Recruitment for ongoing game - Volcano's Land-- Beyond the City of Light


Recruitment

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Summary: Looking for 1-2 new players for my homebrew campaign. See link directly below to see my writing style

LINK to current campaign

***
There is a Volcano, an island in the Dark. Mighty Volcano, god and landscape to the ifrit, is all that protects the land from the Dark that surrounds on all sides.

Truly, the natives have no reason to even name this sprawling continent where there is no Sky and no horizon - only darkness. It is simply the land, or perhaps Volcano's Land, depending on who is speaking.

Volcano's will is never directly given to mortals. All through the capital city of Hearth, the rumbling prayers of priests and commonfolk can be heard at each tolling of the great brass bells from high atop the stepped obsidian Temple.

The worshipers of the 'lesser' gods can be found close to their masters. The undine travel endlessly up and down the thousands of meandering miles of River. The oread live off the bounty of herds of small earth elementals that roam through Great Forest. But even the bounty of River and Great Forest cannot always hold sway over Volcano - many of their followers feel the call of the great cities and their splendor.

The war against the Dark and its spawn is unending. The innumerable armies of the ifrit defend the east and west, the undine's ice fortress defends the south, and the orean graywoods protect the northern border of Forest.

Volcano holds back the Dark.

And the Moon smiles down upon all.

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Greetings, potential players! I'm looking to run a fun, character-driven story set in my homebrew world. Strong preference for submissions that connect to the world, and could also connect with our existing PCs.

Specifically, this will be a recruitment for 9th level characters, who need to fit naturally into the world, and within the current adventure (see "Story Stuff" tab). I have 3 players currently at the table, and I'm opening this thread to hopefully find 1 or 2 more.

Recruitment will be open about a week or two. Give me character concepts sooner than later to prevent getting shut out.

Questions are welcome. I'm looking forward to this!

About Me: :

Look at my campaigns to see if you like my writing style.
I've done 4 campaigns, all of which have run for at least a year (and some 3+ years)

Character Creation: :

9th level
20 point buy

Alignment: no evil

2 traits, no flaws

HP: Max at 1st level, average (round up) after that

Starting wealth: 23,000 gp, which should cover your essentials

Leveling: No XP, you will level as appropriate to the story and the challenges you face,

Source material: Core is fine, 3rd party is not, check with me about other PF material (not just the book, but specifically what you want from it)

Background: 10 minute background, be sure to include appearance and personality. The city of Hearth (the ifrit capital) is a good place to hail from, if you are not sure where to have a hometown.

Races: Big change here. ifrit, oread, undine, and sylph only. See RACES for more info. Also, I am intentionally not capitalizing these – we don't capitalize the word Humans, right?

http://www.d20pfsrd.com/races/other-races/featured-races/arg-oread
http://www.d20pfsrd.com/races/other-races/featured-races/arg-ifrit
http://www.d20pfsrd.com/races/other-races/featured-races/arg-undine
http://www.d20pfsrd.com/races/other-races/featured-races/arg-sylph

Classes: Big change here: No full casters (wizards, sorcerors, clerics, etc, etc) In addition, no gunslingers (or guns at all), no summoners, no vigilante, no ninja, no samurai, no occult classes. Hybrid classes and base classes are fine. Archetypes on a case-by-case basis.

Divine Classes: Divine casters are different. Talk to me about alignment, spell selection, and channeling, as well as archetypes.

Skills: Every character gets one extra skill point per level in a Craft, Profession, or Perform skill of their choice. I want you to have some kind of flavorful/cool background skill, but I don't want it to come at the cost of a better skill.

Story Stuff: :

You are a 9th level character, and the world has recently been through:

--The rise of a Mad Trickster god named Moon

--The overthrow of the scientfic city of Light by moon-maddened sylphs

--And possibly being one of the many who fled from Light
(that is how this campaign started, and we are headed to Hearth, the city protected by the Volcano god)

--We have a Sky Druid , an ifrit Ranger, and an undine Magus.

Play by Post Stuff: :

Frequency: I will post every weekday (we tend to take weekends off, with this group), even just to acknowledge that IC RPing is still going on. This will almost always be around 9 or 10 PM Eastern time. I will always let you know if there will be a temporary hiatus. I expect players to post as often as they need to in order to keep the story moving. A pattern of unexplained absences or long periods between posts will be grounds for ejection, but I will always talk to a player first.

Moving forward: typically, if an action is suggested by one character and seconded by another, then I will move forward as if the entire party had agreed. If one character has a strong and rational reason to move backward, that may be allowed on a case-by-case basis.

