009
    Alright, cool. Thanks.

    SniperGuy on
  • nefffffffffffnefffffffffff Registered User regular
    edited April 2009
    oh! I want in on this! I'll roll up a character when I get home from work tonight at about 11 pm west coast time.

    nefffffffffff on
    camo_sig2.png
  • jimninjajimninja Registered User regular
    edited April 2009
    Well, the sheet isn't finished, but here's a big guy who likes killin' shit with a great big long axe and prayin'

    Background:
    Kekur is a convert to the faith, along with the members of his home village in the mountains. They adhere rigorously to the tenets taught them by a traveling priest, but at the same time they weave into their worship and tales the old beliefs and superstitions. Kekur is no different: he is a staunch worshipper in a different (some might call it 'uncultured') way. For years he defended his village from wild beasts, until there was little left to defend it from.

    With the season of new births, the village has suddenly found itself hard pressed for food. Kekur left voluntarily, as his home was safe for the time being. Now, he travels on a sort of goalless pilgrimage. He is quiet and contemplative, his face stolidly blank at most times--even during battle.

    jimninja on
    0198ec55.jpg
  • likethesearchenginelikethesearchengine Registered User regular
    edited April 2009
    I will post an Eladrin Wizard and a Drow (?) sorcerer later on. Either one would be good to play, depending on what fits best.

    likethesearchengine on
    moulder_sage_magic.gif
  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited April 2009
    This is just too tempting, the location is what's really sold me.

    Blublo Phillippei
    Gnome Warlord

    Background:
    Dwelling within the dense forests of Shamwood are gnomes; fickle, careless fey folk with little interest in any cause or code. They are just as likely to help someone get further lost in their forests as find their way out. It was towards the end of the war centuries ago when a Gnomish family happened upon a traveling band of knights and, on a whim, decided to accept them to their hollow for shelter and refreshment. These weary men were most grateful and expressed thanks in gifts and in stories. Mostly indifferent to their politeness, these Gnomes were nonetheless intrigued by the knights' tales of heroism and bravery, and grew curious of such notions of chivalry, honor, and justice. They implored the knights to teach them their strange noble ways, to which their leader, Sir Phillippe, explained as best he could in a few days time, departing afterward and leaving the Gnomes to entertain themselves with new notions of purpose and deed.

    The result was the Noble Gnomes ('Gnoble Gnomes'?) of Phillippei, a band of questing cavaliers modeled after their interpretation of the knights' code. Many Gnomes who take the calling do so out of amusement and need for excitement; they follow the code like the rules of a game, willing to bow out once justice loses its freshness.

    Blublo Phillippei is one such knight (gnight?), born into a long line of short-serving Noble Gnomes. He has taken the cause under the impression it will reveal to him a greater sense of purpose in his life. He is stoic but friendly, aiming to keep anyone he serves in high spirits. Blublo holds himself to ideals he doesn't inherently feel and mimics the motivations of heroes he doesn't fully understand, which invisibly troubles him at times. He is determined to smite the wicked and help the weak and let the meaning of it all sort itself out later.

    Traits/Mannerisms:
    "We should charge in valiantly with haste, weapons drawn; I suppose I could shout 'In the name of justice!' if that's not too flamboyant."

    Blublo has the round, knobby gnomish face one might expect to see upon an old man or simply a gnome. His small mouth is surrounded by a long handlebar mustache and goatee of dark fir green. The armor he wears consists of a banded mail chest, faulds, gauntlets and greaves made from what appears to be laminated straps of wood. Atop his head sits a round blue felt cap with a short tassel.

    He is stoic but friendly, aiming to keep anyone he serves in high spirits. Blublo holds himself to ideals he doesn't inherently feel and mimics the motivations of heroes he doesn't fully understand, which invisibly troubles him at times. He is determined to smite the wicked and help the weak and let the meaning of it all sort itself out later.


    Alfons Deemer

    Halfling Cleric
    Brother Fons hails from one of the nomadic Stoorlander clans from the cold south. He is a Priest of Avandra, devoted preacher of luck and bravery, wandering tender of the Wayshrines. On his travels he has lent aid to weary travelers and encountered the dangers of goblins and bandits, garnering acclaim along the few roads through the southern regions. He has come to the northern lands to test his fortune within the trouble lands surrounding River's Watch. Partly he desires fame through his achievements, but it is Alfons' underlying drive to help those in need that motivates him to action.

