GM Armadillephant's Brotherhood and Order Campaign (Inactive)

Game Master Loup Blanc

A stealth and subterfuge game based loosely on a certain video game series.


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For centuries, the society known as the Brotherhood of Ashrael have existed in the shadows, slowly trying to shape the world as they see it should be. Admittedly, their goals are for good-- focused on peace and understanding on a world level. In fact, one of the main parts of their code is, "We work in shadow to serve the light." Yet they accomplish these goals through questionable methods-- mainly, assassinating necessary targets to end their warlike ways.

Yet they have also waged a shadow war against another society, those known as the Order of Justiciars. The Order works toward similar goals, though through different methods. And the groups hate one another fiercely.

This game is a generally low-magic campaign about the two societies listed above. If there are enough players who want to play for each organization, there is potential for PvP between parties.

Character Creation Guidelines:

1st Level Characters

Races: Any Paizo, check with me about 3rd party or ARG-customs

Classes: There are restrictions based on which organization you're joining; in addition, I am not allowing any druids, sorcerers, wizards, gunslingers, oracles, summoners, witches, antipaladins, ninjas, or samurai. Monks must take the martial artist archetype, and ninjas must take the Brotherhood Assassin archetype presented below. (If there are enough people asking for a similar archetype available for Justiciars, I'll create it)

Starting Wealth: Max

Traits: You get two, plus a campaign trait from those listed below.

House Rules:

The Defense Bonus

Reserve Points

THE HIDDEN BLADE
A weapon created by the Brotherhood of Ashrael ages ago, the hidden blade is a complex dagger housed in a special bracer.

Exotic Light Weapon
Damage: When used in normal combat, the hidden blade deals 1d4 damage with a 19-20/x2 critical rating. However, due to its nature, the hidden blade deals 1d6 damage with a x3 crit rating when used in a charge, sneak attack, coup de grace, or assassination (see below), as the user is able to get the force of his entire body behind the blow. (There may be other situations when this alternate damage is applicable, subject to my approval). Because of the hidden blade's nature, its damage is not decreased for Small characters.
Type: The hidden blade deals piercing damage, although in open combat it can be used to deal slashing damage by proficient users.
Special: The hidden blade is attached to a special bracer that, when used by those proficient, grants a +1 shield bonus to AC. This bracer, when combined with light armor, doesn't offer this shield bonus, but it does make it virtually impossible to notice the hidden blade, requiring a DC 30 Perception check to notice it. As it is, it takes a DC 20 Perception check to notice the hidden blade.
The hidden blade can be ejected as a swift action by proficient users, or as part of a move action to move. Nonproficient users must eject the blade as a standard action. Resetting the blade requires a move action by proficient users, or as part of a move action, and nonproficient users must spend a full-round action.
Weight: 2 lb.
Cost: 25 gold for members of the Brotherhood. For non-Brothers, it is virtually impossible to attain a hidden blade except from the body of an Assassin.
Note: Any Brotherhood-affiliated character with Stealth as a class skill gains proficiency with the hidden blade.

A number of other house rules are covered below in separate spoilers.

Brotherhood of Ashrael:
Though not quite a church or religious organization, this group does serve Ashrael, the Angel of Death, who used to serve Pharasma before becoming something of a minor deity in his own right. The group accepts those of all paths, races, and gender (despite the title). They are devoted to bringing peace to the world, even if it requires the deaths of some, and are a neutral faction when it comes to wars and other disputes.

