Nightflier's Mournlands

Game Master nightflier


101 to 150 of 290 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

@Maenrad - I am getting pretty excited as well but reserving the excitement in case I don't get picked :-)

I have always wanted to play in Eberron but never get the chance because I am the DM of my table top group and my buddy only runs Dark Heresy tabletop.


Very interesting, just been reading Joe Abercrombie's excellent Best Served Cold and Heroes so this hits the spot nicely. I believe I will submit for the face role, but I'll require a bit of time to secure an appropriate concept :)

4d6 ⇒ (2, 6, 1, 3) = 124d6 ⇒ (4, 4, 1, 2) = 114d6 ⇒ (2, 5, 1, 6) = 144d6 ⇒ (4, 1, 1, 1) = 74d6 ⇒ (3, 4, 4, 5) = 164d6 ⇒ (5, 2, 5, 5) = 174d6 ⇒ (5, 4, 4, 3) = 164d6 ⇒ (1, 6, 1, 2) = 104d6 ⇒ (1, 4, 2, 1) = 84d6 ⇒ (1, 3, 6, 6) = 164d6 ⇒ (5, 6, 4, 1) = 164d6 ⇒ (4, 3, 1, 6) = 14

So 15, 15, 15, 13, 13, 13, it will do I think.


Serenity Havoc wrote:

Are we new recruits? Likely that we are all in the same squad? Or will this be a case of newly assigned and not knowing each other?

After re-reading Nightflier's concept, one would think an elite group configured for an extraction would know each other well.

Unless, of course, one goes by the "Prometheus" rule and throws all that common sense stuff out the window! Come to think of it, did people know what to do once on Pandora? I guess main dude got away with not knowing stuff due to being his twin brother's replacement. Certainly the grunts in "Aliens" knew each other well. Yes, I am basing all of this on a Scott/Cameron off the top of my head comparison. :D

Anyhow, my money is on a seasoned group. Bumbling wizard notwithstanding. And if you aren't cohesive at first, you WILL be, by the Host! Look lively and be ready for load in at airship in two glasses! MOVE! Oh, my pappy was a warforged, my mummy was an elf! and when I went to Khyber, I slew the Dark itself! -keeps singing-


Personality:

Byden is hard to dislike, he is vain, lazy, and prideful, but very self aware and often disarmingly self deprecating. A good judge of people he has a talent for using others. He dislikes getting in harms way, but has great faith in Threx's ability to protect him and will risk a great deal for gold or glory.

As a Commander he is prepared to listen to his men, prefers to be unpredictable and uses his silver tongue to ensure he and his crew are well rewarded.


Backstory:

Byden was born to Shereen d'Deneith, allegedly the son of Captain Davran Brant - though it has to be said Byden was a peculiarily premature babe if this is true. Davran Brant died bravely taking ship to Sarlona having apparently fallen overboard while taking a piss in full armor.

As a dragon marked heir of House Deneith much was expected of Byden, he was a charming lad and well loved. Things began to go wrong when at age twelve he was sent from his Brelish home, in picturesque Wroat, to the seat of House Deneith's power at Karrlakton. Now he was pressed into martial training in the Sentinel Tower, that no glib comment could extract him from, and everyone discovered that the handsome boy was weak and somewhat cowardly.

Indeed some of the older boys, who had noticed his ineptitude, almost girlish good looks, and been subjected to the lash of his tongue decided he needed to be initiated - "right up the arse". Needless to say Byden was less than thrilled with the idea, but weak as he was he could do little but beg for aide as the stronger boys held him down.

Moments later he stood amidst the bloody remenants of his tormentors watching what appeared to be a tiny Chimera watching him. "I think they was trying to put those in the wrong hole," the central dragons head chortled sibilantly, "so I made them some alternatives."

