Mountainwalk: a high-altitude homebrew campaign (CLOSED RECRUITMENT)

Game Master Daynen

An isolated mountain town braves the cold in order to reach for the sky. Will they get off the ground, or will the lingering winter claim them all?


Skyridge, an innovative town built on the slopes of Mount Kharon, seeks to be the first civilization to truly claim the skies. They have invention, magic, and rugged tenacity on their side, but arrayed against them are savage Orc tribes, saboteurs, dwindling resources, and the last remnants of a centuries-long winter. Their true test is yet to come...

A primer on the major factions of Skyridge:

The council of Ten: A group of representatives, two from each of the major factions in Skyridge, who gather to coordinate major action. Each faction determines its representative by its own means, but if a representative is deemed unfit to serve or detrimental to the commonweal of the town, the council votes to remove them, allowing the affected faction to select a new council member.

The circle of Stone: A small group of druids who have aided in the growth of the town through their magic and mediation with nature. They approve of the town's construction and expansion within certain obscure guidelines so long as the creatures of the region are not driven from their territory. They are responsible for mediating between the townsfolk and the giant eagles which coexist with them; they also aid with much of the town's food strategy.

The line Guard: An elite police force established by the council and trained to traverse the city quickly via a series of ziplines set across the city's rooftops using specially engineered handheld devices. They are the elite city guard, the investigative branch, and the special agents of Skyridge. They formerly answered to the council, but have since asserted their independence and become part OF the council. The most common aspiration for a Line Guard is to be stationed at the top level of the city; this gives them a commanding view of the town, and extremely quick access to the lower levels. Descending is a breeze; climbing to the upper levels is not. When the Line guard are seen riding the lines across a district, trouble is afoot. When they are seen descending the line to lower levels, SERIOUS trouble is afoot.

The Cloudseekers: A group of scholars whose goal is flight for mortalkind. Through combinations of engineering, alchemy and magic, they seek to create more efficient, more stable, and larger methods of aerial travel, in addition to various other academic pursuits to enrich the town. They are responsible for the town's expansion in cooperation with the Circle of Stone, and they process many of the raw ingredients and precious materials shipped into the city. They are funded partly by taxes and partly by private sponsors; earning the patronage of a sponsor is a sure way to earn respect, prestige, and autonomy within the order.

The Skyknights: Several broods of giant eagles mark the mountain as their home, and though they share a history of violence with the pioneers of Skyridge, they have since come to terms with the landborne folk and formed a peaceful alliance based on mutual protection. Some of the eagles train as flying mounts to worthy skyknights, creating a formidable aerial branch of the militia. Skyknights are responsible for patrolling the skies for aerial threats, protecting the town from raids that come from the mountain peak, and for scouting the land for resources, news, and new threats.

The Brewbane Clan: An extended family of Dwarves who are at once miners, merchants and brewers, they manage the caravans that travel up and down the mountain. They are famous for their ales and lagers, and strangely, for drinking very little themselves. They dominate the metalworks market, negotiate with the Circle of Stone for mining rights, and run the most hospitable inns in town. They are not shy about defending their goods, and at least one of their kin leads every caravan that leaves the city.

The Bloodspire Tribes: A large clan of mountain Orcs who also call the region their home, and true to their nature, have been raiding Skyridge for years. There is no consistency in their attacks; sometimes they appear to target the eagles and other times appear interested only in plundering valuables from the townsfolk. Attempts have been made to drive them out or kill them off, but they have countless mountain retreats, tunnels, and strongholds sprinkled throughout the mountain range, and have proven impossible to completely remove.

A Tour of Skyridge:
Skyridge is the northernmost settlement in Algol, built onto the mountainside of Mount Kharon. It is a town driven by innovation and urgency; caught between the denizens of the mountains and the savage tribes of the plains below, Skyridge's inhabitants have become almost independent from Algol due to their innovation, their self-sufficience, and their rugged tenacity borne from living atop the crags of an ancient dragon's lair.

Built onto the mountain, rather than into it, Skyridge is a marvel of technology and arcane brilliance. Much of the city is actually held aloft by massive pillars of stone jutting out of the mountainside, shaped and grown by druidic magic to support the growing populace.

The city's levels loosely resemble the petals of a flower, creating the image of a massive spiral stairway up the mountain. Only the innermost ring of the town is carved into an actual mountain path, and this is where caravaners, visiting patrons and the rare migrants spend most of their time. The rest of the town is built atop massive stone and steel platforms that extend roughly a kilometer out from the mountain. The city's levels are joined by shaped stone stairs and an ingenious tram system, designed by a gnomish inventor to run primarily on coal. The three current levels of the town have evolved into their own districts, giving the town social layers to go with its physical ones.