Ashrael, The Angel of Death
ALIGNMENT: Neutral
DOMAINS: Darkness, Death, Liberation, Repose
FAVORED WEAPON: Hidden blade

Members of the Brotherhood may only take the following classes: Alchemist, Bard, Fighter, Inquisitor, Magus, Martial Artist Monk, Ranger, Rogue

Members of the Brotherhood receive one of the following campaign traits:

Blade of the Brotherhood: You are a special stealth warrior and assassin for the Brotherhood. You gain proficiency with the hidden blade; if already proficient, you gain a +1 to damage when it deals 1d6 base damage. In addition, you gain a hidden blade for free.
Child of the Brotherhood: Your family were members of the Brotherhood before you. You begin as a Rank 2 member of the Brotherhood (I'll inform you of what this means)
Courtesan of the Brotherhood: You are a courtesan who secretly works for the Brotherhood, gathering information and covertly killing targets on occasion. You gain a +1 trait bonus to Disguise and Sleight of Hand checks, and one of these is always a class skill for you.
Runner of the Brotherhood: You are especially adept at the special movement and freerunning the Brotherhood practices. You gain a +1 trait bonus to Acrobatics, Climb, and Ride checks.
Study in Hatred: You have a particular hatred for the Justiciars, and are skilled at killing them. You gain a +1 trait bonus to attack and damage rolls against those you know to be Justiciars.
Thief of the Brotherhood: You are a thief in service to the Brotherhood. You gain a +1 trait bonus to Stealth and Acrobatics checks, and one of these is always a class skill for you.
Voice of the Brotherhood: You are a diplomat of sorts and a speaker for the Brotherhood. You gain a +1 trait bonus to Bluff and Intimidate checks, and one of these is always a class skill for you.
Warrior of the Brotherhood: You are a mercenary or trained warrior in service to the Brotherhood, skilled in combat. You gain a +1 trait bonus on damage rolls with a single weapon, such as a longsword or a hidden blade.

Order of Justiciars:
While the Order is truly a group of men and women who follow a certain philosophy, their faith is such that they can gain some divine power from it. The Justiciar Order is devoted to peace, but their Order teaches that humanity can only achieve this serenity through control-- and that the Order is the group that can achieve this. They are ruthless and efficient in their tactics, but prefer to work from the shadows, turning existing rulers into puppets rather than taking power for themselves.

Justiciar Order, the True Path
ALIGNMENT: Lawful Neutral
DOMAINS: Charm, Law, Nobility, Trickery
FAVORED WEAPON: Punching dagger (which is often kept in a spring-loaded wrist sheath)

Members of the Order may only take the following classes: Bard, Cavalier, Cleric, Fighter, Inquisitor, Magus, Martial Artist Monk, Paladin (lawful neutral rather than lawful good), Rogue

Members of the Order receive one of the following campaign traits:

Courtesan of the Order: You are a courtesan who secretly works for the Order, gathering information and covertly killing targets on occasion. You gain a +1 trait bonus to Disguise and Sleight of Hand checks, and one of these is always a class skill for you.
Spy of the Order: You are a watcher for the Order, integrating into society to gather information and pick out targets. You gain a +1 trait bonus to Disguise, Knowledge (local), and Stealth checks.
Stalker of the Order: You are an assassin and spy for the Order, who is practiced in tailing and killing targets. You gain a +1 trait bonus to Acrobatics and Stealth checks, and one of these is always a class skill for you.
Study in Hatred: You have a particular hatred for the Ashraelites, and are skilled at killing them. You gain a +1 trait bonus to attack and damage rolls against those you know to be Ashraelites.
Traitor: You are a former member of the Brotherhood who defected to the Order for some reason. You gain proficiency with the hidden blade, and receive one for free.
Voice of the Order: You work for the Order, manipulating targets with words and bribery. You gain a +1 trait bonus to Bluff and Diplomacy checks, and one of these is always a class skill for you.
Warrior of the Order: You are a mercenary or trained warrior in service to the Order, skilled in combat. You gain a +1 trait bonus on damage rolls with a single weapon, such as a longsword or a punching dagger.
Zealot of the Order: You are a particularly fervent believer in the supremacy of the Order's teachings, and cannot be easily dissuaded. You gain a +1 trait bonus to Will saves; this bonus increases to a +2 against effects caused by those you know to be Ashraelites.