Fortuitously his dragonmark, the summoning of an eidolon that mirrored the Houses own symbol, and the nature of the slain's act saw him avoid punishment. He was packed off to Korth where he served as a page to Joram Caunter House Deneith's ambassador to the court of Kaius III, while honeing his abilities as a summoner with a series of different tutors most from the ranks of the Karrnathi military.

His chimera eidolon Threx, proved to be an amiable beast, only his dragon head possessing above animal intelligence. Threx was the ultimate wing man - he might not have been a man, but he did have stubby vestigial wings.

At age seventeen his rather idylic lifestyle was once again disrupted when he accidently encountered the King's Aunt Moranna ir'Wynarn while very drunk - and pinching her bottom. The next six months passed in a rather addled daze, which he still has trouble recalling fully, though he does know Moranna is astonishingly vigorous for her age.

Upon visiting his mother extracted him from his entanglement by the simple of expedient of signing him up for Karrnathi military service - waiving the usual exemption his House membership granted him as his legal guardian.

Byden's time in the military, as a young officer, was highly satisfying. His natural charms, and snarling guardian - who could purr on que for the ladies - proved a winning combination. He found that by striving to be entertaining to his commanders he could nimbly avoid any real work, and even managed to get along with the collegues shouldering his part of the work by getting them laid.

His only engagement of note occurred when his unit were ambushed during routine maneuvers upon the edge of the Talenta Plains. Byden ended up being the only officer who survived the initial assault of crazed dinosaur riding halflings. Surprisingly under pressure he bloomed, snatching the most grizzled looking veteran in sight and following his advice to the letter. All the while booming out eloquent and confident encouragement to his men - and doing his damndest to look like he was valiently holding the line instead of hiding behind a Chimera.

Returning to Korth a hero he was given charge of his own unit, and set to learning tactics with a triumphant return to the ranks of House Denneith in mind. However, when the time came he found himself offered a relatively minor role, with little real command, no chance of glory, and a salary. Finding this little to his taste, he politely declined and promised to prove his worth in the field.

Shortly after this he joined the Sellsword Syndicate, since which time he has lead a number of minor expeditions. Generally he has managed to be a great success with little fighting for lots of coin. He even managed to get three people to pay him for guarding the same auction.


"Why, who says I'm bumbling? I'll have you know my dad probably built your dad, and I'll bet you don't even know what 'tartar' means!" What the hell does tartar mean again...something raw? Did I use the right word against that barbaric elven oaf?

:-) LOL


I'd like to apply for the Command, Second-in-Command, or Sergeant position with a Machinesmith. First though, let's see what stats are rolled up.

Dice rolls:

4d6 ⇒ (6, 1, 5, 2) = 14
4d6 ⇒ (4, 1, 4, 4) = 13
4d6 ⇒ (4, 2, 5, 3) = 14
4d6 ⇒ (3, 6, 5, 1) = 15
4d6 ⇒ (2, 2, 6, 3) = 13
4d6 ⇒ (2, 3, 6, 1) = 12
4d6 ⇒ (3, 6, 5, 6) = 20
4d6 ⇒ (5, 3, 4, 1) = 13
4d6 ⇒ (4, 5, 5, 4) = 18
4d6 ⇒ (1, 2, 3, 4) = 10
4d6 ⇒ (4, 5, 6, 4) = 19
4d6 ⇒ (6, 4, 1, 3) = 14


"It's something you put on fish, tastes good, does that tartar! And if it's his fish, you need it!"


We shall discuss insubordination by the by, Raelc. ;) Speaking of which, I suppose chain of command rule--i.e. how much do players REALLY want to be bossed around by the leader and 2nd in command--should be discussed among players and GM. And it's just a marching song--Jeren is human. :P


Backstory for Urgrag

Spoiler:

Urgrag was the offspring of a great orcish cheiftan and a human woman. He was hoping his son would possess some extra intelligence, hoping he would be able to lead the tribe into power and prosperity. Urgrag was never as strong as the young orcs, but he possessed greater amounts of wisdom, and was intimidating, so he could scare the others into getting what he wants. He was powerful in combat, but could temporarily boost his abilites with quick bursts of adrenaline and power, smashing all in his path in the process. He struck out on his own, hoping to make some money, gain some extra power, and become the most feared combatant on the face of the material plane.