Race/Languages (mechanics) : :

Yes, there is a considerable restriction here, because I have a very specific not-the-kitchen-sink setting. That being said, I know you will all be trading out Elemental Affinity (which is completely worthless in this setting), and I am open to exchanging it for cool abilities that are not directly listed as being tradeable for Elemental Affinity (like Treacherous Earth for oreads, usually only traded for Spell-Like Ability)
Other minor tweaks:
--Oreads are not Slow.
--Undines get “Ice in the Blood” instead of hydrated vitality (fast healing activated by cold damage)

--Undines get a swim speed, so to make all the races roughly equal RP:
-Ifrits get Sprinter (Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.)
-Oreads get burrow speed of 10 ft (dirt only!)
-Sylphs get Climb (Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.)

--Elens do interbreed, but the offspring will be one or the other, with subtle hints of the other parent's heritage

LANGUAGES (11 total)

All of the "elemental" tongues (Ignan, etc) are simply called Ifrit, Oread, etc.
In addition, there is a more esoteric dialect of each language that must be learned separately:

-High Ifrit (mostly used by the Church)
-Benthic (used by the Swem)
-Maker Script (used by the Mithral Makers)
-Sedime (pidgin used by various minor oread tribes)

There are two 'outsider' tongues: Geni (roughly equivalent to Abyssal) and Eleme (roughly equivalent to Celestial). However, neither of these languages is available to starting characters.

All races start with Common and (native language) for free, then bonus languages for high Int. Low int loses race language (common is much easier to learn, and universal)

Races (fluff, you do not need to read 100% of these:

A note on "Humans"
If any race is dominant or considered the norm, it is ifrits. Correspondingly, ifrits show different cultural characteristics, depending on many factors (city vs town, which city-state you are from, North (cooler) vs South (hot)), whereas sylphs, undines and oreads are slightly more uniform in manner (like we imagine dwarves, orcs, gnomes, etc)
The following spells affect native outsiders (since there are no humanoids) in this setting:
daze
enlarge person
reduce person
charm person
hold person
ghoul touch

I refuse to awkwardly dance around the words "human" and "humanoid", so a generic term: elen.

"I am an elen being, not an animal!"
"His strength was inelen"
"The treatment of the prisoners was inelane"
"The figure was vaguely elenoid in shape"
"Though certainly elen, the bandages and robes made it impossible to determine the man's race"

Singular is elen. Plural is elens. Male singular is el. Female singular is ele.

Ifrit: :

(fritan)
Rough societal analog and naming conventions:

Ifrits
(a conflagration of ifrits) Medieval Italy
Males tend towards dark red and charcoal black, sometimes ash gray. Females are lighter red, orange, sometimes ash gray. Eyes follow a roughly similar pattern, with yellow and the rare blue. Average in height and weight, and their skin is lightly scaled (such as a lizard of one kind or another might have)

Ifrit society, especially the town of Forge, revolves around the war against the Dark. They have the largest population in the land, and they proudly send their holy warriors to the battleground. Many do not return, but it is not uncommon for a soldier to complete their two years and come home. No draft; voluntary with good compensation. Alignment tends toward LG (military discipline, no tolerance for state corruption).

City-bred Ifrits have permanent buildings, feather beds, and other comforts that oreads and undines from the country aren’t used to.

Anatomy: Tough, light bones, similar to raw lumber that has been charred to a dry toughness. Blood is flammable in air, but burns too briefly to cause damage to anything (burning lint)

Common Classes: Skald, Paladin, Barbarian (marching to war)

Oread: :

Oreads
(an avalanche of oreads)
(orean)
Rough societal analog and naming conventions: nomadic Native Americans
Males are various shades of brown, with pine needles of either green or brown/orange for hair and beards. Females are light brown and off-white (birch) and have moss-like hair with colorful flowers. Both can have skin ranging from smooth but tough (birch) to thick and heavy (oak). Oreads are solidly-built.

All Oreads are lithovores - that is, they eat rocks and similar non-organic material (and water, of course). They are nomads, following herds of earth elementals (that have the shape of what we would call deer, elk, moose, etc)

Oreads move in large nomadic tribes across Great Forest. All the tribes meet twice a year - at the height of summer, and the depth of winter. Within their tribes, oreads are boisterous and can usually be found playing music on their wooden panpipes or watching an orean wrestling match (think Greco-Roman wrestling). If outsiders are currently visiting however, they are mostly withdrawn and quiet. Tends toward CG (belief in family and tribe over outsiders, or even other tribes)

They use stone shape to make temporary shelter while they roam through Great Forest.

Anatomy: Bones are dense and resemble granite. Blood is thick, like tree sap.

Common Classes: Ranger, to hunt the herds or dangerous predators in Forest. Hunter, with special earth elemental animal companion. Monk, for the three major monasteries.