The Brotherhood Assassin:
This class replaces the ninja.

The Brotherhood Assassin

While the Brotherhood of Ashrael retains many different assassins, some devote themselves to the society in a way that surpasses that of their kin, developing unique skills to thrive in urban settings and slay those who must be killed.

The Brotherhood Assassin is a base class based on the ninja class (replacing it in this campaign). It retains some of the more combat-based aspects of the ninja, but is reflavored to fit the campaign better.

Skills: The Brotherhood Assassin doesn't gain Appraise, Disable Device, or Knowledge (nobility) as class skills.

Weapon and Armor Prociency: The Brotherhood Assassin isn't proficient with the kama, katana, kusarigama, nunchaku, sai, shuriken, siangham, or wakizashi. He is proficient instead with the following weapons: cutlass, hidden blade, longsword, rapier, sap, scimitar, switchblade knife, sword cane, and war razor.

Class Abilities

Hidden Blade Expertise (Ex): Brotherhood Assassins are particularly adept with the Brotherhood's signature weapon, the hidden blade. They add 1/2 of their class level (minimum 1) to Sleight of Hand checks to hide a hidden blade on their person and to sneak attack damage with hidden blades. This ability replaces poison use.

Brotherhood Secrets : Brotherhood Assassins learn special talents and skills through their training. Brotherhood secrets may be chosen from any rogue talents and ninja tricks that do not require a ki pool, and Master Brotherhood Secrets are chosen from the following: another day, assassinate, deadly cocktail, deadly sneak, defensive roll, evasion, fast tumble, hunter's surprise, improved evasion, redirect attack, skill mastery, and stealthy sniper. This ability replaces ninja tricks and master ninja tricks.

Evasion (Ex): Starting at 3rd level, whenever a Brotherhood Assassin succeeds on a Reflex save for half damage, he instead takes no damage on a successful save. He still takes full damage on a failed save. This ability replaces the ki pool.

Freerunning (Ex): Brotherhood Assassins are skilled at moving through urban settings in more ways than the roads. Starting at 3rd level, they get a +1 bonus to Acrobatics and Climb checks. This bonus increases by +1 at every 3rd level after this (+2 at 6th level, +3 at 9th level, and so on). This ability replaces no trace.

Catch Fall (Ex): Starting at 6th level, Brotherhood Assassins learn to catch themselves while falling, as well as grip the sides of buildings he has jumped toward. By making a Climb check at a DC equal to the normal climbing DC+5, the Brotherhood Assassin is capable of gripping the side of a building or other surface . When stopping his fall in this manner, the Brotherhood Assassin takes falling damage as though the fall was 10 feet shorter (this stacks with the bonus from intentionally jumping down, slow fall, and other sources). This ability replaces light steps.

Master Assassin (Ex): At 20th level, Brotherhood Assassins reach the peak of their skill. Any target hit with sneak attack damage by a Brotherhood Assassin's attack is instantly subject to a death attack, and must make a Fortitude save with a DC equal to 10 + 1/2 the Brotherhood Assassin's level + the Brotherhood Assassin's Charisma modifier. In addition, targets killed in this manner cannot be resurrected in any way except for the casting of true resurrection. This ability replaces hidden master.

Finally, it may be important to note that there will be a system allowing for the coup de grace to be used more frequently and creatively; and you may want to know that most characters, both PCs and NPCs, will probably be neutral, so effects based on alignment may not be as powerful.

Let me know what you're thinking and which organization you'd like to serve! (You do have to serve one.)

As a final final note, please know that if you have a concept that doesn't keep with these rules, let me know! I'm happy to let people try things, as long as you have a good reason or whatnot.


Hmmm...

Very interesting concept. Thinking about a Fetchling Brotherhood Assassin.


In addition, for anyone who wants to see some of my earlier concept work, see here.