Urgrag stands tall at seven feet high, his skin a light shade of green, showing off his orcish blood. He dresses in his cloak, rough brown pants, and large boots. His armor cover enough of his body to offer protection, but no more. A tribal tattoo sacred to his tribe adorns his back.

Urgrag will obviously be a powerful melee combatant, staying pure barbarian for the course of his adventuring career. Outside of combat, he honestly wont be the biggest contributor, outside of scaring people out of their seats.


Indeed, there are clearly going to need to be certain sacrifices made in the cause of balance and fairness. A leader isn't going to be claiming a larger share of loot for example, that would be unfair. I'm trying to build Byden as more of a pure face character.

Does anyone recall the name of a trait that gives you diplomacy as a class skill btw? I am sure there is one, just cannot seem to find it.

Also how will the double starting HP rule effect eidolons, animals companions and familiars?


@Byden d'Deneith(You have no idea how many times I had to type that): Extremely Fashionable is one I have that. World traveler is another though it does have some prequisites so would need to OK it with GM. I am pretty sure there are others too but can't recall them on the top of my head.

Might be getting little ahead of ourselves with that topic, but I can't sleep and I am bored so might as well.

As a player: I am perfectly comfortable with another PC having authority over my character. So long as it does not result in my character being basically a chess piece. So something like. "Human take care of their caster!" Is ok while, "Private X, prepare to counterspell their main caster's spells." is not.(basically ruins the game aspect) I hope the example gives an idea of the extent I am cool with. Note though that once in a while such things are cool. If someone decides to play a bossy type of officer that is cool, but they should expect it resulting in arguments and outright disobedience.

As Maenrad: Superior officer in the field of battle is something to respect. Things not directly linked to combat, he will more readily comment on orders. Some grumbling and mumbling is to be expected from orders not to his liking but he will do them just complain while doing it. Of coarse if his superior is giving just plain stupid orders he will first try to go over their head to their superior assuming the results of following the order are not too severe, if they are he will simply disobey. If someone tries to boss him around in a way to abuse their position, well his alignment starts with lawful but it ends in neutral. Now that I read that it is pretty vague. Let's say that you can expect about the same kind respect for chain of command as a town guard would have, understands the need for following orders but there are limits on what they will stand. If he likes or respects the commander they give a lot more leeway with him.


Ah, thanks Maenrad, World Traveler was the one I was looking for, hopefully I'll be allowed to take that with background as is. Or maybe reflavour it as needed.

I would probably be thinking Hannibal in the A-Team, he never really gave orders as such, but looked cool and did the negotiating while smoking a cigar ;) I may be misremembering though, been decades.

I definetly agree with keeping things IC point, strategy between PCs should be realistic and brief. Rounds are quick, though I generally give flavor only dialogue a pass.


Updated background for Scar; personality remains essentially the same. Will probably also work halfling jinx in somehow.

Spoiler:
Born on the Talenta Plains to an unlucky clan that had been dwindling in number for some time, the last few holdouts of the old ways was finally forced to seek out the aid of the dwarves in the nearby Mror Holds when none of the other clans would help them. Scar, a young lad at the time, was left with a deep antipathy for the Talenta halflings as he embraced his adopted home and culture. Still, he knew that he would not live out his days there; the age spans were simply too different, and if that wasn't enough, he carries a secret that he couldn't tell even his adopted hosts. About a year ago, he developed an aberrant dragonmark, and he knew that if it was discovered, it would cause considerable problems for both him and the dwarves who supported him. So, he looked for an honorable way to take to the road, and he found it one day when a recruit for the Sellswords came by looking for fresh blood. It wasn't precisely what he had been looking for, but it was as honorable as anything else that he could have done, and so he signed up. His host family gave him a parting gift of a dwarven battleaxe that he had learned to wield with reasonable effectiveness. Rising quickly to the rank of sergeant due to the training of his years of living amongst the dwarves, he seems quite content to stay there. It's high enough he isn't a mere grunt, but not so high he actually has to worry about strategy.