[spoiler=Undine: ]

Undines
(a flood of undines)
(undan)
Rough societal analog and naming conventions: Vietnamese (tone language)
Males are lighter blue and white tones mostly. Their skin is slightly reflective and faceted, giving the appearance of ice. The females are darker blues and sea greens, and have a more uniform sheen, like a fish or a lake. Hair and eye color for both tend towards blue, pastel green, purple, and the occasional white/off-white. Silver hair for elders. Undines are built for swimming - lithe, skinny, and streamlined.

The slow, patient ways of River have been ingrained into undine society - even undine children are thoughtful and slow to anger. That is not to say they are slow in all they do - there are countless water-based sports and games the undine play that require speed and quick thinking.

Undines swim similarly to dolphins, using their sleek, lithe bodies to their advantage. Bulky or muscular undines are rare. The devout spend their lives traversing River's twists and turns, never coming out of the water voluntarily. Many of the devout go all the way to the end of River, to fight the never-ending battle to keep the Dark at bay. Undines sleep half-submerged in water, on the shore.

However, many have abandoned River's ways to move to one of the great cities, though undines are the smallest percentage of Volcano's followers. Oddly enough, Volcano's undine worshipers are often his most fanatical, and many end up working for the Inquisitors. Tendency toward NG (strong belief in doing what is right; undines can be found working together at IceFall or alone all along River)

Anatomy: bones are bluish, light and rubbery, and blood is significantly more watery than other races

Common Classes: Inquisitor, Bard (Watersinger), Bard (Dervish Dancer)

Sylph: :

Sylphs
(a scattering of sylphs)
(sylphan)
Rough societal analog and naming convention: Industrial Revolution Britain, typically have vocational-based last names (like Chemic or Cheme for alchemists)
Male and females both pale (pearl, tan, gold) with the large, dark, unblinking eyes of a predatory bird. Thin-boned Sylphs are tall but strangely light. Curiosity is said to be the curse of extremely intelligent sylphs, but with a dead god all sylphs seem a little cursed at times.

With no patron god to give them guidance (Fallen Sky has been gone for at least 5,000 years), sylphs tend to be dispersed almost everywhere, especially in the great cities. They create medicines and help support the industry of the war, but few sylphs see the front lines of battle. Tendency towards neutrality (lack of unifying god and guidance; objectivity of science)

Sylphs are city-dwellers, unless circumstances find them traveling or in the army.

Anatomy: Brittle-looking, hollow bones, like a bird. They disintegrate into powder within 48 hours. Thin, clear blood evaporates immediately, leaving a chill behind.

Common classes: Magus, Alchemist, and Fighter (specifically Mutation Warrior)


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Expectations/Style

I think it's good to talk specifics when looking for a long term game. Here are some things I think are true about my game:

1) We do NOT do a ton of combat, but when we do, it tends to be either short and to the point or epic and fun.

2) Characters matter -- I like it when PCs interact with each other, make decisions together, etc. I like small character moments, and I believe in giving players room to think, and rest, and talk.

3) This is my own homebrewed world, so exploration is a fair part of my game as well. We've been to 2 planes, and covered a fair amount of the central and northern parts of the map over the years.

Silver Crusade

dot. What are the others playing class wise? I'd rather steer my creativity towards things that wouldn't clash with their vibes so to speak. What are your thoughts on the Kineticist class?


Sylph Sky Druid with air elemental companion

Ifrit Ranger, archer, no companion, self-buffing

Undine Magus, scimitar, mix of atk spells and arcane tricks

is our current set up.

**

We had a very strong healer in the form of Albert the alchemist, but that is a player we lost, so there is no main healer. There is an NPC acolyte who has access to a wand, so out-of-combat healing does exist.

**


Kineticist - I'm open, but it would really depend on the specifics and the flavor. For instance, I would probably say "no" to Water kineticist, and point you to the Watersinger bard instead.

Let me know if you have any other questions!

Silver Crusade

I was considering an Ifrit pyrokineticist or sylph aerokineticist, seeing the druid though, I'd likely lean towards the Ifrit. A "burn away the dark" kinda deal. Though I do love the industrial British vibe of the sylphs! Is it correct that oreads have taken on more plant/tree like traits in place of crystalline ones?

How prevalent would Kineticsts be for you? To help get an idea of if his powers would be seen as somewhat special or not, as that would likely play a huge role in shaping his upbringing. He'd potentially have some ways to help deal with poisons, ability damage, and eventually make use of restoration.

Alternatively, Since Kineticist is technically an occult class, and I'm only now carefully reading through all the spoilers outside of the races. If you would prefer not to make use of the Kineticist, I have gotten a couple other ideas. On that topic, how do you envision Sylphs looking? Like humans or elves, with the bird eyes, or something more... esoteric?


It's true I normally shy away from the Occult stuff, but's it's also true I often break my own guidelines. Here are my thoughts:

--Kineticists would be rare, especially fire-based ones that heal. The idea has potential!