Also forgot to mention that some 3rd party stuff could be used, but you have to run it by me first. In particular, the shadow assassin from Super Genius Games fits this campaign well.


the cool stuff comes up when I can't apply. since I will be leaving Wed. for about 2 weeks. no point of applying


Tagged, I'm going to work on a character tomorrow and submit it. Also, I think I could get a Paladin to work, If i take a trait to add stealth. And because of the Defense house rule I don't need armor, necessarily to make myself clanky and noisy. As for being lawfull good. I can be the alignment of the Angel of Death. If you really want to nix it I'll drop it an go another way. I'm just throwing it out there it might work.

Edit: If magic is a turnoff how about this! Although I'm just trying to toss out ideas here. If you don't like em' I'll just move on to something else that's shiny.


Sorry, Ed! If this works out I may well do a similar one again.

Hragas: Show me a good character concept and whatnot, I'll probably allow it. You'll need to play Lawful Neutral, and really work with being a paladin of Ashrael. Honestly, I'm interested to see how you run this.

If I absolutely hate it and can't see it working, I'll let you know. But as of now I need to see a little more to make a decision.


Quick notice did you check the link for the magicless alternitive? Cus that's going to change the backstory.


Hmm... I'm honestly conflicted over this. Off the bat right now, I'm hesitant. The overall flavor seems much too dwarf-esque and natural. Some abilities it grants may never really come into play, especially stonebane and phase strike. Earth channel might not see much use either, and stone servant seems a little too magical for my liking. Finally, I'm really hesitant about the progression of stone blood and stone body. The main problem I have is the critical immunity. With all the stealth going on in this campaign, sneak attacks and coups de grace are gonna play a huge part. Especially in PvP, if that happens, this ability could give you a ridiculous advantage. Suddenly that super-stealth-sneak-attack-death-strike the enemy pulled off has a 50% chance of doing all of practically no damage. That worries me.

So right now, I'm thinking no on the stonelord. Seems like a really cool archetype and interesting and fun to play... just not in this campaign.


Backstory1 is the first idea. Backstory2 is the idea that works with the stonelord paladin dwarf mod. Tell me which you like better I'll try to flesh it out more. Just read your previous post I grabbed the mod so that it would be less magical actually :P I'm happy to work with what you ok.

Backstory1:
Daemon was born into a unique familiy. His father was a Servant to the Brotherhood of Ashrael. His father would plant seeds in his mind so that he might one day join too. But it seemed that Dramonious was a religious child. So his father introduced him to Ashrael. "All are equivalent at deaths door my son. And we must bring those who would disturb the peace and equality of this world are brought before him to be judged.

And it was then how Young Daemon became the first of the Paladins of Ashrael. They serve the order, and protect it's brothers. Priority one is the safety of the other members. Daemon fights for his right to be a member. He has donned the mantle of Palidin, but is wrapped in the Cloak of Ashrael.

Backstory2:
Lorkash, was a dwarf born into a life of the earth as most dwarves are bound to be. But he was different. He felt a true connection with it. So he began to nurture that talent. He found a calling to bring about peace through The Brotherhood.

When he goes about killing it's simply returning those who died to the earth, for the peace of the land. In some cases literally. Fields remain un-scorched when tyrants cease their war mongering. It is his great task to help bring about peace for the earth, by using the earth.

Grand Lodge

I would be interested in playing, but admittedly I have never played in an online campaign before, but it does look interesting. I would probably want to play a magus serving the Brotherhood.


I'm up for it! I made this alias as a Brotherhood Rogue for this campaign.


Great work. Question- Can/should traitors choose from Brotherhood classes (Since they used to be Brotherhood)? Or can/should they only choose from Justicar classes?

I'm working up a Justicar traitor. In fact I can't believe I had such a perfect fit concept in mind... serendipity?

I'm leaning straight up human fighter, but a ranger's stealth abilities seem fitting and would go with a traitor's hidden blade trait.


Thinking maybe a female alchemist in the brotherhood.

Undecided on race, but she would kind of be like a crazy blowy up assassin and hopefully good with poison's and what not.