Scarab Sages

Specifics on chain of command and such would be a good thing to iron out before play. The thing with mercenaries is that for the most part everyone is there to be paid and the commanding officer is in charge of that.

Sovereign Court

Being a merc band, like many others we all trust in the abilites and skills of our fellows the leader is there to rally us and help keep us in the right direction. Rhuuk is used to following orders and he has strong loyalty to the Sellswords. This will be intresting and a good subject to bring up.


I don't think we should agree to anything regarding leadership. It will make for much more interesting RP interaction :o


@ Reth: That WOULD make for an interesting RP interaction--and there are groups that act that way. It's rarer that such a thing occurs in a military unit, although these are mercenaries and one could handwave that they are operating under their area of expertise and thus can disregard orders. Frequent disagreements, though, well, that can lead to trouble even in a leaderless party, as we most of us have probably experienced.

I have a couple of ideas about how a more 'leadered' party could play out. At the beginning of the scenario, the leader can be prompted by GM PM to sketch out the mission; however, this isn't necessary as they can all be debriefed by someone else. I don't recall if Hannibal on the A-Team did this...I can really only recall him smiling through a cigar and saying "I love it when a plan comes together". It would be fun to tranquilize a half-orc grunt who hates airships, though!

The GM could also keep other info secret and exclusive to the leader--new communiques, for instance, or classified info about the mission. However, this could easily be super annoying and look like favoritism. Just a thought.

One way that a party leader can lead but not be a tyrannical jerk is to solicit advice. Think of Picard and his classic "Suggestions, Number One?" query. Very democratic.

When I think of bossy officers and mercenaries, I can't help but think about what happened to unwise lieutenants during Vietnam: they got fragged by their own team. I'm not into bossy.

As we don't know how closely Nightflier would like to hew to a command-type structure, this is all speculative and subject to GM's discretion (and the assembled team's feedback). I know that for my part, if I were chosen, I'd research everyone's character closely, take some time to think about team and individual strengths and weaknesses, and then be as democratic as possible--and present things as suggestions most of the time. If we wanted to get more 'real', suggestions could be ooc, commands ic. I don't think someone should wait to make a move for fear of displeasing the first or second in command, for instance.

Oh, and some things should be off the table. No commanding someone on a suicide mission. No PvP (e.g. "you're deserting! I will shoot you!"). And certainly no unfair divvying of the loot. My character is a paladin, so no cheating will go on. (Has that happened in anyone's party? Yuck.)

Hm, lots to think about. I think I'm going to chat up my pal in the Marines about this. :D


Is this game full?


nightflier wrote:
DarkOne the Drow wrote:
Could we have the town/city where the Sellsword Syndicate is based, for our backgrounds.
The Syndicate is based in Karnath. I will have a longer post about it later today, or early tomorrow.

I just awaiting for the extra information so I can finish off the background to my poison dusk assassin (ninja) for the scout role.


Hm..as interesting as the Machinesmith or Ardwright would be to play, I'll have to withdraw. I forgot how much I dislike random rolls.


For scout role.

Zakmakiv:
Her journey of becoming a Sellsword squad scout started about fifteen years earlier, not in Karnath of Mournland, but in the far away lands of Q'Barra, particular in the Basura swamp. Deep within this large swamp area the Siraski poison dusk tribe have made their village home above the swampy dark waters in the mangrove trees.