    Utsanomiko on
    hmm.gif
  • StygianSmileyFaceStygianSmileyFace Registered User regular
    edited April 2009
    I'll try again...

    Kreel
    Goliath Avenger

    Background:
    Kreel was taken from his people as a young boy by a secretive cult dedicated to the worship of the Raven Queen. Ancient texts combined with the readings of certain signs fortold that he, the young child of the earth, was to be the Talon; the mighty weapon of the Raven Queen on this earth. Locked away in devious twists and turns of an underground lair that confused and baffled even his grieving and pursing parents, the child was lost to the insane cult members. Years passed, long years when the young man was treated as one at once divine and accursed, trained in the ways of death and vengence. As part of this training Kreel was given a pet, a simple badger that had strayed too far away from his fellows when the cult was foraging for food. When Kreel performed well, the creature was treated well. When he misbehaved however, no punishment was given to either Kreel or the badger. Instead, when Kreel came of age he was brought before the lords of the cult while bound in irons. Kneeling before the lords, Kreel listened as every moment of rebellion he had enjoyed was read, even grinning at times when events long passed were revealed. The grin faded when the lords brought forth his badger, locked in a silver cage. Struggling futily against his bonds, Kreel could only watch as the leader of the cult staggered under the weight of Kreel's own scimitar, lifting it above his head as he intoned;

    "For ever action, a reaction. For every transgression... Vengence."

    Kreel surged forward, but was too late. The scimitar cut through his pet cleanly, and his dark eyes swelled as he stared upon the motionless form. He was only dimly aware of the muttered chanting of the cultists, so when sleep claimed him he thanked the darkness for its arrival.

    When Kreel awoke, he was alone. Alone and laid out upon a flat rock upon an open plain. His equipment, what little he owned, was with him. As was a simple stone representation of a raven's wing, etched with the words he had heard uttered by the cult's leader. In the pocket of his cloak was a list of names in Dwarven, as well as a long list of transgressions. Looking about, Kreel pocketed the list and set off.

    Time passed, and now his travels bring him to the Cauldron.

    Appearance/Mannerisms
    Kreel bears an intricate series of marks along his skin, either natural mottling or additional tattooing done by the cult that raised him. Having grown up in the dark confines of the hidden cult caves, open places and broad skies often leave him somewhat unsure. Therefore Kreel often wears a cloak with a deep hood to give himself the illusion of being back in the caves.

    Above Kreel's dead black eyes is a series of boney protrusions, adding to the intimidating nature of his stare. As the Avenger of the Raven Queen, Kreel has been known to use this stare to search out information on those on whom he seeks vengence .

    StygianSmileyFace on
  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    edited April 2009
    I'm probably going to bite on this one, as I've always wanted to try one of the SC adventures.

    Some form of Paladin coming later this evening/tomorrow, or a Wizard. Maybe both, seeing as to how Utsa has two up.

    Mike Danger on
    Steam: Mike Danger | PSN/NNID: remadeking | 3DS: 2079-9204-4075
    oE0mva1.jpg
  • ArkanArkan Registered User regular
    edited April 2009
    Yuriel Flagrase, Genasi Sorcerer

    Sheet

    Info:
    Background: Raised in a primarily non-Genasi community, Yuriel managed to get along well with others, though there were several unfortunate... incidents where other children running crying to their parents told them about how fires kept starting spontaneously near "the weird kid". While he never grew to full-blown social pariah status, the obviously overcautious treatment he received grated on his nerves, leading to him leaving his hometown sometime in his late teens. His natural talent with chaotic magic appeared not long before that and may have been the spark for his eventual departure.

    Personality: Arrogant and headstrong. Acts without thinking. Has a tendency to view himself as the key component in any venture, regardless of his actual role. Has a serious pyromaniac streak and an extremely aggressive personality; in any conflict his first action will either be to set something on fire or threaten (very loudly!) to do so. Of his positive traits, he's incredibly confident in his own abilities and decisions he's made, rarely ever second-guessing himself; extremely determined when he sets himself to a task; and is reliable in dealing with others, assuming you can nail him down to an agreement in the first place.

    Abilities: While possessed with the typical innate, almost reflexive skill with wild magic typical of Sorcerers, Yuriel is even more skilled with fire-based magic. Non-fire magic requires some minor effort of will to control, whereas when conjuring fire he is quite capable of doing so practically as an afterthought and purely at-will.

    Appearance: Yuriel's clothing is plain, dark cloth and completely without decoration; just pants and a tunic (no robes for this one). It is able to withstand some amount of fire, but is not actually fireproof.

