Darksmokepuncher |
Hello, and thank you for the opportunity!
I am more interested in the campaign idea and its success than I am on a single class. I have been a GM for almost 10 years now with time as a player being few and far between. I just really want to play in this campaign!
That being said, I am leaning heavily toward paladin or other such specialized damage dealer whose main role is support and tank.
I would prefer 9th or 10th level to start simply because mid-game is my favorite. :)
EDIT: Ninja'd by GoatToucher! I do not need to play a paladin. I am happy conforming to the needs of the group. I also enjoy rogues and monks a great deal.
The GM of Lannithir |
Couple things that I decided in the other campaign:
Custom deities. Check the full description for some, and the short description for some other things.
The Recent History and Nobility in Lannithir
The year is 4329. While the kingdoms of man are constantly expanding their walls, large areas remain crawling with many monstrous creatures. Quite a few of them have learned to adapt, to live among the citizens. Many guilds have been established to hunt these monstrosities, but the problem is increasing as each day passes. Every man and woman that has established their fighting skills is being asked to help fight the onslaught.
The current major lords and kings of the kingdoms of man include Lord Zetas of Uostas, King Vergas VI of the Fog, and King Myres III of Lamira. In the last 200 years, the kingdoms of man have not experienced any major conflicts. A bit over a century ago, the previous lord of Cetat (the capital of Lamira), attempted to overthrow King Myres. He successfully killed the king, but was captured, and died in prison. This has caused an extreme increase in security around the king, and heavily decreased the power of lords in Lamira. The consequences of this are that the streets are rather bare of guards in the capital, and lords of smaller cities are consistently in danger, with very few soldiers.
Otherwise, human kingdoms are currently fighting off the hordes of creatures that emerge from the northern kingdoms. While expeditions have been made, no one area seems to be the cause for the monsters. Ancient magical artifacts have been found, however, and they likely have something to do with them.
Racial Changes
Humans:
Elves, fey, tengu, and other intelligent races from the Evergreen are automatically one step more unfriendly towards you. However, you gain +2 intimidate when dealing with slaves.
Elves:
Alternate racial trait: +2 Strength +2 Intelligence -2 Constitution. This can only be selected if you were a runaway slave.
Humans from the Fog will be treated as Hostile towards all elves.
Most humans will automatically be one step more unfriendly towards you.
Dwarves:
Dwarves are automatically one step friendlier towards you. All other underground races are automatically one step more unfriendly towards you.
Tengu:
Alternate racial trait: +2 Strength +2 Wisdom -2 Constitution. Must take the Claw Attack racial trait.
This can only be selected if you were a runaway slave.
Humans from the Fog will be treated as Hostile towards all tengu.
Most humans will automatically be one step more unfriendly towards you.
Halflings:
+2 to diplomacy. Must take the fleet of foot alternate trait.
Gnomes:
Must take the explorer alternate racial trait.
Half-orcs:
Alternate racial trait: +2 Strength +2 Intelligence -2 Wisdom. This only applies to half-orcs raised by the Steam Legion.
Alternate racial trait: +2 Strength +2 Constitution -2 Intelligence. This only applies to half-orcs raised by feral orcs.
They must take the Bestial alternate trait, but it is free. Every race besides orcs are automatically one step more unfriendly towards you.
Half-Elves:
Every race is automatically one step more unfriendly, but receive the Pass For Human trait for free, and ignore the downside when successfully disguised.
Exceptions exist!
Races of Lannithir: A brief history.
Humans:
Humans arrived to Lannithir millenia ago. It is unknown where they came from, but they share qualities with primates, but also with the other races of Lannithir. They are tall, slender, and full of anger. Humans prefer the comfort of cities and are thus a race of steel. Long ago, the kingdom of man was established, a large empire located in the northern half of the continent. However, the humans of that time waged wars on the elvenkind of the south, and succesfully maintained an empire larger than any empire before. However, many leaders emerged, and the gigantic empire could not be managed by one ruler. Thus, several large provinces were created. They did not last long, as each province argued over rules and power. A civil war larger than any before divided the empire into the individual provinces, the four kingdoms of man. The north, formerly known as Neox, was now vulnerable, and was swiftly invaded from below. Though each tribe has a different story, the most likely event was the invasion of the Steam Legion.