She hatched from her egg in the warm sunlight coming through a window of the hatchery hut, only to be picked up swiftly by an elder mother, whose duty was to look after the village eggs until the tiny poison dusks were born. She was spun around as she was inspected for any deformities, before being placed into a basket to be taken to elders. She was placed on the ground with a few trinkets around her and bits of fish with water also provided. After observing her activity of fiddling with the trinkets after eating the fish, they decided to call her Zakmakiv, bright one of the sun.

As Zakmakiv grew she made her elders proud of naming her Zakmakiv for she was indeed much more intelligent than the average poison dusk. She learnt rather quickly, being annoyance to her older elders many times wanting to know more. They were patient with this rather knowledge hungry child, for the wise elders knew that coaching her to develop good social skills, she would become less of a nuisance as she learnt new knowledge from them.

When not learning from her elders Zakmakiv enjoyed playing with her siblings or helping the elder mothers at the hatchery and looking after the very young ones. Playing with her siblings and other children amongst the trees and in the known safe water areas below. She took pride in looking after the young ones, teaching them of the dangers of the swamp while keeping them safe from harm. Often about she would take injury from a broken branch, thorns, stings and bites, yet she recovered very quickly and was less affected by the poisons of the swamp. While she looked after the young ones, she would often dream that one day she would also produce eggs herself and raising her very own family.

Many years earlier when the humans began to settle within the lizardfolk territory, there was many clashes between the lizardfolk and humans. As the humans established more settlements and moved deeper into their territory, the lizardfolk realized they had to become more organized. So amongst the various lizardfolk tribes training camps was established focussing on various combatant skills. The Siraski tribe was exceptional skilled at moving quickly through the difficult terrain of the swamp safely and silently, avoiding many of the dangerous features of the dark swamp at the ground-water level and the brighter tree top level, such as quicksand, poisonous monsters and plants, flying predators, and the like. They were skilled at setting up traps and carrying out ambush attacks on the unsuspecting. These skills lead to the Siraski elders deciding on the formation of the Black Mambas, skilled assassins, as their contribution to the lizardfolk resistance to the human invasion. They accepted all lizardfolk from other tribes in addition to her own tribe, those who showed some potential of being trained.

When she was twelve years old, the elders also noted already she was indeed far more agile and nimble than the rest of the tribe, in addition to being very intelligent with ever growing wisdom. So the elders decided to enlist her into the Black Mambas, to be trained as an assassin. She learnt how to use deadly poisons. How to move even more silently and move acrobatically across challenging obstacles. Taught of the evil humans that need to be exterminated. As they progressed in the training the more difficult the challenges became, often resulting in death of a trainee or two out of a group. No one argued the fact, accepted it as part of becoming an assassin. Being physically and mentally stronger than her peers and very well self disciplined, she rapidly excelled through her training to the surprise of her elders. Eventually she she came to her final task of her training. To kill a human settler. She went to the closest settlers village, where she waited for two days before picking her target and killing the fisherman without raising an alarm. Upon returning to the training camp, she was greeted by her elders on a successful completion of her training, and officially becoming a Black Mamba for the tribe and lizardfolk as a whole.

For her first assignment of being an assassin, Zakmakiv was give the task of assassinating a high level individual, Listan Bredus, living in Adderport. After a few weeks travelling through the swamp and jungle she arrived at Adderport. She stayed hidden on the edge for a few days observing the movement of the town guards at night, venturing ever deeper as the days went by, listening to the locals of Adderport to learn more about the town, and most importantly where the high profile people live, particular Listan. After a few days hiding in the shadows by the taverns, she discovered to her surprise that Listan was indeed a young child of about half her age.

Her motherly instinct and her memories of caring of the innocent younger one she looked after came forth in her mind. She became angered at her elders for giving her an assignment to kill an innocent child. She refused to carry out the assassination and immediately returned to the jungle on the outskirts of Adderport to think out her situation. She also realized assassinating the young child would only infuriate the humans, and the human leaders would immediately launch an attack on the lizardfolk. Was this the intended reaction the lizardfolk was hoping for? She did not know. To her that result could be also achieved by not killing a child. She also realized she would be severely punished for not even attempting to assassinate Listan, so going home was no option either. All she knew she had to flee her birth lands.