    Yuriel himself is quite wiry, looking a tad emaciated. He has the markings typical to Genasi criss-crossing his skin in an abstract pattern. Interestingly enough, he is bald. Overall, nothing stands out about his physical appearance.

    Of course, all of this is secondary to the fact that, whether a quirk of his Firesoul manifestation, his mastery over chaotic fire magic, or some combination thereof, Yuriel is CONSTANTLY WREATHED IN FLAME. This is most noticable on his head, where in place of hair he has a much brighter corona of flame emanating from his skull. Oddly, this flame isn't particularly hot most of the time and not readily able to burn things... usually.

    Side note: It's not just for show. As a representation of Yuriel's constantly-on-fire status, he has an Everburning Torch.

    BACKGROUND EDIT: Taking Born Under A Bad Sign, which... kinda fits, but kinda doesn't; closest match I could get from Scales, though.

    And it gives me 8 more HP (lets me swap CON for another stat when determining HP; in this case, CHA)

    Arkan on
    Big, honkin' pile of WoW characters
    I think it's hard for someone not to rage at mario kart, while shouting "Fuck you Donkey Kong. Whose dick did you suck to get all those red shells?"
  • GrimmyTOAGrimmyTOA Registered User regular
    edited April 2009
    Arkan wrote: »

    Side note: It's not just for show. As a representation of Yuriel's constantly-on-fire status, he has an Everburning Torch.

    Nice touch.

    GrimmyTOA on
  • descdesc Goretexing to death Registered User regular
    edited April 2009
    If I've never played D&D 4E but just picked up PHB1, what are the odds there's an open slot here?

    If there's a spot, I can cook up a character this evening.

    Edit:

    Arathel - Eladrin Ranger

    Personality:

    Lacking his parents' knack for craftsmanship or running a humble store in Cauldron, his weaknesses for gambling and quick money have him on the lookout for the next get-rich-quick scheme around town. Generous with friends when times are good, usually looking for a quick loan when times are lean. Not the best judge of character; he needs to learn caution with his social circle and his wallet. His optimism and gregariousness frequently combine with a habit of misspeaking to get him into trouble.

    Mannerisms/Appearance:

    A plain-looking and plain-spoken Eladrin. Currently wearing modest garb after betting the last shirt on his back, with a pair of used longswords which have clearly seen better days.
    Carries his pair of "lucky" red dice at all times and is quick to bring them out when coins are around.

    Didn't have a chance to draw a portrait last night. If anything on there is woefully incorrect, let me know. I just used the WotC character builder and copied it over to myth-weavers.

    desc on
  • Foolish ChaosFoolish Chaos Registered User regular
    edited April 2009
    Ha, nice! I ran the 3.5 version of this campaign (well some of it, TPK'd around level 7), and it was quite a bit of fun. Don't think I'll be posting a character though, as I already know far too much...

    I'll be sure to follow it though.

    Foolish Chaos on
  • AlectharAlecthar Alan Shore We're not territorial about that sort of thing, are we?Registered User regular
    edited April 2009
    Maelias, Human Warlock
    Personality Traits: Maelias' family never gave him credit for being intelligent, but he's always been fairly smart, he's even a little bit charming. Mostly, though, he projects a stoic power that's difficult to match, and his recent acquiring of demonic power has lent him a certain darkness.
    Mannerisms and Appearance: Maelias still bears the scars from his unfortunate accident, and some of the damage still remains, limiting his agility. He's built powerfully, not overly muscular, but trim and clearly inexhaustible. His clothing is utilitarian and shows signs of repeated mending, but it's clean and well-kept.
    Background: Maelias was born into a family of hardy folk, existing on the fringes of civilization. His mother died as he was came into the world, something Maelias always suspected his father held against him. He grew up the youngest of several brothers, and though his was not the easiest of existences, he grew to embody the toughness and bravery his family prized.

    It was a freak accident during a trip to a nearby town that ultimately changed the course of Maelias' destiny. A spooked horse trampled Maelias, crushing his legs. His family decided it would be more "merciful" to leave him in the town, where at least he could beg to earn a living.

    Driven by desperation, and possessed of a keener intellect than his family had ever given him credit for, Maelias dragged his crippled form from city to city across the land, certain that somewhere a way to remedy his condition existed. Finally, his search ended in Cauldron, where he found forgotten texts that mentioned malevolent beings of flame and shadow, with possession of enough power to restore his broken body.