--If you want to go forward with this, I would want to talk more about the flavor -- -a huge flaming Phoenix symbol has appeared over Hearth in defiance of Moon, and it would be interesting for your character to be related to that.

***

In terms of sylphs, I like them more exotic. Like, undine have fish scales lightly coating their body (or smooth rubery skin), and they have different proportions than others (more streamlined). Oreads have bark-like skin, moss growing on them, actual pine needles for beards, etc. Sylphs would likely have vestigial feathers, VERY odd eyes, etc. I figure if you are going to make a world you might as well have some 'aliens' in it! :)

Silver Crusade

so, I have two main ideas at this time.

1. The ifrit pyrokinectist, and, if you'd be willing to waive the elemental requirement, would love to pick up some of the healing wild talents. Namely-

Kinetic Healer:

Kinetic Healer

Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes

With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.

So, the idea is he can take a burn point, or have the one he is healing take one, to be healed for a decent bit. That said, I had considered potentially expanding into the water element for it. But that would depend on a plethora of other things.

I'm all for discussing potential hooks with the character as well. The more I know, the better he can be incorporated.

Also, for him to use Restoration he would need to complete, or have completed, the following-

saturation:

Saturation: Elemental saturations of fire tend to occur near, or even inside, of active volcanoes or wildfires, and embody the purifying essence of flame. A pyrokineticist must impress a mighty kami overseeing such a saturation. This might involve an appropriate gift or a successful DC 30 Diplomacy check attempted by the kineticist or by an ally who speaks Ignan. If she impresses the kami, the kineticist is immediately affected as if using the purging flame wild talent and can learn that wild talent.

What it does-

You can purge yourself or another with flame, removing all impurities. This functions as break enchantment on a single target. The target must be willing and takes 2 points of fire damage per character level as well as 1 point of burn (you do not need to accept burn unless you are the target). You can use this ability even when affected by an effect that denies you actions, so long as this effect is one that break enchantment could remove. If you burn rare incense or igneous rocks worth 100 gp or 1,000 gp as part of using purging flame, your target also benefits from restoration, as if the spell were cast using diamonds of equal value as a material component.

So, there could be a tie in with that as well, considering the setting. I can't use the ability until level 10, so it may be a perfect IC thing to do if you wished.

ATM, this is my preferred choice,

The other is a sylph investigator or alchemist. Though I admit, outside of general concept I've not put a lot of effort into him just yet heh.

Grand Lodge

An Oread Spiritualist would be cool here

Grand Lodge

Oh nevermind you said no occult

Grand Lodge

Might try an Ifrit of some kind.


Critzible --- I'm working with rorek55 on a Kineticist, so I'm honestly relaxing the guidelines somewhat. Whatr was your idea with the spiritualist?

I'm open to other ideas as well.


rorek55 --- I'm open to the idea of waiving the requirement for the Healer ability. I think it's fine to flavor it as healing / purifying fire.

I'd like to discuss more about the elements you are taking - were you interested in being to tied the Phoenix symbol in Hearth? I think Fire and Aether could be a good combo to represent that, but I want to hear more of your thoughts.

The saturation sounds very cool and I know I could work that into the story if we move forward with it.


Would you allow an oread bard, with both the stonesinger and arcane healer archetypes?

Arcane healer

Stonesinger


Yep, I see no problem there with two archetypes. They are replacing different abilities, so no worries.

**

For anyone looking for more lore (like info on the different Oread tribes, etc):

LINK to campaign

--and go to the Campaign Info tab. There's more about languages; the races and their philosophies; history and gods; geography, maps, and more!


Awesome, thanks! :)


Achak Qaletaqa, oread bard with the stonesinger and arcane healer archetypes.

Not complete yet, but working on it. Still have some wealth to spend.

Character sheet


Great! I will take a deeper look over the weekend. Let me know if you have any questions as you are developing backstory, and where you are now.


Hmmm, it's tempting to get back into this world, it'd be interesting to see how much has changed since last I played. :D


Hmmm... playing around with the idea of a fallen ifrit paladin, who's been in hiding from the inquisition for a while, but suddenly found his powers rekindled as he fought to save the citizens of Light during its fall. ...perhaps, not that he knows it yet, right around the time that Phoenix sign appeared.

Also I notice time has not been kind to poor Byron. XD


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Once again just here to support Miner Cotren as the best GM I've had the pleasure of working with! If it wouldn't be too greedy of me to take a second spot in one of their campaigns I'd totally apply here too!


This game sounds fun and I'd absolutely be submitting this character, a level 9 water dancer, in a heartbeat... except that she seems to be blasphemous...