Zakmakiv remember from her studies that to the west of their was the huge mountains that formed the western boundary of their land of swamps and jungles. All she knew that few lizardfolk had ventured beyond the mountains for the terrain beyond was much drier, very little vegetation was present. So she first headed towards Newthrone at night moving at the jungle's edge. Once at Newthrone she followed the river Adder to Whitecliff at the edge of the jungle with the looming mountains before her. She spent a few days sneaking about the mostly at dusk to the taverns to learn of safe routes over the mountains. One the forth night she discovered that a caravan was heading over the mountains to Gatherhold. Being still too close to her lands, she opted not to reveal herself to the caravan travellers, so word would not reach home of her recent location. She instead followed the caravan from a short distance. This tactic was sufficient to get her safely over the mountains, until she saw the next obstacle before her, the desert. She did not realise how much drier it was on the other side of the mountains, so much that it was completely devoid of plant life, besides being much drier and hot.

Remaining in the shade of a stone over hang with caravan in her sight, eventually she decided to take a gamble, to approach the caravan and offer her assistance to defend the caravan. She pulled back her hood, and kept her hands devoid of any weapons as she approached the caravan, for she had observed many of the caravan's guards to be human, her taught enemy from her Black Mamba training. She cautiously approached the caravan, calling out from a distance to show she was not sneaking in and being of no threat to them. She ensured she hide her smaller weapons from view, her katana sheathed and her light crossbow slung over her back.

She was greeted by the caravan leader, with plenty weapons pointed in her direction. She used her social skills to persuade them, that in exchange for safe passage and some food to Gatherhold she would help guard the caravan. They agreed, of course, she was to be with two guards at all times until such time they believed her to telling the truth of only travelling to Gatherhold, and not part of some scheme to raid the caravan. She decided she would remain with at least one guard at all times to prove she was no threat for the entire journey.

Joining the Sellswords:
Once more information about Karnath and the Syndicate is available this part will be completed

Her stats will be completed after background is down.


I finally had a chance to crunch, so my link has all the stats now, including my background.


Only part that is outstanding is background of joining the squad, and equipment. Not sure what nightflier has in mind regarding equipment considering he is looking at following the 8 member squad idea.

Even though the preferred role is scout, the character could also fulfil the procurer role.


4d6 ⇒ (5, 3, 5, 1) = 14
4d6 ⇒ (3, 6, 6, 6) = 21
4d6 ⇒ (6, 4, 3, 1) = 14
4d6 ⇒ (4, 3, 3, 4) = 14
4d6 ⇒ (1, 3, 1, 3) = 8
4d6 ⇒ (2, 1, 5, 3) = 11
4d6 ⇒ (2, 4, 3, 5) = 14
4d6 ⇒ (2, 1, 3, 5) = 11
4d6 ⇒ (1, 4, 2, 1) = 8
4d6 ⇒ (1, 5, 3, 4) = 13
4d6 ⇒ (2, 4, 3, 3) = 12
4d6 ⇒ (1, 5, 6, 3) = 15

18, 14, 13, 13, 12, 12. Was going to make a Thrane Paladin, but these stats are prohibiting. Forget I rolled anything.


So, my Marine (gamer) pal got back to me and explained that yep, a sergeant commanding a squad (which is the size of this group) would give a lot of commands while in the field, and would be right there in the mud with everyone else. How to do this game-wise would be up to the players and the GM, because you can't have the leader grandstanding all the time.

