Riftwarden

Kalmteta Dthow'Obliske's page

3 posts. Organized Play character for Wren McGalliard.




6 Pharast, AR 4718 Exploration Map / Local Map

On the southern edge of Rostland (and thus Brevoy) is a modest trading post. The South Rostland Road has led the adventurers there after a few days of travel. The weather has not been the most comfortable, but it clears as you approach the trading post, leaving behind a wet and cool afternoon. A smaller road branches off of the South Rostland Road and leads up a small hill to the trading post.

Surrounding the post is a wooden palisade that stands 10-feet high. At each corner of the palisade are 20-foot-square watchtowers, each armed with a run-down catapult. There is one entrance through the palisade-- a 30-foot wide wooden gate. It's doors stand open for now, allowing entrance.


6 Pharast, AR 4718 Exploration Map / Local Map

This is a private game of Kingmaker. This thread is for the out-of-game discussion. I'll put up the gameplay thread once I've sorted through a few more details.

Feel free to practice by messing around with the post format tools. Down on the bottom there where it says "how to format your text" will give you some quick stuff to use.


6 Pharast, AR 4718 Exploration Map / Local Map

Here you can post what you want to do and I can elaborate on any rules or plans. You can post your plans or whatever you want that isn't necessarily part of the Downtime game and discussion itself.


6 Pharast, AR 4718 Exploration Map / Local Map

Korvosa

On the colossal, flat-topped pyramid known as the Grand Mastaba, rises Castle Korvosa. It's black marble turrets reach skyward like claws of so many roosting, giant and ominous birds of prey. Around it spreads The Heights, like so many Shaonti worshipers of old, laying their lives in homage to such a display of dominance over the land.

The Pillar Wall guards the southern edge of Citadel Hill- a one-hundred-foot-tall corpse of a once astonishing barrier. Although it is a shadow of it's former glory, the wall is none the less imposing upon the skyline. At Pillar Wall's western end stands Gatefoot, a massive portal that has lost all function save it's outstanding presence.

Standing north of Castle Korvosa, beyond the well-to-do neighborhood of Citadel Crest, with it's shining banners, luxurious manor-homes and marvelous old-Chelaxian style, at the Merciless Cliffs stands the Great Tower. The tower itself, atop the cliffs which are no minor bluff, stands 270 feet in the air and play host to a few dozen hippogriffs that fly to and fro, carrying armed soldiers.

South of the Great Tower protrudes the Hall of Summoning into the oft-cloudy sky. The hall being the center of the Acadmae, flashes in brilliant color and sound with each risky spell of the mages therein.

Besides the most apperent landmarks, Korvosa plays host to many walls, both sturdy and functional and in disrepair, gorgeous bridges not to speak of the dangerous Vaults that lie beneath, out of view, but of no less volume than those structures above the surface. And threaded between it all are countless shacks, bridges, ladders, stairs, ropes and makeshift pathways that constitute The Shingles, which shift, fall and rebuild on daily basis.


This is an interest check for Carrion Crown, non-PFS. I am really into the horror theme right now, but am still weighing the time that I can devote to another PBP. Hopefully some of the characters you all can generate will inspire me.

No more is required for consideration than a concept and a single trait chosen from the Carrion Crown Player's Guide. Your character should fit the setting and may have already made a connection with Professor Lorrimor, though that is not necessary yet.

I am looking for 3 players total. A 4th will be added if I can't make up my mind on 3, but I prefer smaller groups. The chosen group will all pick skills and abilities together so that such a group can be effective without me toning down the difficulty too much. I will choose a point buy amount by then, too.

I am into both interesting and powerful builds, but if your concept does not jive with my (unfortunately difficult to explain) visual/tonal image of the theme, then you won't get picked. If you aren't sure, go with your gut and try me.

Any class or race is on the table, including the Occult Adventures playtest, which I have not read through entirely, nor tried, but seems to fit this AP pretty well.

Some example inspiration for this setting, to try and give you a sense of what I might be into:

Edgar Allen Poe
Interview with the Vampire
Castlevania
Pretty Deadly
Salem (yeah, the TV show, despite the sometimes (mostly?) shoddy acting)
I also enjoy some of the better stuff on Creepypasta.

I plan to post pretty slowly so to make the atmosphere good and hone my narrative ability. There may be long descriptive posts and long periods of discussion between characters, player and non. As players you are free to post as much as you like, but I won't appreciate impatience, except in-character if appropriate.

Lastly, I want to say that obviously-flawed and snowflake characters can be great, but sometimes the best characters have flaws and virtues that are not immediately obvious, or develop over time.


6 Pharast, AR 4718 Exploration Map / Local Map

Welcome! This is where we post out-of-character messages. Please post things your characters do and say in the Gameplay post. There you will also find the intro description. Please wait for me to make a first post tomorrow before posting in Gameplay. Basically, if your character has not been introduced yet, don't post anything.


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6 Pharast, AR 4718 Exploration Map / Local Map

On the northern shores of great bay near the southern end of Alaron, rests the sprawling town known as Llewellyn. The harbor, aptly named Llewellyn Harbor, is nearly large enough to claim that the residences that stretch beyond it inland, those small thatch roofed human cottages and hovels interspersed, like salt scattered on gravel, are merely an appendage to the harbor itself.