Also I imagine I'd have to check her archetype - she's a monk, but one that nabs a bunch of kineticist features. This would include water healing though, which is no bad thing based on your current party I think.

Obviously has some x-over with Rorek, who probably gets the nod thanks to cool theming, but still thought I'd ask because I dearly love River the character and this seems like a good game for her.

If you're not disinterested, then I'd be delighted to discuss fluff etc. (And possibly a new alias so that the name isn't a problem).


Miner Cotren wrote:

For anyone looking for more lore (like info on the different Oread tribes, etc):

LINK to campaign

Fantastic, there is a lot of information there! Wondering where specifically to go for information on different Oread tribes, as I have not found that yet.


Almonihah wrote:

Hmmm... playing around with the idea of a fallen ifrit paladin, who's been in hiding from the inquisition for a while, but suddenly found his powers rekindled as he fought to save the citizens of Light during its fall. ...perhaps, not that he knows it yet, right around the time that Phoenix sign appeared.

Also I notice time has not been kind to poor Byron. XD

Yes, Byron created cwmwl, and then went pretty insane as his 'reward'. Such is the life of a genius alchemist :)

I'd be interested in hearing more about a fallen paladin, sure! Be thinking about which aspect you were most in tune with -- a fallen paladin of the Warrior will look much different than a fallen paladin of the Cauldron Lady.


LDDragon wrote:


Fantastic, there is a lot of information there! Wondering where specifically to go for information on different Oread tribes, as I have not found that yet.

In Campaign Info, all the tribal info is located under

Four Races >> Oread document

LINK to oread document

There is a fair amount of info (one oread player from a previous campaign asked a LOT of questions, so I came up with a LOT of answers). Minor Tribes start on page 7. There's also info on the Major Tribes throughout.

Finally, the map is also available under the Campaign Tab, and here is the link, if you want to visualize where all these tribes are at (this is all the northern half of the world map)

MAP!


Miner Cotren wrote:

Yes, Byron created cwmwl, and then went pretty insane as his 'reward'. Such is the life of a genius alchemist :)

I'd be interested in hearing more about a fallen paladin, sure! Be thinking about which aspect you were most in tune with -- a fallen paladin of the Warrior will look much different than a fallen paladin of the Cauldron Lady.

To be fair, Byron was a little unstable to start with, and going mad is definitely a brilliant alchemist tradition. XD

I was thinking he's a paladin of the Warrior, a veteran of the war front who was ground down from idealism to cynacism by the endless fighting. He went from "I'll do anything to protect the innocent" to "Volcano just sees us as fuel for the fires of war, they don't care about elen lives" over the course of his time on the front. When one of the rare, unusually large and dangerous darkspawn showed up and his unit was to stand squarely in its path, his courage failed him (a test from Volcano? Or a sign his faltering faith had already erroded his paladin powers?) and he fled.

Now a deserter and probably a heretic, he fled and hid in the vicinity of Light. But over time he rediscovered his desire to make a difference in the lives of other elen, and when the fall of Light came he fought to get others out of the city. Worn down by wounds, he lay dying on the streets... when a familiar warmth suddenly rushed into him, and his wounds healed. He got back up and led a group of survivors out of the city, and while he hasn't been able to access his paladin powers again, for the first time in years he feels hope that he can be forgiven.

I'm thinking he'd be a paladin with a couple rogue levels to reflect his years in hiding, still under the effects of being a fallen paladin but well on his way to atonement. I might build him with the virtuous bravo archetype to reflect how his years of hiding have forced him to learn a new fighting style that doesn't depend on heavy armor and weapons. Or maybe, he could have the chosen one archetype, with his 'mentor' familiar showing up a little after the campaign begins to help him through the last steps of his atonement.


Rίver wrote:

This game sounds fun and I'd absolutely be submitting this character, a level 9 water dancer, in a heartbeat... except that she seems to be blasphemous...

Also I imagine I'd have to check her archetype - she's a monk, but one that nabs a bunch of kineticist features. This would include water healing though, which is no bad thing based on your current party I think.

Obviously has some x-over with Rorek, who probably gets the nod thanks to cool theming, but still thought I'd ask because I dearly love River the character and this seems like a good game for her.

If you're not disinterested, then I'd be delighted to discuss fluff etc. (And possibly a new alias so that the name isn't a problem).

I'd be interested to hear more -- especially like to hear what a water dancer is doing so far from the riverlands of the south (I'd like recent history to be escaping from Light, so that all the PCs are on roughly the same path)


Miner Cotren wrote:
LDDragon wrote:


Fantastic, there is a lot of information there! Wondering where specifically to go for information on different Oread tribes, as I have not found that yet.

In Campaign Info, all the tribal info is located under

Four Races >> Oread document

LINK to oread document

There is a fair amount of info (one oread player from a previous campaign asked a LOT of questions, so I came up with a LOT of answers). Minor Tribes start on page 7. There's also info on the Major Tribes throughout.

