BigBenClockTower |
Backstory
Almost 500 years ago, in the land of Cerven, a bustling town that prospered. This town was also the centerpiece of Arenstone, a nation that celebrated all people as equals, where trade and lifestyles collided to form a thriving culture. However, there came a time when tragedy struck the town. What was later described as a cataclysm to end all cataclysms struck the town and the people within. Darkness blotted out the sun, and one of the most violent storms the nation of Arenstone ever saw assaulted the town. It did not take long, and soon, the town fell off the map, wiped away in but one night.
Hundreds of years passed, and the town fell into what became modern fairy tales, a legend spoken of even as a new town, Newpost, was built in its spot. Of course, as is always the case, word spread that the legend, the fairy tale, was in fact very real. The ancient town and its many treasures were an object of fascination that brought many from far and wide to see if the stories were true. A new group of mercenaries set up shop in Newpost, eager to investigate the mysteries, and see if they could find out the truth behind this treasure.
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Hey everyone, this is a reboot of my Capstone of Iteria setting that I am ready to try and run again. It is quite different in some ways, but much the same in others. I will gladly welcome back any past player who was in the game before life came and stopped me from running it for a season.
You guys will all start as adventurers / mercenaries who have met each other already, and are founding a Mercenary Guild (you guys can choose the name together!) in Newpost, Arenstone. You guys have a map gifted to you by the Crown-Princess of Arenstone, who gave it to you as a welcoming item, since she had no use of it herself (she doesn't buy this hidden town and treasures thing).
The map itself needs to be brought to the Capstone, a structure supposedly located within the local church building dedicated to all religions (as per Arenstone's local laws concerning equality), so that it will reveal the methods to find this treasure. Though she doesn't believe it, it is yours to do with as you see fit.
As this is your Mercenary Guild, you guys will be able to hire and fire any other adventurers / mercenaries you decide should join or not, you can store / retrieve items so long as space is available, and you can request of the Crown-Princess permits to add on to, or redevelop existing parts of, the Guild. Just be wary that it will cost money to do these many of these things, so balance your personal spending with Guild spending.
Alongside figuring out the mysteries of the rumors and the map you hold, there will also be various other contracts you guys can take for extra goods, money, and potentially allies.
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-Anything on the d20pfsrd site is welcome. Templates that are not the Skeletal Champion or Zombie Lord must be run by me, as does any 3rd Party material. Basically, for everything, if you have to ask about it, run it by me.
-Guns are Emerging, but still rather Rare. If you happen to have (or obtain) one, treat it as irreplaceable.
-3.5 content will not be allowed for this Campaign. Memorizing the d20pfsrd site was enough of a headache for me, so I don't need to memorize 3.5 too.
-Each character starts at Level 3, being slightly seasoned, and has 3000 in Gold to spend as they see fit. They get a 20 Point Buy and 2 Traits of their choice as well. Gold not spent gets added to the pool that determines the Guild's starting funds, so don't spend all of it if you can help it. Coins weigh nothing.
-First Hit Die is free; roll for each additional Hit Die. You can reroll each die a single time, but must take the second result, whether it is better or worse.
-There are no Hero Points. Experience and wealth may also be awarded outside of encounters and without regard of character level if events warrant it.
-There are no weight, height, or age restrictions, so don't worry about those for your characters. Those of you who want younger or older characters, don't bother with templates and specialty rules. Stat them as normal.
-Alignment isn't an issue here, but will be enforced slightly. Characters should act somewhat closely to their regarded alignment, but must remain a character above all else. Don't follow the exact wording with Alignments (unless the character works that way), but use them as a guide for overall behavior.
-You may run an Evil Alignment provided you talk it over with me first. "Rawrimmadestroyall!!11!" Chaotic Evil isn't cool, but some other forms of Chaotic Evil may lead to some great RP opportunity, so it's case by case. You will be expected to at least play nice with the rest of the party, regardless of alignment.
The following should help with some setting info to make backgrounds.