Interesting direction. Consider this a tag for now, if I have time later I'll draw up an idea or two. What is your method of Ability score generation; X Point Buy or are you a rolling DM?


Hragas, I think that backstory 1 will work better. The stonelord trades some of the paladin's divine magic for... elemental magic. I think the divine version would work better; do a more basic paladin. Also, I'd prefer Daemon not to be the "first" of the paladins; he can be among them, but not the solitary first. Characters should be paragons of their group, but that's a bit of a special spot for level 1.

Jahiera, magus sounds interesting. Just please don't go shocking grasp dervish dance like EVERY OTHER MAGUS I see on these boards. This game is far more about roleplaying and fun than optimization. Besides, the Brotherhood is more likely to take on and empower unique and subtle warriors, instead of those who are perhaps the most powerful in open combat. A Brotherhood magus is likely to focus on illusion and enchantment, rather than flash evocations (and I may disallow them altogether).

Teldrek, good to see you (this is the friend I mentioned in the earlier thread). I'd like to have you put your crunch and stats in your profile; some of my other aliases have the type of template for this that I prefer. I may put a sample template in this profile too.

Scribe-- I actually didn't really think about that. I'll say that for your first level you can take a Brotherhood class, but from that point on you're restricted to Justiciar classes. If they overlap, great! And with the ranger, I suppose an urban ranger is allowed for each, but any other kind can only be for the Brotherhood level.

imjohnnyrah, I knew I forgot something in my original post! Thanks for the reminding.

ATTENTION EVERYONE! THIS GAME WILL USE A 25-POINT-BUY TO GENERATE ABILITY SCORES. THANK YOU EVERYONE; THAT IS ALL.


Backstory:
Daemon was born into a unique familiy. His father was a Servant to the Brotherhood of Ashrael. His father would plant seeds in his mind so that he might one day join too. But it seemed that Dramonious was a religious child. So his father introduced him to Ashrael. [/b]"All are equivalent at deaths door my son. And we must bring those who would disturb the peace and equality of this world are brought before him to be judged."[/b]
I'm makin up what I can about the paladins feel free to correct/amend any statements I make.
Daemon was welcomed into the Paladins of Ashrael and has been learning their ways. He has chosen to focus on healing allies rather than damaging others. Being Neutral Paladins they get to specialize their role. As they have enemies both Evil, and Good they are taught to smite both down. All are equal in death.

Crunchy:

Daemon
Halfling Paladin 1

Stats
STR 12 -5
DEX 18 -10
CON 14 -5
INT 12 -2
WIS 8 --2
CHA 16 -5
25 POINTS
Favored Class Paladin +1/2 Lay on Hands
Traits
Slippery something +1 Stealth, Stealth is a Class skill
+1 Reflex
Child of the Brotherhood: Your family were members of the Brotherhood before you. You begin as a Rank 2 member of the Brotherhood

Feat
Point Blank Shot +1dmg +1 attack within 30ft
Skills
Knowledge Religion 1
Diplomacy 1
Stealth 1


Dotting.

Query: Are all subdomains related to those domains available? What about Inquisitions?


Hragas, looks interesting and fine. "All are equal in death" is a big part of the Brotherhood and their neutrality. A Dexterity-, Stealth-, and what looks to be ranged-based paladin who supposedly focuses on healing? Should be interesting to see how it plays out. Build me a profile with stats and all, and I'll let you know.

BTW, that brings about how I'm deciding recruitment. Unlike many threads I see on here, I'm not going to set a date and wait until then to tell everyone, "Hey! Your hard work is all for naught, I pick these few and the rest of you have to go elsewhere!"

I hate it when that happens to me. The waiting is just as bad.

So instead, I'll do this on a bit of a first-come first-serve basis. Once the Brotherhood fills up, I'll only allow Justiciars (although it should be easy enough to revamp a character for the other group) to apply, or vice versa. In any case, I'm much keener on working with you, the player, to create a character that fits this campaign, rather than give you a blank yes-no after days.