Finally, the map is also available under the Campaign Tab, and here is the link, if you want to visualize where all these tribes are at (this is all the northern half of the world map)

MAP!

Thanks for the links! Achak will be from the North tribe. Curious about the other races.

His mother is a herbalist, so Achak learned how to fix basic injuries when he was young. With access to the northernmost areas of the Forest, he learned about the different types of common and rare flora and fauna, and their uses in medicine.

He grew stronger by lifting and practicing with an earth breaker, gradually becoming proficient in it. Drawn to tales of The Great Forest, he was also enthralled by stories in any form, especially those of other cultures, which he was curious about, even though the usual oread practice is to view outsiders with suspicion.

The young oread discovered a talent for music, and magic made with such. The earth elementals in the forest inspired him, as did the plants around him. Contemplating the largest northern river that runs from the horns, he wondered if all the stories of the undine watersingers were true, and how their music and magic differed from what he practiced.


Almonihah wrote:


I was thinking he's a paladin of the Warrior, a veteran of the war front who was ground down from idealism to cynacism by the endless fighting. He went from "I'll do anything to protect the innocent" to "Volcano just sees us as fuel for the fires of war, they don't care about elen lives" over the course of his time on the front. When one of the rare, unusually large and dangerous darkspawn showed up and his unit was to stand squarely in its path, his courage failed him (a test from Volcano? Or a sign his faltering faith had already erroded his paladin powers?) and he fled.

Now a deserter and probably a heretic, he fled and hid in the vicinity of Light. But over time he rediscovered his desire to make a difference in the lives of other elen, and when the fall of Light came he fought to get others out of the city. Worn down by wounds, he lay dying on the streets... when a familiar warmth suddenly rushed into him, and his wounds healed. He got back up and led a group of survivors out of the city, and while he hasn't been able to access his paladin powers again, for the first time in years he feels hope that he can be forgiven.

I'm thinking he'd be a paladin with a couple rogue levels to reflect his years in hiding, still under the effects of being a fallen paladin but well on his way to atonement. I might build him with the virtuous bravo archetype to reflect how his years of...

I like the concept - write it up and ask me any questions as you go!


********

Here is my list of who has submitted a concept so far:

1) rorek - fire/water kineticist, (phoenix themed)

2) LDDragon - stonesinger bard

3) river - water dancer

4) Almonihah - fallen paladin

****

Here is what I want all of you to think about as you are putting on your finishing touches:

How have you CHANGED in the past weeks after Moon has risen? Did you lost loved ones? (it could also be something more literal, like starting to manifest signs of the phoenix)


Just checking, reading over the campaign diary, and also The Planes, Items, and Magic, is positive energy missing? My character setup currently has channel positive energy and cure spells. Just wondering if that goes against current lore, or would need to be reworked.

Also, where is the group currently? From what I can tell it looks like people started in Light and then escaped.


As an oread, your channeling would more be themed as a growth / vitalizing force, rather than straight-up positive energy. Only a cosmetic change though - you can still use channel as normal, there's just currently no such thing as "positive energy" in the setting.


Party has escaped Light, headed west on the roads toward Hearth.


Party has escaped Light, headed west on the roads toward Hearth.


Starting to actually build my paladin, and I had a question--would it be okay to combine the Virtuous Bravo and Chosen One archetypes? They both touch Smite Evil, but in different ways--Virtuous Bravo weakens it (because they get Swashbuckler-style attack boosts too) and Chosen One delays it, so it seems like it should be possible to combine the changes.

Oh, also--is Unchained Rogue okay, or should I go with original Rogue?


Miner Cotren wrote:

As an oread, your channeling would more be themed as a growth / vitalizing force, rather than straight-up positive energy. Only a cosmetic change though - you can still use channel as normal, there's just currently no such thing as "positive energy" in the setting.

Party has escaped Light, headed west on the roads toward Hearth.

Ok great, thanks for the information!

I will get working on backstory.


Almonihah wrote:

Starting to actually build my paladin, and I had a question--would it be okay to combine the Virtuous Bravo and Chosen One archetypes? They both touch Smite Evil, but in different ways--Virtuous Bravo weakens it (because they get Swashbuckler-style attack boosts too) and Chosen One delays it, so it seems like it should be possible to combine the changes.

Oh, also--is Unchained Rogue okay, or should I go with original Rogue?

1) Both archetypes are ok (assuming no other Feature overlap)

2) Unrogue is fine!


There's no other feature overlap! I've got most of a build now, but filling in my sketchy outline of a backstory/personality may take a couple days.


I threw the HeroLab output for my build into this profile, I'll hopefully add the background info tonight after work.