Elves:
Elves are descendants of ancient fey, and are heavily attached to nature. They are prone to squabbling, as they do not see life as valuable due to their extremely long lifespans. The oldest elf in mythology lived to see humankind emerge, go to war with the elves, and then fall. Elves live in relative peace, and much has not hapened in elven history since the war with humankind. They are among the races of nature.
Dwarves:
The dwarven kingdom has existed for longer than any other race. The kingdom of Henhold expands underground thousands of miles, across the entire continent and beyond. Incredibly large cities, hundreds of miles in diameter, dot the stone landscape, and are surrounded in patterns by smaller cities and strongholds. They are a race of steel. The dwarven empire has been united for millenia, and has never argued. The reason for this is a common enemy under the world, the various monsters that have burrowed into the ground. Kobold, goblins, feral orcs, Wormkin, and other creatures consistently terrorize the dwarves.
Orcs:
Orcs are descendants of giants, and are extremely tall and muscular. However, they also share characteristics with the ancient fey, and are quite intelligent. This intelligence, unfortunately, has created the Steam Legion, the largest empire of orcs in Lannithir. The Steam Legion is a gigantic group of hovering cities created in the mountains. Large, mile high constructs cause earthquakes with each step, and the Steam Legion leaves eternal darkness in their wake, the smoke and steam blocking out the sun. They are thus a race of steel, and a force to be reckoned with. In recent history, the Steam Legion has destroyed the large kingdom of Neox, and has settled, for now, along the northern coasts. Any attempts made to defeat them have failed miserably.
Halflings and Gnomes:
It is unknown where halflings and gnomes came from, as they share characteristics with the fey, humankind, dwarvenkind, and elvenkind. Thus, their history is often considered elven history, and some humans do not even know of the existence of gnomes. Halflings, however, are extremely nomadic, and, in recent history, have made names for themselves across the globe. Surprisingly, areas like the Fog and Lamira treat them similarly to humans, with the exception of enslaving them if they commit any crime, whatsoever. Likeable and extremely short, both of these races fit in with both the races of nature, and the races of steel. Depends on who they're talking to, I suppose.
Bantamweight |
Dot, dot and dot! Thanks for the opportunity gm! I'm interested in going for 10th level, and I still like the idea of an Arcane Archer playing back line support and damage. This being set in Northern Lannister, are there any specific character creation guidelines you'd like us to follow other than the previously mentioned ones? I really like the dusk and snow elf racial archetypes, would either of those fit? Seeing as how we have a potential paladin and rogue up there (hey guys!) it looks like we're pretty rounded.
The GM of Lannithir |
Dot, dot and dot! Thanks for the opportunity gm! I'm interested in going for 7th level, and I still like the idea of an Arcane Archer playing back line support and damage. This being set in Northern Lannister, are there any specific character creation guidelines you'd like us to follow other than the previously mentioned ones? I really like the dusk and snow elf racial archetypes, would either of those fit?
Excuse me sir the continent is named Lannithir not Lannister, what do you think this is, a medieval fantasy world? Geesh.
Anyway, no, elves have the Slave racial trait or the base traits. You can take the racial traits like resist cold, but otherwise, no. Elves worship two gods, the brothers Bos and Macht, gods of the natural and the supernatural, respectively. Otherwise, they worship human or dwarven gods. The fey and other races of the evergreen have deities, but they aren't playable, so we shant focus on them.
Here is an outline for all of you to use.
Name:
Race:
Alternate Racial Scores (If Any):
Alignment:
Height, Weight, Looks and Gender:
Class(es):
Kingdom and/or Tribe of Birth:
Deity:
Traits:
Combat Style: (Frontline Tank, Frontline Damage, Frontline Speed, Frontline Support, and the Midline and Backline versions of those.)
Out-Of-Combat Style: (Face, Scout, etc. This is much more general.)
Roleplay/Combat Ratio Preferred: (For example, 30/70 is focused on combat)
Background: (At least two long paragraphs, please.)