Primary Nations [Nation General Alignment]
Arenstone - [LN] - A veritable nation that abides by laws to a near extreme, but does so justly. One of only two nations to be considered a pinnacle of equality among all, they boast a wide variety of churches, shops, and other such things thanks to this. Any race can be found here, and many of the half-kinds are welcomed warmly compared to other places.
Zelnite - [CN] - A barbaric nation primarily dominated by Humans who view strength as the best representation of advancement. They despise the Elves of Arcadia, with whom they share a border, and look disfavorably on other non-Humans.
Arcadia - [LG] - A peace promoting nation populated primarily by Elves who view the pursuit of knowledge as being the most important thing in life. They despite the Humans of Zelnite, with whom they share a border, for their barbaric ways.
Netherwell - [LE] - The other nation known for its equality, Netherwell is also considered to be a true Necropolis; a thriving state of Undead. The equality here is less bound by laws, and more enforced by the enforcement of laws that prohibit infringement on freedoms, as hypocritical as many feel that is. The Undead are also known for their friendliness, and many other races, especially half-kinds, but sans Fae, live in the nation.
Craterwall - [N] - The reclusive nation of Dwarves, who often sell themselves out as mercenaries to the other nations. Many Dwarves take a liking to travel, if only to share their amazing craftsmanship in their weapons and armor. Very proud, most of them dislike other people.
Feyfaire - [CG] - A charming nation of Fae and their allies in nature, the relative carefree natures they have about the world around them often leaves their nation in trouble much of the time. They severely dislike the Undead of Netherwell, for past incidents no one really understand or knows the specifics of. Gnomes call this nation their home, even if many leave to go on their curious missions.
Wildlands
The Wildlands are plentiful unexplored locations, often sweeping and full of surprises. That said, there are a few more notable locations that show signs of having been large scale war zones in the distant past. Ratfolk, Goblins, Catfolk, Tengu, Kobolds, and Orcs, can be found in these areas, whether in wandering tribes or organized villages.
Cratered Expanse - A large cratered expanse that was the site of a large battle in the past. The sheer number of craters present, along with the close proximity to Arenstone borders, lead many to believe that the cataclysm began here.
Wasted Steppe - A large and wild steppe that was the site of a large battle in the past. It has held up quite well, and is mostly intact, despite its supposed history.
Blackened Steps - A large field filled with curious blackened stairs that suggest past volcanic activity. Said to be the site of a large battle in the past, the stairs' relatively untouched state is a worrying alarm for some scholars.
Mountain Regions
The rugged and unforgiving mountain ranges are few in number, but they offer some of the most difficult tests of endurance anywhere in Cerven. Oreads, Strix, Hobgoblins, and Nagaji, can all be found in these areas, alongside less civilized races.
Travail Mountains - The largest and most notable range of mountains, they occupy the sole peninsula that connects Ascension Valley to the rest of Cerven, and are the most difficult range to trek across, with many deaths being attributed to the mountain range. The highest point in Cerven is located here, called Competition's Peak.
Calamity Passage - A valley path that is the sole road through two mountain ranges that connect Craterwall to Arenstone. It is a pathway notorious for the many slavers and marauders that prey on caravans and adventurers traveling between the nations.
Memory Falls - A large and mystical area that surrounds the Tower of Ascension that is filled with large sweeping valleys and waterfalls and rivers everywhere. It is said that one must wash themselves of all their memories here before they can attempt the Tower's challenges, where success equals assuming divinity and becoming a God or Goddess.
Forested Areas
The forests of Cerven are peaceful, if lively, places most of the time, but a few of them happen to have far darker secrets hidden among them. One even serves as the continental Criminal's Run. Grippli and Vanara are normally found here along with less civilized races.
Gallows Forest - This forest is perpetually dark, perpetually foggy, and is one of the most unpleasant places to be at any point during the year. Located to the west of Netherwell, most of the ground is swampy marshland, and difficult to traverse. Convicted criminals are dropped off into the center of the forest, and earn their freedom if they can escape. Some explorers brave the forest by themselves for a challenge...