If you have any questions or concerns, let me know here or PM me!


Dark Netwerk, I'm not sure about specific subdomains or inquisitions. Give me specifics (preferably with links or details) and I'll let you know.


I'm going to submit a human Justiciar Knife Master rogue with the "Spy of the Order" campaign trait as a set up for his role and back story with the Order.

If it's alright, I'd like to take the Focused Study racial trait from the ARG making this character the definitive Skill Monkey. A full description of the character is soon to come, the weather has taken a turn towards the 'heavy electrical' so I'm shutting down and unplugging the computer since I'm pretty sure my breaker has broken.


dotting for intrest


I think all I have left is to work out Items and I'm good.


GM,
Is a Fetchling ok as a race?

As I said, thinking Brotherhood Assassin, though I might go with the Shadow Assassin from SGG. Definitely will take the Blade of the Brotherhood trait, regardless of class.


Done the Crunch. Shout if you see anything out of place, but I think I'm good to go. As long as it's ok to say that my character is wearing the Brotherhood's standard uniform.


Ready for Approval, or tweaking.

Grand Lodge

@GM Armadillephant My Magus would be mostly defensive spells and very few attack spells.

This may be the noob in me, but how are we generating stats?


Teldrek, you look pretty set, but I don't see a favored class bonus anywhere, and you forgot to add skill points for your Intelligence bonus. Otherwise, looks good, and it'll be great to add you in the discussion thread!

Daemon, looks good too. However, note that you're not actually proficient with the hidden blade as of right now. Either take Exotic Weapon Proficiency, take the Blade of the Brotherhood trait, or just don't have a hidden blade-- there's plenty of members who don't use it.

Seems like everyone likes the Brotherhood! I'd love some Justiciar apps. (Although I don't want everyone to then turn around and give me just those)


"Note: Any Brotherhood-affiliated character with Stealth as a class skill gains proficiency with the hidden blade."


D'oh! Sorry. Already my players use my words against me...

Daemon, feel free to post in discussion so you can get added to players/characters.


Fetchling ok? lol. Third time asking has to be the charm!


Sorry Monkeygod, somehow I kept forgetting to answer you. While fetchling looks okay mechanically, I'm wondering about it in gameplay... They almost seem too foreign and strange to me. If you give me a little more of an idea of how this is going-- especially a good backstory that makes sense and relies on the fetchling-- I'll have a definitive yes-no for you, if that's what you're looking for. But I'm not sure whether fetchling makes sense in the campaign, if it's important to your concept, or if it just has good mechanics for you.

The Exchange

Jaggert Tines is your mo.. er, man.

This is a concept inspired by the Spy of the Order trait. Not your typical bard.


Jagger Tines seems alright, except that you forgot to factor in the defense bonus. Use the link in my first post to find it. After that, feel free to move to discussion, but be aware that if there aren't enough applicants for the Justiciars, you may need to either change societies or drop entirely :/


GM Armadillephant wrote:
Dark Netwerk, I'm not sure about specific subdomains or inquisitions. Give me specifics (preferably with links or details) and I'll let you know.

I didn't have anything specific in mind, as I was assessing the options. If I do go that route, a quick look at the subdomains and I'm thinking Night (subdomain of Darkness) would work within the Brotherhood, and Deception (part of Trickery) might work with the Justicars.

For Inquisitions, that's a little tougher. Everyone seems to have the Conversion and Heresy inquisitions. Vengeance would probably work with both sides too. I'd have to do a bit more looking, to figure out others, but I probably wouldn't go that route anyhow.

Thinking further, I think I'll go with a Brotherhood Inquisitor with the Night subdomain. Possibly go with the Infiltrator archetype.


Night domain is fine, although I'm not sure I like Deception. Conversion and Heresy are both appropriate, although the groups rely more on pragmatic conversion than divine inspiration...