The mission is first presented by a staff sergeant, which ranks higher than a sergeant, who gives the "Gentlemen, this is our mission blah blah blah" speech. Of course, sellswords are mercenaries, but mercenaries still do have a command structure, especially modern merc groups like the not-so-vaunted Blackwater/Xe, and so a higher-up giving mission specs would make sense.

And that's how they do it in the Marines! OORAH!

(Raelc, what's for dinner?)

Dark Archive

I got my internet access back. I'm going to read all the post that have accumulated and then post replies tomorrow. I will also post the general information on Sellsword Syndicate, so that you can add finishing touches to your backgrounds. The recruitment will be closed on Friday.

Dark Archive

Here's the info on Sellswords

Sellsword Syndicate:
Sellsword Syndicate is a mercenary band with a home base in an abandoned military fort five miles from the Mournland border. The fort and the village-barracks beneath it were heavily damaged on the Day of Mourning, but the Sellsword Syndicate has made much progress in repairing the damaged structures and castle they received from the Karrnathi crown in payment for unspecified services.

The leader of Syndicate is Vanya d'Karr, called the White Wolf oc Karrnath. Some say that he is even a bastard child of Kaius III, although he does not tolerate such rumors.

Sellsword Syndicate consists of 13 companies. 1st Company numbers 300 warriors, including several squads of drow scouts and other specialists, and all other companies number 100 combatants. The 2nd Company consists exclusively of warforged, and is commanded by a warforged fighter called Paragon. The 13th Company is company of wizards and other spellcasters, commanded by Erunthalion d'Lyr - a disgraced son of House Lyrandar.

I will choose the party day after tomorrow.


Excellent, I shall keep my fingers crossed. Good luck everyone, hope I get to play with you!


So, based on the information you gave us nightflyer, which company will we be going to?

"BTW, my mentor, Lord Manticore, stated that he would gladly donate to the cause...he said 'hint, hint' whatever that means. Oh, and I were to give you this."

Raelc hands over a plain, manila pouch that feels heavy, it probably does not have feathers in it.

LOL


nightflier can you give me a ruling on my eidolons hp given the first level double up? Need it to finish off my crunch.

Also with the double up of hp the example makes it seem like it might be only the hit die that gets doubled, is this correct? Or is the con bonus also doubled?


Raelc Domson wrote:
So, based on the information you gave us nightflyer, which company will we be going to?

@nightflier I am also interested in the answer to this question.

@nightflier I correct in this assumption that there could be recruitment posters for the Sellsword Syndicate in the city of Gartherhold? Also any specific adventure gear they would have from being part of the squad?

Scarab Sages

can't wait

Dark Archive

The party will not be members of any permanent company. Their squad will be one of the Auxiliary units, that will be given the opportunity to become permanent members of the 1st Company Scouts - if they succeed at their first assignment.


Urgrag is ready to smash. Not gonna make an alias unless selected, trying to avoid profile clutter


both Scar and Duskwalker should be good to go. Will finish fleshing them out if they get chosen with equipment and such.


Rhuuk is pretty much done all but his gear and his horses stats. But this will give you an idea on him for now.


Still interested in playing in this pbp.

Point of interest, does it make sense to have the companies divided by caster/non-caster?

One company of warforged is a racial based grouping and could be thought to have melee, ranged, casting, etc. But then to have all casters in one company shorts the other companies from having the protections of casters.

I guess it would depend on how large the engagements are. If the entire company goes on campaign, then having all the casters under one command makes sense.

If casters are akin to specialists, then having a pair or squad in a platoon or company might make more sense.

If the idea is more of something like a bunch of special forces units, then each of the main character types would be needed in any unit.


Seems there is a strange tag problem in the Paizo forums while no issue on alias profile page, thus had to create alias to post the character stats.

Equipment still needs to be completed.


Serenity Havoc wrote:

Still interested in playing in this pbp.

Point of interest, does it make sense to have the companies divided by caster/non-caster?

One company of warforged is a racial based grouping and could be thought to have melee, ranged, casting, etc. But then to have all casters in one company shorts the other companies from having the protections of casters.