    In a ceremony lit by a full moon, Maelias called forth an Infernal and wrenched his power from him in a battle of wills. Now restored, Maelias spends his time in Cauldron exploring his new power, and ruminating on the Infernal's final cackling taunt: "Your victory matters not! Cauldron will undoubtedly be your grave, and my power will be returned to me ere long."
    The sheet's not entirely finished yet, but all the important stuff is on there.

    Alecthar on
  • manaleak34manaleak34 Registered User regular
    edited April 2009
    I may be DMing my own game, but that doesn't mean I wouldn't want to play also...

    Havon Thayer, Human Rogue
    History
    Havon has lived his entire life within the city of Cauldron. Born to a moderate family who own "The Black Barrel" a general store about halfway from the center lake. Havon had a normal childhood and was expected to eventually take over the family business. However at the age of ten a group of thieves broke into the store late in the night and threaten his parents with death should they not unlock the money safe. Hidden from the thieves Havon sneaked up behind the leader, stole his dagger, and back stabbed him, killing him instantly. Havon had saved his family and found his very first dagger which he keeps to this day, he also grew a dislike of thieves due to this. After this event Havon became greatly interested in Daggers and practiced constantly getting training from traveling showmen in Acrobatics and Knife throwing. Daggers became Havon's weapon of choice and he soon started carrying daggers with him at all times including when he slept.

    At 18 he began offering his skills to those who would pay, primarily the city guard when they needed someone who had knew the many secrets of the inner city. He worked with a few small adventuring groups also but these were often short term and he rarely made much of a connection with his partners unless he noticed a dagger kept in their belongings.

    Now at the age of 20 Havon still lives in Cauldron hoping for a big break and is tempted to leave the city for a fresh start. However he's heard word of recent kidnappings and decided to stay to see if this is the chance he's looking for. Havon still keeps in touch with his parents who still own the store and his younger sister who is currently training to become a member of the Paladin order which is resident in Cauldron. While Havon's parents are concerned of the dangers of his profession and much rather have him run the store they still care greatly for him. His relationship with his sister is a bit more tenuous as she assumes Havon to share the characteristics of the more dastardly rogues in the city however they still visit each other and Havon hopes to work with her once her training is done to prove his integrity.

    Appearance
    Havon is a tall lanky human with light tan skin and bright long brown hair which is in a well kept ponytail. He tends to have a smooth charming face provided he is a good mood and the foundations of a goatee cover his chin. He wears a tight leather outfit intended to provide ease of movement which is covered with daggers primarily around his belt.

    Personality
    To say Havon is obsessed with Daggers is a slight understatement. Not only are they the only weapons he will use his entire body seems to be covered with them, including sheaths connected to his forearms and at least two kept in a hidden compartment in one of his boots. He is very protective of his daggers and doesn't allow anyone else to use them. Some rumors also exist that Havon has stolen daggers he's taken interest in from his own companions and will accept work just to get an unique dagger.

    Despite what some would call insanity Havon keeps himself presentable and appears as a kind dashing rogue with a knack for throwing daggers and Acrobatics to those not aware of his...'quirks'. He enjoys life and adventure and does his best to keep a sense of humor during his work.

    manaleak34 on
    XBL/Steam:ManaCrevice
  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    edited April 2009
    Quinn Arcellis, Human Paladin
    Four months ago, Quinn was a homeless veteran cast out onto the streets. He hadn't a dime to his name after some of Cauldron's thugs had roughed him up and taken his things, and the temples wouldn't take him in on account of his having slept in the street for days without bathing.

    He was at the end of his rope, half-dead in a gutter during a rainstorm when--as he'll tell anyone who'll listen--Avandra herself stepped on him, held out her hand, and pulled him back onto his feet. He swears the dirty old coin on a chain around his neck was a gift from the Goddess of Luck and Change herself, a promise to change his life if he'd fight for her people.

    Whether or not one believes him, it's clear that Quinn has gained some kind of incredible, divine power, much to the chagrin of paladins-in-training all over the city. The "beggar knight" has begun going around busting up gang activity and fighting to retake the slums from criminals, refusing shelter or food (although he is quick to remind others that he is a representative of Avandra, and that they may not have made an offering for the sake of their luck recently). Quinn is the textbook definition of the word "scrawny", and his suit of chainmail seems to have been somehow cobbled together from other suits of chainmail.

    Quinn is the very definition of a gentle soul to those outside the criminal element, however, and is also known for a weakness for drink.