Arcadian Forest - A large swath of forests that surround Arcadia to the north and to the east, these forests are notable for having never been developed in, despite the development that has happened everywhere else. Hunting is plentiful and easy to do here, and the forest is well-lit compared to most of them, making it an easy place to traverse.
Aquatic Zones
The named parts of the oceans and lakes that exist in Cerven, these zones are treated all as one and the same for the most part. They are home to Gillmen, Merfolk, and other aquatic species.
Sea of Bones - This part of the ocean is off the southern coast of Craterwall, and contains many circulating currents that trap the remnants of ships and crew that were ravaged by the Treacherous Waters to the east. Given the trapped debris and bodies, it got its name, and the name stuck.
Zero Sea - The murky waters off the coast of Zero Island are covered by a rolling and thick fog that messes with any traveler's sense of direction, often resulting in ships "disappearing" with no explanation. Because of these conditions, no exploration of the Island that lies within has ever been done.
Treacherous Waters - An area of waters to the east of Netherwell occupied by a permanent raging storm that has been recorded as having been around for well over a century. Braving these waters is said to be a fool's errand, but many sailors and daredevils attempt to go in and out as part of a dangerous game, where their life is the stake.
"Inletland" - A small slum-like region of land half sunk into the shallow waters created by the currents surrounding the Sea of Bones, it is a trading village and a place for the outcasts of all kind to gather. They also scavenge off of any floating material that the Sea of Bones brings.
Darknight Islands
Islands experiencing a bizarre state of permanent dawn or dusk depending on which half of each Island you're standing on. The Drow, Fetchlings, Duergar, Svirfneblin, and Wayangs all live on these isles.
Noir Island - The largest of the Islands, boats here can go anywhere you want them to. Befriending the local populace, though difficult, can go a long ways towards also acquiring rare goods.
Islands of Zem
Three small islands so aligned around a central volcano that there is an almost spiritual bent to it all. The natives here are more spiritually inclined than most are, and many of the greatest preachers and clerics have been made here at one of the many schools for the subject. Kitsune, Undine, Sylph, Suli, Ifrit, and Vishkanya are all found here in varying numbers.
Zero Island
A lone island unexplored thanks to the Zero Sea's terrible conditions. It is rumored that great challenges with even greater treasures lie on the island, but no one knows for sure, and few dare to try. Many Aasimar, Tieflings, Changelings, and Samsaran, feel a connection to the island for unknown reasons.
For your character sheets, go ahead and throw them on Myth-Weavers or make a PDF of your favorite character sheet. I'll also accept ".por" from Hero Lab files (the preferred option, but do it your way).
Ideally, prior knowledge of the Pathfinder System would be a plus here, but new players are welcomed as well, as we'll all be friendly. That's right. No jerks in my Campaign. Period.
So with all this said, I hope I covered all angles. If you come up with questions I didn't cover here, ask me, so I can answer. I hope you all want to play as much as I do! Hopefully life will let me finish it this time. XD
Thanks!
-BigBenClockTower
BigBenClockTower |
Curious, what kind of posting rate are you looking for and how many players?
Ideally, we'll have at least one post every two days, as a minimum. Obviously, more is better. However, I understand that life can happen, so I won't generally start nagging for posts until a week has passed.
For player number, I am looking for four to begin with, though I may expand this up to six if there is enough interest.
BigBenClockTower |
Is this supposed to be a campaign thing or more of an adventure? I'm not entirely sure I could commit to a game that lasted longer than 3 levels or so.
When you say 'everything on the d20pfsrd', is that including third party material, or only the stuff paizo wrote?
-Anything on the d20pfsrd site is welcome. Templates that are not the Skeletal Champion or Zombie Lord must be run by me, as does any 3rd Party material. Basically, for everything, if you have to ask about it, run it by me.
As stated, 3rd party material is allowed by circumstance! Show me what you'd be wanting to use.
It's supposed to be more of a Campaign, and will be longer than three levels. Sorry if that doesn't work.
TwelvePointFivePercent |
As stated, 3rd party material is allowed by circumstance! Show me what you'd be wanting to use.