Under each platform runs an undercarriage built to maintain the pipe system designed to deliver warm air from the bowels of the mountain and the coal forges. The upper district, populated by wealthier individuals, have a more robust heating system with more outlets. Above the buildings of each platform run a network of ziplines and landing stations designed for the city's special police force, the Line Guard, to quickly traverse the district using gravity and compact carried devices dubbed 'Runners' by the guard. Travel from the upper district to the lower one can be achieved in just over a minute by the Line Guard; no other citizens are permitted to use the ziplines without express approval of the council.

The rooftops of each district are also home to the Skyknights. Each team of eagle and rider calls a rooftop of the city home; sheltered aeries above human living quarters make room for nests and bedding, and eagles rarely allow anyone but their knighted partners and mates near their nests.

The first tier of the city is known as the 'Welcoming District.' It is simultaneously the home of the city's working class and the site of its most prolific tavern and inn: The Mithral Pick. Run by the Brewbane Dwarf clan, the Pick is the first hospitality site visitors encounter. Famous for never compromising on the quality of food, drink, beds, fireplaces or company, the Mithral Pick is a point of pride for the Brewbanes, and earns them a not-inconsequential share of wealth for their diligence.

Extending out from the mountain, the first tier of the city features homes stacked three high, mostly made of stone with basic necessities for living. Clearly designed for Dwarven standards, taller races sometimes find these living spaces cramped, but still livable. It is also the primary ranching and gardening district; goats, oxen, llamas and chickens are the most numerous animals raised and utilized by the people, whether for milk, pack animals, clothing or food as applicable. volcanic soil, harvested from the valley at the mountain's base, serves as an ideal ground for growing leafy and root vegetables and several varieties of bean, adapted to the cold through alchemical and magical assistance.

Ascending from the welcoming district, the second platform, known as the 'Work District,' greets newcomers with the bulk of Skyridge's industry; metalworks, clothing, food storage and processing, stonecutting, and leatherworkers, to name a few--all find their livelihood here. It is also home to the primary militia barracks. When a citizen comes of age in Skyridge, the work district is usually their first stop. Those that prove unsuitable for anything in the work district usually move to the Welcoming district as farmers and ranchers. those who prove they have more talent than needed by the work district may have a chance to ascend to the upper tier.

The transition from the work district upward eventually leads to what many refer to as the 'Wonder District.' Jests abound as to the interpretation. This district is home to the council hall, the primary base and training grounds of the Line Guard and Skyknights, and the home of the cloudseekers laboratories, where the thinkers of Skyridge lead research into--among other things--improved food production, efficient construction and heating, and most importantly, flight. Cloudseekers are only accepted by invitation; prospective members must demonstrate competency in an academic field, either by apprenticeship or by previous accomplishments. Members enjoy a set of guild privileges including housing, research materials, autonomy in their work, access to structural information and future development plans, and correspondence with their peers and the council on a regular basis. While typical cloudseekers are supported by the city's tax revenue, some are shown particular interest by wealthier patrons who are intrigued by their work.

Climbing the mountain path is the simplest, but most grueling way to ascend Skyridge's levels. In order to accelerate the growth of the town, a gnomish inventor earned the nickname 'Triplemind' for his threefold invention: the tramway. Its cables line the districts of skyridge, forming a webbed pattern from a bird's eye view and allowing goods, animals and people to traverse the districts without need to cram the narrow mountain paths. Recently retrofitted due to the immense quantities of coal used, the city's tram system run has been adapted to use a secondary power source: manpower. A complex mechanical system is in place to allow humanoids to use their own leg power to turn large wheels, which in turn help turn the gears of the tram. Some people make a living as 'wheelers,' while some organizations instigate a punishment on lawbreakers and other problem elements, based on a number of turns. For some, 'a thousand turns' is an oft-maligned sentence; many find it demeaning to be locked in a cell with nothing to do but walk when instructed, but it saves coal by providing extra energy to move the trams, and none deny it keeps people fit.

Not all of Skyridge's efforts are directed outward; the Brewbanes collaborate with the Circle of stone, a sect of mountain-dwelling druids, to dig--albeit with respectful pacing and direction--into the mountain to secure coal, minerals, gems, and heat to be piped from the mountain. More than a few hopefuls also dream of breaking into Kharon's lost hoard; the promise of untold wealth is enough to drive more than a few into the mines, despite life's other possibilities. Facing inward from the mountain path provides an entry into the mines of mount Kharon, which form a network of tunnels and pits. Lifts powered by the Tram wheels allow for vertical travel, and chain-secured minecarts provide hauling power for unearthed resources. Pipes, secured by steel bracings, line the tunnels into the depths, particularly where lava rivers are found; the ambient heat given off by the magma flows keeps the natural temperature of Skyridge at a tolerable level, and helps alleviate the heat buildup in the mountain, keeping the temperature tolerable for workers and--most believe--reducing the chance of eruption. Perhaps most important, however, are the carefully tended underground mushroom farms, watched by the Circle and harvested year-round due to their consistently dark and warm habitat. Entire caverns of fungi are tended and picked exclusively by the druids; no citizens are allowed access. Thanks to the circle, however, even if all other food is scarce for a season, the citizens can always count on bountiful mushroom harvests; the Brewbane clan in particular is famous for its use of mushrooms, both in their cooking and their brews.