    (My Thoughts)
    Basically, the "Emperor Norton" of Cauldron--everyone knows what he claims to be, and few believe him...and Quinn's really got the fire of the divine and all that inside of him, he just hasn't quite figured out all the tricks to using it yet--vulnerable and tough at the same time, in a way.

    Ethos, Deva Warlock
    After centuries of reincarnation and rebirth, Ethos has finally tired of the neverending cycle of a deva's life. He thinks that he has finally found his way out--by bartering his powers with the entities of the Far Realm. He is currently biding his time in Cauldron, looking for leads on anything or anyone that might interest his abominable masters, and hoping to find other deva that he can bring along with him on what he believes to be an imminent trip to the Far Realm once he breaks his bonds.

    Ethos views this monstrous bargain he's made as an act of revolution--he sees himself as unfairly imprisoned, and that the Ethos that originally agreed to be imprisoned by Ioun in this form was someone different who unfairly bartered with the life of someone who had not yet been born. He tries to convince other deva of the correctness of his actions, and given time, may even build up a minor following.

    In battle, Ethos is terrifying to fight, as he throws himself wholeheartedly into the fray--with his pact with the Far Realm, he sees death in combat as a quicker way to gain escape from his "prison". His pact with the Far Realm, however, does not mean that he does not value mortal friends and the material world--he knows there is a world beyond that of the deva, and tries not to seem aloof (something that does not come naturally to a deva).

    Farrago, Deva Rogue
    Farrago is quite the distinct character when it comes to deva. Originally sent to the material world by Sehanine ages ago, Farrago has since become embroiled in all kinds of trickery and deceit. He is best known--among those that of heard of him--for running incredibly long and convoluted cons spanning lifetimes, or for simply taking a long walk off a short pier when it becomes clear that a con isn't going to work out. It seems that the latter is currently the case--Farrago has once again awakened in a forgotten temple just outside of Cauldron, but much to his chagrin, his usual cache of magic items and training resources has been destroyed or stolen. Farrago has taken this setback--like all others--lightly, and with plenty of humor.

    He holds few grudges, and loves friends dearly--but is ready and willing to rip off everyone else.

    Mike Danger on
    Steam: Mike Danger | PSN/NNID: remadeking | 3DS: 2079-9204-4075
    oE0mva1.jpg
  • simonwolfsimonwolf i can feel a difference today, a differenceRegistered User regular
    edited April 2009
    desc wrote: »
    If I've never played D&D 4E but just picked up PHB1, what are the odds there's an open slot here?

    If there's a spot, I can cook up a character this evening.

    It's a free-for-all at the moment, I assure you.

    Clarification for everyone: You're definitely allowed to post more than one character.

    simonwolf on
  • LightRiderLightRider __BANNED USERS regular
    edited April 2009
    Azulan, Half-Elf Paladin Divine Defender
    Init +0 HP 31/31 Bloodied 15 Healing Surge 7 ( used /13)
    AC 18 Fort 14 Reflex 12 Will 13 Speed 5
    Str 14 (+2) Con 16 (+3) Dex 10 (+0) Int 13 (+1) Wis 14 (+2) Cha 14 (+2)
    Second Wind
    Divine Challenge
    Lay on Hands
    Bolstering Strike
    Valiant Strike
    Reaping Strike
    Divine Mettle
    Divine Strength
    Piercing Strike
    Paladin's Judgement

    Background and Personality
    Unable to lie, annoyingly honest and frank about his opinions about the current situation. Willing to fight any foe or overcome any challenge to end injustice. Always prepared to fight and to die for what is right. Never far away from his armor and greatsword. Very rarely will you see Azulan enjoying the mirth and merriment of others. Constantly looking for the next villain to defeat or the next commoner to help. Doesn't care for the constant bickering amongst various races. Grew up with humans, elves and dwarves, and learned all he could from them. Wishes to travel the lands and shine the light of Bahamut on the dark places and peoples of the world.

    Appearance
    Unusually tall and stocky for a Half-Elf. Generally accounted for by his constant training as a child. Darker skin than usual and a black head of hair make for an unassuming yet intimidating visage. Very little is known about him, and he likes to keep it that way. Carries a holy symbol crafted by his father, and a greatsword forged by the dwarven friends he grew up with as a child. Constantly mussed appearance shows little regard for personal appearance, as his focus is constantly shifting to more substantive endeavors. If there is one thing that sticks out about his appearance, it is his back, showing an elvish mark for each creature slain in service of Bahamut. There are not many now, but the road ahead shows promise of adventure.