It's supposed to be more of a Campaign, and will be longer than three levels. Sorry if that doesn't work.
It's okay. I'm just not 100% convinced I'll be doing the same thing workwise six months down the road, and the amount of time I have for stuff like pbp might change, as a consequence of that.
I dunno. I'll think on it.
BigBenClockTower |
so do we have a quorum? Should we go with three, and then invite more to join us later, or what?
Well, I can play with three or four. You guys can then decide if you want to add NPCs you encounter (or dare I say other players?) to the guild. There will be things you can do with them.
sounds intriguing. have people decided on party roles already?
Not yet! I'm looking only for fleshed out characters. If you need more world information than is available in the main post, let me know! I'll gladly spill more info.
It's okay. I'm just not 100% convinced I'll be doing the same thing workwise six months down the road, and the amount of time I have for stuff like pbp might change, as a consequence of that.
I dunno. I'll think on it.
Not a problem. We can accommodate.
my character in question is an a melee spear user, with high intelligence. Basically Lore Warden/Mind chemist.
Sounds fair so far. Can't wait to see his stats and alias! Backstory too!
May I play? I have already created a character(which I need to upgrade to 3rd lvl). His name is Tiraxim, a Halfling Bard(Sandman)
Yeah, you can sign up for it! Halflings are always fun. Can't wait to see the sheets!
Elek Kardforgató |
I was originally going to make 'Elek the swordsman' (bloodrager or cavalier, not sure yet) a LN officer of the guard from Arenstone. Someone who was in the kings guard, as a point of honor he challenged a foreign dignitary and to save face for the guard resigned from his commission, essentially taking one for the team. As such, knowing that he would now be a mercenary, the Crown-Princess of Arenstone gave his mercenary troop the map hoping it would help Elek earn some wealth and prestige. Also knowing it would get him out of the city for a while letting him cool his head and not retaliate against the foreign dignitary.
That was the first Idea, however I have entered Elek in a recruitment for "Kingmaker' he is the same character slightly different backstory. So I have a conundrum. If Elek is accepted into 'Kingmaker' I don't want to run the same character in two games. So I am looking at creating some type of Fey from Feyfaire. I am sure they would have a very different "fairy tale" about the 'cornerstone' I don't know if he will be a ranged character or a caster, or a little of both yet. I will keep you posted.
Here4daFreeSwag |
Maybe make it a Elan/Nale-Oots type of naming convention for both Eleks? This is presuming you want to keep the backstory.
BigBenClockTower (other players, please feel free to chime in, as well), how does a third-party Psionic class, the Aegis, sound to you (and the others)?
I'm asking because apparently there's a playtest being offered and I was thinking of using the Host of Heroes Aegis archetype for this game. I'm also fine with just sticking to Paizo stuff too; figured it couldn't hurt to ask. ;)
ULTRAGEEK |
Here is my character:
Tiraxim Lvl 3 Bard(Sandman)
You probably need to connect beyond tabletop to your google drive to view it, do not worry, beyond tabletop is in beta mode and is therefore free.
Thecooldudenextdoor |
Becoming the best warrior in town, and was admitted into the military a year earlier than normal. Soon, without the forcing hand of his father, Varian began to shirk his training, He Had never had a real problem with the strict disciplines tought by his father, but he was the best in town, why shouldn't he give himself rewards? His father realized his indiscipline a year later, and demanded he start back his training. He told his father he would, but he never trained hard like he did back when he was a teen. Then One day, it happened, a horde of orcs came down from the mountains, driving the townsfolk back the the city. For 3 days the town fought for the walls, driving back wave after wave, but the tide would not be stopped. Eventually the walls fell, and only small pockets of resistance remained throughout strongpoints within the city. It was a counter charge, lead by Varian that drove the orcs back to the walls, And seemed to shift the moral into the townsfolk's side, until the orc warboss showed himself. Standing a foot taller than other orcs he slew many militiamen and the sight of him stirred the other orcs to fight on harder, again the townsfolk were pushed back. Varian, the best fighter in the town, went out, in a last ditch effort, and challenged the orc boss to a duel, Had he kept up his training, he would have won that day, but it was not so, He fought the orc for an hour dancing with sword and shield striking with thrusts, overhand cuts and backhand slashes, but neither one gaining the upper hand, until Varian grew tired, and the orc did not. Varian was thrown to the ground, and could only watch as the orc raised its axe for the final swing, it was at this moment, Varian's father, who had been at the back lines forming battle plans, saved Varian's life. Alas, while his father was a great warrior, age had taken its tole, not 10 minutes into the fight, the old, great warriors leg gave out, and so he was cut in half, in front of his son. So great was Varians pain, his anger that He felt no soreness, no pain, no fatigue, He fought, he fought like his ancestors of old in this moment, and struck down the orc boss with his fathers blade spewing lightening as it struck home on the orc. The battle was won, for as soon as the orc warleader was slain, several would be war bosses began to form there own bands, each believing they should take his place. The townsfolk were soon able to eliminate these Isolated groups and route the orcs. But Varian did not care. He sat still, at his father's side, crying.