I guess it would depend on how large the engagements are. If the entire company goes on campaign, then having all the casters under one command makes sense.

If casters are akin to specialists, then having a pair or squad in a platoon or company might make more sense.

If the idea is more of something like a bunch of special forces units, then each of the main character types would be needed in any unit.

I can probably give a shot at answering that one. In the military (at least in the Marine Corps), each battalion has a heavy weapons company. Sometimes on maneuvers, the entire company will work out of their designated area and do their thing (i.e. mortars, light artillery, anti-tank/demolitions, etc.). More often than not, however, squads or even platoons will be "loaned out" to the other infantry companies for support. I'm guessing that is what's likely going on with this battalion (brigade?). The warforged company could be specialized troops, but that are likely to have humans in most of the officer positions. That's how a lot of units that were filled with "minority" units (i.e. blacks) were formed historically.


Made some minor changes. If chosen I might edit the layout more.

Well a unit made fully of warforged has undeniable advantages such as simple marching speed, so it making a whole company out of them seems like a good idea. Either way just because there is a Caster and warforged company does not mean that every caster and warforged are part of those companies.


Even in a specialized group, you're going to have a few support members. E.g. in a warforged unit, you'll need some artificers, or close by.

Here's a little fluff for Jeren's getting to the Auxiliary unit in question:

Fluff:

Jeren reads the neatly folded notice for what seems to be the 100th time. The Sellswords Syndicate, now recruiting at all ranks and abilities. All interested parties report to the nearest Sivis communication post and submit the following paperwork for preliminary processing... Business had been good; he had trained several units which were now working well with House Tharashk, but his oath to seek the greater forces of evil had itched at him. The chance to root out dark forces in the Mournland was exciting.

He had received a favorable reply, settled affairs in Zarash'ak, and made his way to by lightning rail, carriage, and occasionally by foot to the towering fort of the Syndicate, still visibly being rebuilt.

Jeren stretches, feeling the kinks of miles of travel on his person, shoulders his pack of equipment and weapons, and walks towards the fort. Karrnathi. My brothers. Well, I suppose a reunion was inevitable. The paladin's face, confident and clean-shaven despite rough travel, does not betray any inner conflict with his home nation.


Taking me a little longer with equipment as I have to alter weights for small person.

Shadow Lodge

Unfortunatly due to rl restraints I will have to bow but I will lurk around. This adventure sounds awesome.


Sadly I think I had better bow out to, I've been fortunate enough to get into a few games and don't wish to bite off more than I can chew. Best of luck everyone, hope this gets off the ground soon.


re-dotting. Ah, rl restraints...


Character Zakmakiv Siraski practically complete, equipment is done. There might be small changes in equipment still.

Dark Archive

Serenity Havoc wrote:

Still interested in playing in this pbp.

Point of interest, does it make sense to have the companies divided by caster/non-caster?

One company of warforged is a racial based grouping and could be thought to have melee, ranged, casting, etc. But then to have all casters in one company shorts the other companies from having the protections of casters.

I guess it would depend on how large the engagements are. If the entire company goes on campaign, then having all the casters under one command makes sense.

If casters are akin to specialists, then having a pair or squad in a platoon or company might make more sense.

If the idea is more of something like a bunch of special forces units, then each of the main character types would be needed in any unit.

For the most part, the casters are divided among other companies, except the 1st and the 2nd, who have their own casters.

They have their own company mostly for administrative reasons.

Dark Archive

Guys, since I'm strapped for time, I'm gonna ask you now to post with your character alias, which only has to have an avatar, character concept/backstory and role for which you are applying.


Aiunder's submission for second in command


Rhuuk Kesh'dar reporting in as scout aka Roidrage's submission

101 to 150 of 290 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Sellswords in Eberron - Recruitment All Messageboards

Want to post a reply? Sign in.