    LightRider on
  • SniperGuySniperGuy SniperGuyGaming Registered User regular
    edited April 2009
    simonwolf wrote: »
    desc wrote: »
    If I've never played D&D 4E but just picked up PHB1, what are the odds there's an open slot here?

    If there's a spot, I can cook up a character this evening.

    It's a free-for-all at the moment, I assure you.

    Clarification for everyone: You're definitely allowed to post more than one character.

    On that note, I went and made a sorcerer. Because they look damn fun. Also, gnome with fun backstory!


    Pock Wrilyn, Gnome Sorcerer

    Background
    Pock always enjoyed making pretty colors. To do this, he felt around inside himself where he discovered a power. Surprised to find a power this big in a person so small as himself, he spent quite alot of time going about to the other gnomes and trying to show them. That's when the barn exploded. It wasn't his fault, really. After all, Adora -did- ask him to show her. It's not his fault she made him excited. After being kicked out of his village for material damage, Pock decided to roam the world and try to show others his pretty colors. He learned he could focus them a bit, though the results weren't always the same, they were close enough. Pock decided that if he could make pretty colors, he could find others that could as well. Then they could all try to make the best ones possible. Not a dumb gnome, but certainly not the wisest. After all, when they finally kicked him out he was inside the cotton barn trying to make the ice ball he had conjured up melt. By shooting lit matches at it with his mind.

    Personality
    Pock is an extremely friendly and affable little guy. He would love to sit around and show you the things he can do, and he's just so charming you'd feel like you simply must let him. Despite being short, he holds himself well and one always feels like they're talking to a rather mature child.


    Mannerisms/Appearance
    As most gnomes, Pock stands only a few feet high and his hands constantly glow with some arcane power. He usually tones it down to just his fingernails when the need arises though.

    SniperGuy on
  • ErchamionErchamion Registered User regular
    edited April 2009
    Many rogues. I'll probably write up another character, but for now here's:

    Rool Alston, Gnome Rogue
    Backstory -

    Rool wandered into Cauldron as a young gnome following the death of his parents. He stumbled around the city until he found himself taken in by a group of street urchins who taught him how to survive in the city. Charming and quick of wit he always seemed to find his way out of whatever trouble he was in at the moment.

    After a few years in the city, Rool got a little too bold and tried lifting the purse off of a merchant's guard. Thinking fast he managed to make it look as though he were just testing the guard and as a reward managed to get the guard to teach him how to handle a rapier. Following the lessons, the guard handed Rool an old rapier that he no longer needed, and Rool has been carrying it ever since, meticulously caring for it over the intervening 30 odd years.

    Following the incident with the guard, Rool took it upon himself to become the protector of street urchins in Cauldron. He has never felt so much at home as when he is interacting with the children of the street, the same type of people that helped to shape his character. As a result of the prolonged interaction with primarily children, Rool has an easy laugh and a demeanor that tends to put people at ease, even as he is plying his trade, stealing from passers by in order to provide for the children he has taken under his care.

    Everything was going well. Rool was enjoying his life and his role of helping orphaned children get by in the world. Then a few of his group went missing. He grabbed the sword given to him by the merchant guard many years ago, along with a small crossbow he had successfully lifted from a distracted city guard one day in a fit of insanity, and set out to find the missing children.

    Personality -

    Rool keeps the demeanor of a human child. Like most of his race he enjoys tricks and, because of his extended time spent with the children of the city, he thinks that any reaction to his games other than laughter, and maybe chagrin, is offensive. He spent quite a while dreaming up how to play these tricks, and he dislikes when the targets do not enjoy what he planned.

    Appearance -

    Very short, not even 3 and a half feet tall, Rool maintains the youthful look of the children he spends his life caring for. He wears patchy leather that appears to have been put together from scraps found on the street, and for good reason. He has cared for the rapier given to him almost obsessively. Because of this, when it is unsheathed, it looks as though some poor warrior's child found his father's sword and decided to play soldier whenever Rool deems combat necessary.

    Erchamion on
  • nefffffffffffnefffffffffff Registered User regular
    edited April 2009
    oh my god, this is nuts. clearly this forum is in need of more GM's and less players. Oh well, will post character soon anyway, now that I'm home from work.

    nefffffffffff on
    camo_sig2.png
  • Corp.ShephardCorp.Shephard Registered User regular
    edited April 2009
    Jesus. No kidding. A mere half-day and we've already got this many people throwing their hat in for the game.