If only I had done as I was supposed to.. If I had trained, my father would be alive, its because of me that he is dead
Varian blamed himself, and so, he exiled himself, removing his title as hero of the town. He was unworthy, He decided he would travel the world, learning the martial disciplines of all he could, a continuous state of training, never again would he shirk his duties. For it had already cost him so much..
He took his fathers sword, and upon it made a solem vow, That he would never return, until he was worthy to reclaim the title of hero, worthy to be compared to those men he had so idolized in the bed time stories of his childhood. To be worthy and capable of defending people once more. to his great surprise the blade responded
I will hold you too that oath young warrior, And I shall lend you my strength in your endeavor
who are you? varian thought, but the mystical voice faded away as quick as it had appeared. To this day, he has never willingly taken the title of hero, offered to be a hero and save a village. He always helps, but he never lets them proclaim him savior. But one day, one day he would return to his town worthy of that title... one day...
personalty- He is a kind soul, if a little naive sometimes. He is a free spirit, and, while he is on exile, has developed quite the wanderlust! He will always help people out that are in mortal danger, though he doesn't go out of his way to ease the smaller sufferings. Believes in bravery, heroics, freedom, a good drink and a good time!
Does this concept work with your fluff? If humans have no towns in the wildlands at all I can change it. he will be a Kensai/bladebound magus.
Elek Kardforgató |
Maybe make it a Elan/Nale-Oots type of naming convention for both Eleks? This is presuming you want to keep the backstory.
BigBenClockTower (other players, please feel free to chime in, as well), how does a third-party Psionic class, the Aegis, sound to you (and the others)?
I'm asking because apparently there's a playtest being offered and I was thinking of using the Host of Heroes Aegis archetype for this game. I'm also fine with just sticking to Paizo stuff too; figured it couldn't hurt to ask. ;)
The Aegis class sounds very interesting to me, of course its BBCT's call, I have a very specific idea for Elek, the type of swordsman he will be, style wise, to try out. Some characters I play are very similar, some or very individualistic, Elek was designed, personality and style wise, very different.
BigBenClockTower |
@Elek: Since the Fae are open as far as starting race goes (your choice of Gnomes or Nixies require no approval), the choice is ultimately yours. I like the sound of Elek as a former Arenstone guard, but just know that Fae warriors are fine too. Other Fae types will need my permission.
@ULTRAGEEK: 3rd Party Armor depends. I need a link to the specific armor so I can take a look at it.
@derpdidruid: You can make an Undead character! Netherwell is a nation of civilized and quite friendly Undead. Undead characters will get the Skeleton Champion or Zombie Lord template for free to make them Undead, without needing my approval, and any Dhampir will likely originate from there (although really any race can since they're an open society). Other Undead will require my permission though.
@Gilthanis: Everything from Unchained is allowed; as far as the mechanics go, I prefer Background Skills for those who are comfortable with using them (if anyone is not comfortable, I can make amends for them).