The GM of Lannithir |
The story of half-breeds is a short one. They are not allowed in most societies, and enslaved in the Fog and Lamira. Istorija is the only kingdom that officially allows half-breeds, but they are heavily segregated, and some are killed in the streets. Thus, most half-breeds are found in hiding, or in the north, among the tribes. Half-elves have the ability to cut portions of their ear and attempt to pass as human, but other half-breeds are not able to disguise themselves so easily.
Constantly forget to mention this. Anyway, half-breeds are alright up north but in Lamira and even Istorija, you could be killed on the streets.
Bantamweight |
I thought I posted for level 10? 9 suits me just sweet, at seventh I haven't even got a level in Arcane Archer yet. So my concept is an escaped slave elf, ranger(wild stalker) with a dip into sorc to get to Arcane Archer. I know wild stalker is an odd choice, but it suits the fluff of my idea perfectly
The GM of Lannithir |
I thought I posted for level 10? 9 suits me just sweet, at seventh I haven't even got a level in Arcane Archer yet. So my concept is an escaped slave elf, ranger(wild stalker) with a dip into sorc to get to Arcane Archer. I know wild stalker is an odd choice, but it suits the fluff of my idea perfectly
Oh, sorry, thought you said 7. Would level 9 or 10 be okay with everyone? I've been itching to play mid-level stuff.
The GM of Lannithir |
Awesome, that's handy to know. How flexible are you with us making up names for smaller settlements within our story? Also, are we using standard or background skill rules for character creation? I am so excited for this, I can't thank you enough for the opportunity to explore Lannithir!
No problem, I hope to make it a living, breathing world over time! Anyway, small settlement names are fine to make up :P We are using the background skills. Thanks for showing so much interest!
The GM of Lannithir |
I'm confused by that last.
Also, what of Bonded Items?
Was a joke on the 'you break it, you buy it' phrase. If you buy it with your starting gold... you bought it. Anyway, bonded items for wizards are allowed. I'd suggest a familiar though, since if a bonded item is destroyed, casting becomes a chore.
Melanthius |
So here is a basic run-down of my backstory, I just thought I'd give you an idea of what I'm aiming for before I formalise is. Let me know if it doesn't sit with the setting and I'll adjust it.
Garavath was captured as a child, and spent his early years as a slave e. He escaped into the wilds, and as he came of age he began skirmishing with small bands of travelling slavers. Eventually he earned a reputation as "The Red Death" (due to the fine red scales which cover his skin, a throwback to his draconic blood).
After a few decades, he ended up escaping the fog on a pirate vessel, spending a few years at sea working with some freebooters who fought to take out slaving ships. He also spent time in the mountains, training himself to focus his powers of sorcery.
I imagine he has come to Kelhold after another stint at sea, I just need to figure out exactly why he is there...
JoshB |
I'm working on the mechanics and backstory for my character.
I'm imagining him as a half-elf rogue/thief/spy that is a master of disguise.
He's known by different names in different kingdoms and has spent his life playing each side off against the others.
The human kingdoms where he works think he is a human and so do the dwarves. The elves think he is one of them and the orcs of the steam legion think he's one of the more civilized feral orcs.
He'll have recently stolen some information on the state of defenses in Lamira acting as an informant for Fog and then sold that information to others as well. He'll be in Kelhold because he negotiated a deal to pass the same information off to an agent of the dwarves.
I'm also thinking there should be an enemy in his backstory. Probably a bounty-hunter that's on his trail who is the only person who has put together the fact that this mysterious spy in different cities in really the same person.
Hitpoints: 9d8 ⇒ (5, 1, 8, 3, 7, 5, 7, 1, 1) = 38
Not appreciating all of those ones ...
Darksmokepuncher |
Just got back from an unexpected weekend away with no interwebs. Sorry friends.
So I am paladin! Woot.
@ The GM of Lannithir: Is the Leadership feat allowed? I am hoping to have A) A student/disciple learning from me and acting as squire, or B) A very interesting companion/mount built using the advanced race guide.
Mogar the Mystic |
Race: Half Orc
Alternate Racial Scores (If Any): Steam Legion - +2 Str, +2 Int, -2 Wis
Alignment: NG
Height, Weight, Looks and Gender:
6’3, 200 lbs, Well-muscled, with ruddy brown skin, a jutting lower jaw, and covered in cryptic tattoos. Male.