The Vengeance inquisition seems interesting. I may or may not let that, if anyone wants it.

I'm interested to see an Infiltrator. I'll allow you to use misdirection to be seen as a neutral party or even a Justiciar, since those are more important than alignment in this game. Likewise, I may work with the later powers at some point.

The Exchange

Good point. After sleeping on this, I can reflavor this better and fit in with the brotherhood. I'll gen up a deadlier twin brother, but please don't hold up the process. If I miss the cut, so be it.


very interesting...im leaning towards Order of the Justiciars...


So im leaning towards a brotherhood rogue skilled in deception, bluff, and diplomacy. does this seem workable?


Alright, ReckNBall, Stiehl, Alistar. Those all sound fine. Justiciars are welcome!!! So far the Brotherhood has a range-based, stealthy paladin and a melee rogue focused on stealth. A face-man could be helpful.


Ok. I've put some preliminary stuff into an alias: Gorkhan Trask. Inquisitor (infiltrator), with the Heresy inquisition.

I went with the Heresay Inq so that even with a 10 Charisma he has Bluff +10, Diplomacy +7, Intimidate (untrained) +3, Sense Motive +7. Might fit a face role.

The original concept had him with the Night subdomain instead of the Heresy Inq. The change allowed him to get a bit higher on some of the face skills (the extra +3 on Bluff and Intimidate). It's also the 4th level rerolls of Bluff, Diplomacy, and Stealth that really help out.

As he's not tied down to the Darkness (night) domain, he should be able to fit in with either the Brotherhood or the Justicars. I don't have a preference either way, so if someone has the urge to be the face in one of the groups, I can join the other.


Looks good, Netwerk. Feel free to start purchasing equipment and whatnot. I'll let you know which organization needs you more, but for now, pick one and feel free to post in Discussion.


So, are we done recruiting?


i'm thinking of submitting a bard. think it'll make a good party face and he can still be very stealthy. also bards have a naturally tendency to go with illusion/enchantment. i'll start working on him


so far my idea is a catfolk bard, focused more towards illusion than enchantment. and definitely a member of the Brotherhood of Ashrael

Liberty's Edge

Turned out very good, took the street performer archetype which is a little better for this campaign. He's middle aged and plays the harmonica, and would make an excellent party face


Yix, I'm going to need a backstory before I can accept you. Otherwise, looks pretty good, except that I already have one submission who's a really good face.

Same thing for Gorkhan (the earlier face submission).

Daemon, I don't think recruitment can be closed as of yet. So far you're the only full alias who's posted and been accepted. Teldrek, Gorkhan, and Yix are tentative acceptants. And there are several people asking about playing Justiciars, as well as extra people who may be shunted into that group.

So, recruitment is still open! I need full aliases to decide.


I was also trying to cleverly bump the thread. :P

The Exchange

I have to bow out or just let Jaggert stay as deep sleep informer. Life rears an ugly head. One less competitor for a space. Jaggert will follow, observe and report to my superiors like a good mole.


Raikdar Silvershrike reporting for duty Sir!
We will find those scoundrels of the Brotherhood in their holes, and root them out.
They will find no shelter from my blades and magic!

Background to come as soon as I think of something...

Liberty's Edge

GM Armadillephant wrote:

Yix, I'm going to need a backstory before I can accept you. Otherwise, looks pretty good, except that I already have one submission who's a really good face.

Same thing for Gorkhan (the earlier face submission).

Daemon, I don't think recruitment can be closed as of yet. So far you're the only full alias who's posted and been accepted. Teldrek, Gorkhan, and Yix are tentative acceptants. And there are several people asking about playing Justiciars, as well as extra people who may be shunted into that group.

So, recruitment is still open! I need full aliases to decide.

Ah indeed, I shall start working on the background (a speciality of mine). Notice that I did take the trait that I was born into the guild i'm in, so that will be a contributing factor.

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