Sufficient Downtime will be provided, since you guys will have some control over what side missions you take, as you can do the main storyline at your own pace (though obviously, the events will continue at their own pace, so don't dilly-dally too long). This means that during times where you're between missions, there will be opportunities to craft, shop, recruit, etc.
Lastly, I will be using most of the Downtime rules to design the things you guys can do. There is the potential to earn extra XP and other rewards in doing these things as well (such as favor with a local ruler or other such things).
@Here4daFreeSwag: The Aegis seems fine. I don't see any issues with it. I will not allow the Host of Heroes Archetype however, as it does not fit the setting all that well (Psionics are shaky, but present in small quantities in some places).
@Thecooldudenextdoor: That should be fine. The generalities in the main post are just that; generalities. Backstory is fine.
@Johnnycat93: Closing date is when I feel potential recruitment interest has dropped off enough to where I can safely close it, or I have made my choices. As far as current applicants...
ULTRAGEEK: Tiraxim, Lvl 3 Bard (Sandman)
...the others need to send me their statblocks when they are ready. I'll post an official list once I free up some time this weekend.
Iradyiel Madras |
Elek was accepted into a "Kingmaker" game, so Iradyiel his aasimar cousin will be joining us as a melee character, I liked the idea of him being a former Arenstone guard as well, I don't know which melee class (or combination) he will be yet, but will post by the end of the weekend.
Can we have a little more information about Arenstone itself?
How would it's culture and society compare.
Is it more western or eastern or middle eastern?
The city that was destroyed was described as the "center piece of Arenstone" did the nation fall and then rebuild itself on it's ashes? or did it somehow forget? Just trying to get a feel for how "Old" the Arenstone civilization is.
You describe it as a nation of laws, how is it ran? Is the Crown-Princess the ultimate authority potentially ruling with an iron fist or is she a figurehead? Or somewhere in between?
Are the six nations small and very similar to each other(like Europe or south east asia) or is it continent spanning with very different cultures, contrasting say England and Persia of the crusades.
Just questions to get a feel for the possible contrasting characters.
BigBenClockTower |
Can we have a little more information about Arenstone itself?
How would it's culture and society compare.
Is it more western or eastern or middle eastern?
The city that was destroyed was described as the "center piece of Arenstone" did the nation fall and then rebuild itself on it's ashes? or did it somehow forget? Just trying to get a feel for how "Old" the Arenstone civilization is.
You describe it as a nation of laws, how is it ran? Is the Crown-Princess the ultimate authority potentially ruling with an iron fist or is she a figurehead? Or somewhere in between?
Are the six nations small and very similar to each other(like Europe or south east asia) or is it continent spanning with very different cultures, contrasting say England and Persia of the crusades.
Just questions to get a feel for the possible contrasting characters.
Arenstone is very Western. Like classic Medieval Swords and Sorcery. Typical western fantasy basically.
As stated in the backstory, it was forgotten until only recently, existing as solely a folk tale often spread among mercenaries. Rumors have sprung up that it still exists somewhere around where it was assumed to be.
Arenstone is an absolute monarchy, meaning that the Crown-Princess has absolute power among her people, and wields unrestricted political power within Arenstone. However, as the Crown-Princess is still a minor* (only 14 years of age), she cannot legally be referred to as the Queen, and her father, who is the King-Regent, technically rules in her stead (he defers to her almost 100% of the time, as acts more akin to an adviser). So she definitely has an iron fist, but only in what she can do, and not in what she actually does (which is more or less uphold the same laws her mother came up with). Her mother, the former Queen, was assassinated by assassins of unknown origins; this happened recently.
*(Special Note: Becoming the reigning monarch by title in Arenstone requires being an adult. Adulthood is legally granted worldwide at 16 years of age. The ability to provide a signature or grant consent is legally granted worldwide at 11 years of age. Apprenticeships in any Profession (including fighting in war as a soldier) are legally allowed worldwide at 11 years of age. Working a Profession as a non-apprentice is legally allowed worldwide at 16 years of age. All of these were established in the Universal Accordance Papers; articles drafted back in a time when every nation was unified to fight a war against another continent well over 600 years ago.)