10-minute character background(with examples!)

Step 1--The Gene Pool:
Each player will roll 1d20 and consult the following table to determine their available races. Up to three rerolls are allowed at the cost of 1d6 each from the attribute dice pool.

1 Goblin
2 Half-orc
2-8 Human
8 Half-elf
9-10 Halfling
10-12 Gnome
13-16 Dwarf
17-18 Elf
19 ifrit, oread, sylph, or undine
20 ???

A quick primer on the races of the world:

GoblinsGoblins have been troublemakers in Algol for a LONG time; sometimes purposefully, sometimes incidentally. Their tendency to use fire to simultaneously solve problems and entertain themselves has occasionally led others to appreciate their love of fire, but mpre often has left them with a sour reputation after burning down a home or ten...be prepared to collaborate stories and deal with some hate...Goblins are NOT popular in Skyridge.

Half-OrcsSince Orcs have been the single most prevalent threat to the safety of travelers and towns alike for centuries, it should come as no surprise that Half-Orcs are viewed with, at best, extreme suspicion. A Half-Orc in Skyridge will have to endure scrutiny and mistrust as he works tirelessly to earn a reputation as anything but a savage.

humansAs some of the first people to reject Kharon's rule and leave for the frozen wastes, humans have proven their tenacity time and again. They've had a hand in the founding of kingdoms and the winning of wars, and will fit in nicely...most of the time.

Half-ElvesGiven that the vast majority of Elves have been withdrawn to their ancestral home in Redwood Forest for a long time, and that in centuries past they've gone to war, even with humanity, seeing a child born between an Elf and a human is a truly momentous thing. This deserves a quality backstory.

HalflingsHalflings in Algol are about where one might expect: constantly underfoot. They are not completely absent from the annals of history, but neither have they been at the forefront of myth and legend...at least outside their own circles. From pickpockets to pioneers, halflings have shown they can adapt, and that they're capable of anything.

Gnomesgnomes have been responsible for a great many inventions and new spells over the centuries; a gnome designed the initial plans for Skyridge, and a gnome created the city's best heat source AND criminal justice tool...all in one device! A gnome will enjoy some respect for what he is, but he'll face high expectations, given the shoes he has to fill.

DwarvesAs the economic heavyweights of Skyridge, Dwarves enjoy a respect their kind hasn't known for centuries since the displacement of their underground kingdom. The Dwarves of Skyridge count among their numbers merchants, soldiers, miners, innkeepers, and unanimously respected brewmasters. Some might even argue that they are the ones who run Skyridge...though never openly.

ElvesThe Elves of Redwood have been isolationist ever since Kharon's genocide. Since his death, they've begun to trickle back into the world, each seeking something different. An Elf in Skyridge would likely need a strong sense of purpose and a very good reason to trade his forest for a chilly, secluded mountain slope.

Half-elementalsThough the dragons are gone, the elements are alive and well in Algol, though drastically out of balance. A half-elemental, while rare, would have every chance to succeed and win a place for herself in Skyridge, though one should expect a mixture of suspicion, bewilderment, common misconceptsions, and sometimes unhealthy curiosity from the natives...

Mystery raceWhat. You think I'll spoil it? If it happens, we'll talk. You COULD always burn your dice pool on rerolls...

Note that some races overlap certain die results. In such a case, the player may choose between the races allowed.

Step 2--Natural Talents:
Each character is given 24D6 worth of rolls to divide among their ability scores, declaring each score before the rolls. Each score must use a minimum of 3d6, but additional dice may be distributed as desired, up to a maximum of 6d6 on any one attribute. The highest three dice rolls are used to determine the final numbers. CATCH: a player may decide NOT to declare his rolls, but in return, he must forfeit 2d6 from his pool, risking lower scores for his DEFIANCE OF FATE.

Step 3: What's your story?:
Once you have your race and attribute rolls, It's HIGHLY RECOMMENDED that you first review some of the setting details (which I will be posting shortly) and use the 10-minute character background method to start developing a person to fit into the world. Having your race predetermined should give you a good place to start with this. I don't require this as part of any final submission, but it is an invaluable tool for your benefit. It may create what some would call 'sub-optimal' character builds, but a play-by-post is EXACTLY the place for that, so don't fear a seemingly 'broken' character. Just make sure it's playable by you, and don't purposely make any obscenely contradictory choices unless you KNOW they matter to the character and you KNOW you'll be comfortable roleplaying the character out.

step 4: What do you do?:
With background in tow, you're free to start determining your class, skill choices, feats, etc. Characters will be starting at level 2. You have some very minor, very local reputation, and some real world experience, but you're no bigshot heroes. Use the standard wealth-by-level guidelines to purchase any possessions you may need. If you're not sure what's allowed, consult the setting info and ask. Collaboration is highly encouraged in background building; it ties characters together and helps build complimentary characters.