Classes:
Fighter 1/ Wizard (Transmuter) 9
Opposition Schools: Necromancy, Enchantment
Kingdom and/or Tribe of Birth: Steam Legion
Deity: Nethys
Traits:
Transmuter of Korada, Eyes and Ears of the City
Combat Style:
(Backline Support, Backline Debuff, Backline Damage.)
Out-Of-Combat Style: (Sage.)
Roleplay/Combat Ratio Preferred: (70/30)
Background: (At least two long paragraphs, please.)
Mogar was born among the Steam Legion to two half orcish parents of some standing in the ranks of the Legion military. He was raised his entire youth in preparation for military service. He displayed an acute mind from an early age, and this was thought to be a ticket to an officer’s rank and, perhaps, eventual service as a high official in the Legion (who are, with few exceptions, former military officers. He excelled in basic training, and was well known for his ability to anticipate his foes actions and respond accordingly.
This changed during a routine test conducted by the Legion’s Mage Corps. A scarred and wizened orc of some years observed as his underlings administered a test for magical aptitude to small groups of recruits. Mogar was able to Levitate a dagger two feet above a wooden table with only an hour of rudimentary training. The destiny so many foresaw for the young orc was wiped clean as the powerful and influential Master Flimtar took him on as an apprentice for his elite and tactically important Mage’s Corps.
Mage corps training was as grueling mentally as his military training was physically, but Mogar’s keen mind saw him through. Bred from his earliest days to serve and obey, mogar devoted himself to his studies, and saw a great deal of action in the field during the Legion’s latest campaign of conquest. After Neox was subjugated, Mogar was assigned to a company that was rooting out a particularly effective band of resistance fighters. They were located and captured in short order, and Mogar was recalled to the capitol with the same caravan that was bringing the rebel leader to the Office of the Inquisitor for questioning.
The entire trip, the leader railed at Mogar in favor of freedom and against oppression and conquest. He decried Mogar’s slavish, almost mindless service to the Legion. Mogar absorbed his prisoner’s words without comment until arrival at the Legion’s capital in Neox. He took his prisoner to the Office of the Inquisitor, then promptly left the city and the Legion behind.
Since then he has wandered. As he passed from the Legion’s lands, he discovered how the people of other lands hated and feared Mogar and his kind. He was powerful enough to either cow any angry locals into silence, or defeat any who moved against him, but he found the angry epithets and arguments leveled against him instructive. All this, he took in silence. Mogar hasn’t settled his mind on a course of action as yet, but he has decided that he cares neither for unthinking obedience or slavery, and that the Steam Legion’s ongoing conquest should stop, one way or another.
https://www.pinterest.com/pin/423268064949602338/
The GM of Lannithir |
JoshB, The Steam Legion employs heavy magic, as well as machine, to root out any moles. You would not be able to infiltrate it. Everything else you mentioned is fine though. Also, you get one reroll for hitpoints, all of you.
Darksmoke, it is allowed, but has been changed. It isn't worth the feat until a rather high level, so I'd suggest against it for now. As well, not all races from the ARG exist, so that is a no as well.
For Mogar's character, I really like it. I'll have to discuss some details with you in private, but the main fixes are:
1) Custom Deities. As stated, the core deities do not exist. Check the description for human and dwarven deities. As well, orcs worship an ideal rather than a pantheon. Think of it like worshiping Manifest Destiny. Some can worship other deities, but are killed if discovered.
2) A soldier, especially one of such talent, leaving the Legion is a HUGE deal. You will be hunted down if you enter their current lands, and if they begin traveling once again, you should stay out of their way. While the Steam Legion will attack members of other races, they will capture, torture, and then [OMITTED]. Let me know if this would be an issue.
Mogar the Mystic |
Mogar would worship a variation of that ideal: Manifest Destiny tempered with reason and mercy. He still firmly believes in aggressive personal agency, but less so in trampling the lives and freedoms of others to get it (he's still getting a handle on it).
As for being on the run from the Legion, I suppose that depends on whether you intended us to spend a significant portion of our time in Legion lands. Either way, a Legion PC would -have- to have left the Legion at some point, so that's the price to be paid, I suppose.