All the nations are on one continent. All locations are. So each one is limited in size and scope. Each of the major nations is significantly larger than the smaller locales however. Each one has a different culture too. Arcadia is more Eastern; think the Warring States period. Netherwell is more Gothic Europe in its whole setup. Zelnite is more Middle Eastern and Oriental. Craterwall is basically cities built into large holes in the ground (since it is within cratered terrain) that use lots of stone and metalworking. Feyfaire is classic Nature Magic Druid Green Mystery Stuff like any good magical fairy location would be.
Just need to complete backstory
Armor is fine! Go ahead with it if you want it!
Kale Amora |
So, I've a question about the character sheets. Do we just send you the PDF? I'm still a little new on the board and this is the first time I've seen using something like this so I wanted to ask.
Also this will be the character I submit, a Polearm Master fighter.
Figit_Heavyhand |
this was a concept/profile made for a different recruitment a while ago, and, unfortunately, never made it to actual gameplay. Expect an update shortly, using unchained rogue (not out at time of creation) vs brawler.
quick concept:
Halfling pirate. Combat focus on unarmed strike. little guy who isn't afraid to put a larger person/creature "in his place". Grew up in a tavern located in a seaport. He aspires to captaining his own ship and live by the "pirates code" to expand his shipping enterprise.
Azten |
A tentative question of being able to play a half-elf or half-Orc dragonrider, using either the Wyvern or Dracolisk from the Dracomancer pdf(both of which I can provide easily). Probably a brass dragon if not.
Iradyiel Madras |
As stated in the backstory, it was forgotten until only recently, existing as solely a folk tale often spread among mercenaries. Rumors have sprung up that it still exists somewhere around where it was assumed to be.
Thanks for the details BBCT, that helps a lot, I was wondering if the culture had been lost as well, or just the city. When you compared it to Western Europe it provided enough information, Just wanted a feel for the setting. I will be making Iradyiel one level cavalier to reflect having been a Arenstone guard, and then two levels of slayer reflecting his mercenary employment since then.
Iradyiel Madras |
Ok I have Iradyiel's basic fluff done, I've tried to not take to many liberties with Arenstone. Let me know if you like the direction he is going and I may do more of an actual vignette. If you have any questions or observations please ask, here or with a PM. Thanks for considering him!
Hit Points: 2d10 ⇒ (9, 2) = 11 ouch going to reroll the 2!
Hit Points: 1d10 ⇒ 4 well 13 it is at least its a little better!
It is said that when the gods placed the royal family on the throne of Arenstone that they gave the Aasimar Guard to protect them. That was over a millennium ago, and whether the story is true or not, Iradyiel noble house Madras, still populated with aasimar blood, has served in the guard for generations beyond count. Though the angelic blood has grown thin it is still there.
Iradyiel waited his long life to protect the queen. He watched two generations of nobility pass as he matured; training to eventually defend them. He was there when the Queen Mother was coroneted. He was there the night the crown princess was born. He watched her grow up, at first resenting the fact that the older guards protected the queen and he was relegated to protecting the children. In time he came to love the little girl.
He was there the horrendous night of the assassination. Standing guard in the nursery at the opposite wing of the castle, killing one would-be assassin sent after his ward. Standing over the child as she slept, he sent a nanny to find out what was going on. He was there at the tribunal when all the guards that were on duty were, as tradition required, summarily dismissed. Those who had been found negligent had been sentenced; some to banishment, some to prison, some to death. Fortunately he was cleared of any wrong doing and was able to retain his noble name, what little good it did him. He would need to find a way to protect his princess from a distance, find the assassins, find a weapon that could protect her and her nation: Arenstone.
Iradyiel is tall, broad-shouldered, barrel-chested, thin waisted, thick-wristed and long fingered. After decades of training with the bastard sword He is the perfect specimen of Arenstonian swordsmanship in form and fashion. His Blond hair, brown eyes, high cheekbones, square jaw, thin lips and perfect teeth, though not exotically angelic, accent his rugged good looks. While his noble upbringing has trained him to communicate well in all settings, these traits make him a natural leader of men. When he is in the capitol he dresses and conducts himself and his business as a nobleman. When in the field he takes a more pragmatic style of dress, looking more like the mercenary that he associates with though his behavior is no less noble.