The beach around the bay, made of pebbles, gravel and coarse stone beds, stretches a full four hundred yards from the sea shelf where the water rests at low tide, to the sporadic grassy numbs and rocky dunes where the water licks at high tide.

The system of docks, vast and multi-tiered, reachs upwards off the beach like an enlarged patio at some affluent Caer-Callidyr palazzo, only on these intricate wooden docks are not host to finery and social niceties. Fog often settles abotu the docks and wraps the people there in a humid, uncomfortable blanket. The clouds, which nearly always loom in the sky above, block the sun and allow the tepid sea winds to be the only gift of warmth. The dock-goers indulge themselves in whatever sustenance they can, be it foodstuffs or otherwise, but unlike the sea side villas in Car Callidyr, the purpose of these provisions to is remove the consumers from their dreary lives. Instead of caviar and Waterdhavian crab, there is flounder, eel and sword fish from the Straight of Alaron and the South Head. Instead of fine Dragondew or Firedrake, the hands at the Llewellyn docks drink mostly the swill from Daedrick's Keg or Ashfourth Head, or if they are to-do or lucky, they might put their lips on an spice-ale from Pembroke.

The boxes, barrels and bags about the docks hold out-going fish, some dried and some pickled, while large chests of ice contain fresh fish for the more successful traders, and those with Northmen contacts, or simply the funds to ship ice from the north themselves. Fishers drag about fresh catches and armored men and women haul weapons to and from the ships. Stationed out on the water were the docks reach furthest, there are ships of most every size. Longboats from the Northmen dock here, although the Northmen tend not to stay long, nor stray far from their ships. Callidian Galleons position from time to time, mostly to show their prominence in the seas and to remind the Northmen that the Callidian Navy is poised to strike at all times. Fishing boats range from small dingys adorned with single triangular sails to massive whaling with multiple arrays of sails and equipped with harpoon guns jutting from their sides.

The lower docks, which are often slick with algae, having slipping beneath the tide when the rains are heavy, are host to a plethora of mischievous children, hangers-on, layabouts and the occasional ruffian or thief. The upper docks host fishers, sailors, merchants, mercenaries, Llewellyn guards and not a few citizens of land-side professions seeking to purchase food or imported goods.

Some buildings reside on the docks as well, supported by the same beams that hold the docks from the uneven and unstable surface of the beach. Taverns, market houses and inns stand proudly above the wooden decks, away from the residential inland areas and convenient for fishers and merchants alike. The air at the docks wreaks of salt water, fish both rotting and fresh and the left behind stench of sea detritus still clinging to the beach below.

Inland the homes of the locals create a radial pattern emanating from the docks. Three major roads lead away from the docks inland, one to the west, towards the coastal road, which turns north climbs onto the cliffs that line the shore. The center road heads to the north out through the hills and to the Stone Finger, the guard tower which is the outermost watch of Llewellyn. The Stone Finger reaches far above the earth, nearly fifty yards in diameter. It is the primary defensive redoubt for the town and sports many arrow slits, a few murder holes and some fortified windows. The top is the typical rugged teeth of a turret. The last road heads east to meet with the High Kings Road.

The houses through which these roads cut are arranged in a chaotic, almost spontaneous pattern. Few houses are taller than a single story, save the luxurious Lord Llewellyn's manor which sits a full four stories and rests dead center in the residential district that encompass the entire outer third of the town. Between these houses run a myriad of alleys, smaller winding roads, low walls, courtyards and small marketplaces into which merchants from the docks bring their goods. A few smithies pump black smoke into the air and clothing lines, in the more densely built sections, run from window to window or wall to wall. Small yards grace a few of the more wealthy homes. The air here is damp but smells of ash and baking bread and roasting meats. Ffolk busy themselves pushing carts and traveling in and out of town, to and from their other employments.

The hills to the north east and the east of the main residential area host another set of residences. They are home to the halflings who live inside the hills themselves, their doors barely protruding from the surface along with small sets of windows that peak out of lumps in the grass. Chimneys dot the tops of the hills like stumps of trees and puff peaty smelling moss smoke into the air.

The Stone Finger reaches far above the earth, nearly fifty yards in diameter. It is the primary defensive redoubt for the town and sports many arrow slits, a few murder holes and some fortified windows. The top is the typical rugged teeth of a turret. This tower can be seen from far around, including the docks. It pierces through the fog and the chimney smoke forbiddingly.


6 Pharast, AR 4718 Exploration Map / Local Map

Well that was easy.


Having traveled some distance to attend Professor Lorrimor's funeral, you have finally made it to the town of Ravengro.

The air is crisp and a thin fog lays low over the ground, obscuring fallen leaves and rough patches of grass. Black birds wheel overhead under an overcast sky.

The Reslands, the grave site in Ravengro, is surrounded by a low stone wall that is about 350-some feet in length.

As you approach the entrance to the Restlands, you see thin, attractive woman standing next to a fine coffin. She notices you and hails you eloquently with her hand.

ooc-give us a physical description and a short detail of your mannerisms