    I'd love to get a character in for this, but it's a little late to start drafting one. I'll work on it tomorrorw, hopefully.

    Corp.Shephard on
  • Ain SophAin Soph Registered User regular
    edited April 2009
    Meet Arkady Rossovich

    http://www.myth-weavers.com/sheetview.php?sheetid=117739

    Background:
    From street urchin to the military, Arkady was a young soldier of 16 when he was stationed in a small northern town. He also had a penchant for murder, crimes easily discoverable due to the town's small size and limited number of potential victims. He was caught by his fellow soldiers and almost executed without trial via several daggers tin the back. His superiors were astonished when Arkady survived the execution attempt. Fearing him a demon he was immediately imprisoned and recommend him for banishment from the military and the area. In the past 2 years Arkady has been wandering the country attempting to hide his past misdeeds from any he would come across, while still attempting to find a way to sate his desire for murder. A desire easily sated he soon found with the blood of those who share his orc heritage and any of goblin kind. Creatures no one of the cities he passes through will attempt to make retribution for.

    Scales of War character background: Street urchin

    Personality:
    At first encounter with Arkady, one might think him slow, or dimwitted, even for Half-orc standards. But this is his characteristic rouse that he has come to perfect to hide his murderous tendencies, and lower the guard of others.
    He is easy to anger, and lashes out at other's if pushed too far. If angered by someone he see's as an enemy he can fly into an unthinking rage with thesole intent of killing his target.
    He can also be very cool and collected at times. This unfortunately for others is when he is at his most crafty in devising ways in which he can satiate his desire to kill.

    Appearance:
    Arkady is a tall, imposing Half-Orc with mottled gray skin and long flowing black hair. He wears a worn suit of chainmail that seemingly has seen more bad days than good, and he keeps a pair of glossy black leather whips wrapped around each muscled fore arm that he can unfurl at a moments notice to unleash a torrent of pain on anyone he strikes his ire.

    And my inspiration and his name-sake:
    omegared02.jpg

    Ain Soph on
    :whistle:
  • Ain SophAin Soph Registered User regular
    edited April 2009
    Also if you don't want an evil PC, here's his polar opposite

    Rhade Ypsilanti

    http://www.myth-weavers.com/sheetview.php?sheetid=116174

    Background:
    Born to a pair of Dragonborn merchants in a mountain city, Rhade was given every advantage one could hope for as a child. As he grew older, he found in himself an unwavering sense of justice. A sense that his parents saw in him, and allowed Rhade to leave home at the age of 13 to the Order of the Dragon Brand, a nearby order of Paladins. In the 5 years he spent at the monastery, Rhade's faith and devotion to Bahamut was amplified and he learned the divine ways of his Paladin bretheren. As fate would have it though, while away on an errand for his headmaster, the area in which the monastery was located had an earthquake, and destroyed the the monastery and the small village surrounding it. Upon returning from the errand, Rhade found that while a good majority of the Paladins and villagers had miraculously survived, the Order of the Dragon Brand no longer had the ability or resources to continue and rebuild. At that moment Rhade knew it was a sign from Bahamut himself. A sign that showed him he was now free of his obligations, and could finally fulfill the wanderlust that was in his heart. Now in the month that has passed, Rhade has devoted himself to a life of adventure in the service of Bahamut.


    Scales of War background: Crusading Zealot

    Personality:
    Modest, humble, and loyal to a fault, Rhade always places the needs of others above his own. He follows the tenet's of Bahamut to the letter. Willing to throw himself into any situation in the name of what is good and right. tending to talk his way out of a situation rather than draw a sword.
    While in combat he considers each of his actions carefully, and uses his charismatic demeanor to boost the morale of any of his allies.

    Appearance:
    34717d1212919225-dragonborn-paladin-portrait-mini-bagsey_portrait

    Ain Soph on
    :whistle:
  • VicVic Registered User regular
    edited April 2009
    oh my god, this is nuts. clearly this forum is in need of more GM's and less players. Oh well, will post character soon anyway, now that I'm home from work.

    It is, terribly so. And every game is play by post though I suppose I can't blame anyone for that.

    Vic on
  • simonwolfsimonwolf i can feel a difference today, a differenceRegistered User regular
    edited April 2009
    Vic wrote: »
    oh my god, this is nuts. clearly this forum is in need of more GM's and less players. Oh well, will post character soon anyway, now that I'm home from work.

    It is, terribly so. And every game is play by post though I suppose I can't blame anyone for that.