Iradyiel has taken on the “life-style” of one who has been rejected from his family’s office. He is for all intents and purposes a mercenary. Secretly he is just as loyal to the crown princess as he ever was and he is just as committed to her protection, though he must operate at a different level now. He is still well mannered, intelligent and articulate. Naturally filling leadership rolls, looking out for the best interest of those associated with him.
He would like to be a good man, but he knows he is not. Good men, who have done and seen what he has, do not sleep well at night; and Sariel sleeps very well.
On the Myers-Briggs scale Iradyiel’s personality is: ENTP - The Visionary
Creative, resourceful, and intellectually quick. Good at a broad range of things. Enjoy debating issues, and may be into "one-up-manship". They get very excited about new ideas and projects, but may neglect the more routine aspects of life. Generally outspoken and assertive. They enjoy people and are stimulating company. Excellent ability to understand concepts and apply logic to find solutions.
Movin |
@big ben
Are you still recruiting for this? I'll admit I've had a desire to play a zombie mercenary for some time.
I'll assume that your undead rules include some bennies for the
non-templated players or some debuffs for us?
Because totally honest here at low level the bonuses you get for being an undead are insanely potent.
Much less all the goodies you get for being a skeletal/zombie lord.
@Derpdidruid.
Your undead racial HD are incorrect. they are specifically D8's and do not count as levels of your class.
BigBenClockTower |
@big ben
Are you still recruiting for this? I'll admit I've had a desire to play a zombie mercenary for some time.I'll assume that your undead rules include some bennies for the
non-templated players or some debuffs for us?
Because totally honest here at low level the bonuses you get for being an undead are insanely potent.
Much less all the goodies you get for being a skeletal/zombie lord.
I am still recruiting. Go ahead and sign up!
As for bennies, public standings are a huge one already (Undead are automatically hated by any Fey, and most non Arenstone-types distrust them highly to start; even some Arenstone-types folk distrust Undead!). That said, I don't have any further mechanical bennies at this time that I can give to non-templated players, but I will be closely monitoring overall party level of power.
If I need to, I have some ideas I can use. Overall, do not worry too much about power level. I can adjust as needed where needed.
derpdidruid |
http://www.myth-weavers.com/sheet.html#id=711106, hope you don't mind mythweavers.
However, in death, Griff found his pain gone. No longer a cripple he trained to be what he had always wanted... A soldier. After a few years of training under the tutaleg of people who where soldiers long before undeath griped them. Griff amased a large amount of gold to be used to start a place where HE could be the teacher, the hero, the person he never got a chance to be...
Iradyiel Madras |
I believe this is everyone, If I have missed you or if information is wrong please let me know!
In order of appearance:
Robert Henry Iradyiel Madras Aasimar (Angelkin) Cavalier (emissary) 1, Slayer 2
Ammon Knight of Ragathiel: Huma raised by an elf, Lore Warden/Mind chemist
TwelvePointFivePercent
qwerty1971
ULTRAGEEK Tiraxim Bard (Sandman) 3
Thecooldudenextdoor Ardent Kain Brandt
Johnnycat93
Gilthanis
Kale Amora Polearm Master fighter
Here4daFreeSwag: Aegis?
derpdidruid Griff "wiggle" waggle Male Undead Fighter
Gossamar4 Figit_Heavyhand Male Halfling Brawler (snakebite Striker]
Azten half-elf or half-orc dragonrider
GraveScratches
Movin zombie mercenary
william Nightmoon Arbik Female, elf (ghoul), Bard (fire dancer)
Hey Ardent, check your spending you have Field plate (1200 gp), + 1 spear( 2,302 gp.) and a Composite bow (+4) 500 gp. so your at 4,002 gp. on a 3, 000 gp limit
Aribik as well, your + 1 Unholy longsword is a 18,320 gp. weapon.