I reworked my character sheet, slight change of concept now that I have read through more information.

Achak of the North Tribe.

Written in his journal:

Some say that bards may live or die by their words, such is the influence they have on themselves and those around them.
I find that it depends on the situation, power can be imbued into the most mundane of tasks. Sometimes actions speak louder. Sometimes the voice of the song current is felt like the interconnected roots of the Great Forest. Vast, powerful, and largely unseen.

The revitalizing energy that flows through me, through my fingertips and in the tremors of the earth to the ones who receive them like nutrients drawn upwards from the soil. Rock and earth speak to me, the branches and leaves extend outwards in vibrant display, as the fruits of our labor are created. Beneath all this is the unseen foundation, years of practicing, countless hours honing a craft.

We absorb sunlight from above and water from the dirt when it rains. Plants turn to face the sun, leaves absorbing sunlight and turning it to energy used to grow.

But since the Moon has risen, I have seen friend turn against friend, neighbor against neighbor. Even the most rational of those in Light looked like they may have been touched by the madness.

It seems that some others also escaped the city and are heading to Hearth. Perhaps I and those I left with, could join them. Everyone has different ways of dealing with things. Could the influence of one god somehow cancel that of another? But that could go both ways. We should do what we can and trust that we will find a way forward. Somehow.

The madness of Moon has wreaked untold destruction in the sanity and health of too many Elen. But perhaps united, we stand a chance to turn the tide. The cold, icy grip of lunacy has taken hold of many in Light. Perhaps the warming symbol of hope, Phoenix, may show the way to our salvation. May the earth shelter us from the moonlight insanity, Great Forest provide us succor in these dark times.

If there is no way forward then we may have to make some ourselves. Let the elements combine in unexpectedly ways, and end the midnight darkness with a new dawn.


Miner Cotren wrote:
I'd be interested to hear more -- especially like to hear what a water dancer is doing so far from the riverlands of the south (I'd like recent history to be escaping from Light, so that all the PCs are on roughly the same path)

Neatly combining both this and your question about changing since Moon rose my current idea is that River woke up fairly recently in the ruins of Light without any real idea how she got there.

Given that Moon inspired a bunch of crazy raving mad sylphs to go and destroy the city it seems plausible to me that other people got caught up in the 'moon madness' as well. River would have been one of those, swept up in the madness and when she comes to again she finds that she's got no real memory of... well... anything really.

That would help explain the name - she'd probably remember basic things like the great powers, or at least have a vague idea of them. Light obviously isn't a terribly nice place right now so she'd have set out away from the city and followed the tracks of other refugees, which has led her progressively towards Volcano and the rest of the PC's.

That's the working idea - do let me know what you think.

Build Questions
1. Is a naiad ok as a race or do I need to be looking at undines? I'd be happy to say that fluffwise she's an undine if that helps? The stat allocations on undines... aren't the best for what she'd need but I'm happy to make do.

2. Unchained monk or normal? The archetype works fine with unchained - you just trade out the ki power gained at the appropriate level.


Thanks for the updates so far everyone! Will everyone be able to do a more-or-less final submission by Monday?


I should easily be able to have things done by Monday!


Yep, should be able to. If all else fails I will just go with what I have currently.


Miner Cotren wrote:
Thanks for the updates so far everyone! Will everyone be able to do a more-or-less final submission by Monday?

Answers to my build queries would help, but yes, I should be able to manage it. :)

Silver Crusade

I will try to have it done. I've discussed most of the ideas with you, but I haven't had a lot of time to sit down and finish writing everything out.


Rίver wrote:
Miner Cotren wrote:
Thanks for the updates so far everyone! Will everyone be able to do a more-or-less final submission by Monday?
Answers to my build queries would help, but yes, I should be able to manage it. :)

Thank you for the reminder :) Coming tonight.


Rίver wrote:
Miner Cotren wrote:
I'd be interested to hear more -- especially like to hear what a water dancer is doing so far from the riverlands of the south (I'd like recent history to be escaping from Light, so that all the PCs are on roughly the same path)

Neatly combining both this and your question about changing since Moon rose my current idea is that River woke up fairly recently in the ruins of Light without any real idea how she got there.

Given that Moon inspired a bunch of crazy raving mad sylphs to go and destroy the city it seems plausible to me that other people got caught up in the 'moon madness' as well. River would have been one of those, swept up in the madness and when she comes to again she finds that she's got no real memory of... well... anything really.

That would help explain the name - she'd probably remember basic things like the great powers, or at least have a vague idea of them. Light obviously isn't a terribly nice place right now so she'd have set out away from the city and followed the tracks of other refugees, which has led her progressively towards Volcano and the rest of the PC's.

That's the working idea - do let me know what you think.