    If I wasn't on JST, I'd be tempted to try and run a MapTools game.

    Also:
    If people want to use the Scales of War backgrounds for their characters, that's cool with me. Bonus points for the choice actually being in-character.

    EDIT:
    You can also use the PHB2 method of making backgrounds.

    simonwolf on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited April 2009
    PHB2 has Background generation rules that are basically the same end result as the Scales of War stuff; you pick a few background sources (urban, woodland, mountains, plus a bunch of other things) and they each have associated skills or languages; once you pick everything, you get to pick one of those skills or languages to train in/get a boost in/learn.

    Not to say that the Scales of War backgrounds aren't diverse, but they don't cover everything =) Is the PHB2 system ok?

    Rius on
  • simonwolfsimonwolf i can feel a difference today, a differenceRegistered User regular
    edited April 2009
    Absolutely! I haven't actually gotten my copy of PHB2, yet, but it should be coming tomorrow. I will have to read up on that stuff.

    simonwolf on
  • Ain SophAin Soph Registered User regular
    edited April 2009
    http://www.wizards.com/files/366_Characters_of_War.pdf

    That's the Scales of War backgrounds in case anyone couldn't find them.

    Edit: Also a quick question, what's the diameter of Cauldron?

    Ain Soph on
    :whistle:
  • XaiokXaiok Registered User regular
    edited April 2009
    Shazrah, Githyanki Wizard
    Background
    Growing up in a cabal led by other Githyanki, Shazrah was trained from birth in history, religion, and most importantly the arcane arts. By throwing himself deep into the learnings, Shaz became an ideal pupil. He was not always the best at anything in particular, but he was determined and never gave up until he understood a concept.

    Shazrah was inducted into teaching other youngsters of the cabal, enjoying it greatly. As he taught he found himself growing stronger as well, learning from his students even as they learned from him. One day he started getting odd arcane dreams, seeing the Elders conversing with Illithids. Confronting someone about his disturbing dreams, it was revealed to him that the cabal was attempting to help the Illithids reenslave the Githyanki and Githzerai. Enranged and frightened of what would happen, Shazrah fled the cabal, travelling hundreds of miles away.

    He finally settled down in Cauldron, hoping that the large city is enough to help hide himself from the cabal and its masters.
    Personality
    Now untrusting, Shazrah keeps his thoughts to himself unless absolutely necessary. He does, however, miss working with a group, and teaching those who wish to learn. When he does start talking about subjects that he is knowledgeable on he has a tendancy to begin rambling without abandon. His determination to help people learn means he will explain things over and over, in as many ways as he can think of, until they understand.

    Though he will seem loyal to anyone who can earn some trust, Shazrah has no qualms with abandoning supposed allies if it seems like they are attempting to deliver him back to his old cabal, or worse, directly to the Illithid. His terror of those beings is quite easy to spot when he stiffens as any of his Gith brethren pass by.

    Xaiok on
  • AlectharAlecthar Alan Shore We're not territorial about that sort of thing, are we?Registered User regular
    edited April 2009
    I'm curious, what races are considered "native" to this world? For example, if I wanted to create a Drow character, could I assume that they lurk under the surface somewhere on the same plane as Cauldron, or would it be more appropriate to devise a background that incorporates some kind of transportation to Cauldron's world?

    Alecthar on
  • simonwolfsimonwolf i can feel a difference today, a differenceRegistered User regular
    edited April 2009
    Drow are native, yes - there is an Underdark in the same plane as Cauldron. They're just incredibly rare to be seen on the surface of the world.

    My note about montrous races was mainly to dissuade people from choosing goblins and the like as their PC - I did not think there would be much fun in playing encounter after encounter of "the guard cry 'kidnapper!' and charge the goblin and his ne'er-do-well allies!"

    simonwolf on
  • AlectharAlecthar Alan Shore We're not territorial about that sort of thing, are we?Registered User regular
    edited April 2009
    simonwolf wrote: »
    Drow are native, yes - there is an Underdark in the same plane as Cauldron. They're just incredibly rare to be seen on the surface of the world.

    My note about montrous races was mainly to dissuade people from choosing goblins and the like as their PC - I did not think there would be much fun in playing encounter after encounter of "the guard cry 'kidnapper!' and charge the goblin and his ne'er-do-well allies!"

    I'm the kind of guy who made sure not to get a single dark side point in Kotor. I'm working on a "Born among Humans" background Drow with the redemptions and the mendings of the ways and the whatnots.

    Alecthar on
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