Build Questions
1. Is a naiad ok as a race or do I need to be looking at undines? I'd be happy to say that fluffwise she's an undine if that helps? The stat allocations on undines... aren't the best for what she'd need but I'm happy to make do.

2. Unchained monk or normal? The archetype works fine with unchained - you just trade out the ki power gained at the appropriate level.

1) Love the idea of getting swept up in madness, then having no memory of it.

2) Naiad is fine --- we might say you are a "deep" undine or some other variant. Let me know your thoughts. (but yes, keep the naid traits. You also have DARK vision).

3) Whichever one works better for your build (unchained or original) is fine with me -- I'm flexible.

Keep asking questions! Looking forward to seeing everyone's ideas.


Has anyone actually filled out a ten-mintue background in ten minutes or less? XD

Almost done with it, hopefully finish up later tonight.


Okay, I haven't filled *every* part of the 10-minute background out, but I think this should be enough:

A bunch of background:
Benedetto was born and raised in Forge, the child of two devout followers of Volcano’s Warrior aspect. He showed a fervent desire to be one of the heroes protecting the innocent from the Dark from a young age, so it was no surprise he felt the call to become a paladin and join the fight at the Fronts.

The Eastern Front ground down that desire like it ground down the bodies sent into it. The almost-mechanical slaughter of the darkspawn, punctuated by the occasional breakthrough that killed elens he’d known, was so far from what he’d dreamed of as a child. Just as bad was seeing how many soldiers followed not the Warrior but the Cauldron Lady, seeing the fight and the deaths as necessary sacrifices rather than an honorable defense against the Dark.

For what if Volcano viewed all of their lives simply as necessary sacrifices? What if Volcano cared not for elens save for the value of their spilled blood?

These doubts came to a head near the end of his tour, when his unit was rushed to a breakthrough to face a wave of darkspawn--from his view, a calculated sacrifice of lives soon to be of no more use as they finished their service. Seeing death approaching, Benedetto’s faith was tested… and broke. His fearlessness left him, and he fled the battle.

Now a deserter, the former paladin skulked his way to Light, avoiding anything that could be a patrol sent to punish him for his desertion. He made his way as unnoticed as he could into the city, staying to the shadows and hoping to hide until pursuit ceased. He learned new skills, suited to keep himself hidden and unnoticed… but his stubborn desire to protect those in need didn’t go away.

Benedetto found ways to help the unfortunate and those being preyed on by the powerful, doing his best to make Light better while still evading the authorities. And so things went for a couple of years, until the rise of the Moon and the fall of Light.

In the chaos of the city’s fall, he found himself fighting alongside the very authorities he’d been fleeing, trying to get at least a few people out of the city. At one point, there was a need for one elen to hold off a threat while the rest of the group escaped… and this time, Benedetto did not hesitate to be that elen. He put every ounce of skill he had into the fight, and by the time he fell, the fire of his blood spilling on the ground as his vision faded, he knew the rest had escaped.

Just before death claimed him, however, Benedetto thought he heard a fierce cry… and a familiar warmth spread though him, the warmth of a paladin’s healing. Getting to his feet, he looked around for who could have healed him, but found no one. Being rather pressed for time even though the immediate threats had left him for dead, he didn’t look further, instead making his way out of the city, gathering a paltry few other survivors with him as he did. There would be time enough to question what happened later…

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

Benedetto was born and raised in Forge, a child of an armorsmith and a veteran of the western Front.
He trained as a paladin when he was of age to do so, and marched off to the eastern Front
The realities of the war against the Dark ground down his optimism and faith, and he started to feel like Volcano saw elen lives as nothing more than sacrifices
Finally a moment arrived when a particularly dangerous darkspawn was heading for his unit and he broke and ran.
Since then he’s hidden out in Light, trying to help people when he can while keeping out of notice from the authorities.
He’s still sincere in his desire to help others, but he can’t decide if he should blame Volcano, the church, or himself (or all three) for what happened.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

I’d like him to work for a while on the whole atonement thing. It shouldn’t take *too* long since it cripples his build a little, but I do want to feel like he’s had to work for it. It’d be neat if the last steps of his atonement are somehow tied to the Phoenix.
I’d like him to have to confront his discomfort with the non-Warrior aspects of Volcano. Not sure how he’ll end up resolving that one.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

His whole desertion thing is something he *tries* to keep secret…

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Carlotta and Giulio Laguardia: Benedetto’s parents. His mother was a soldier on the western Front, his father an armorsmith. They’ve heard he deserted but don’t really believe it, thinking there must be an explanation (and also that he’s dead).
Herman Brewer: A barkeeper and brewer in Light. Helped Benedetto out when he fled to Light, and pointed him towards people who could use his help for a while.
Benedetto Zurlo: Formerly his commanding officer. Gave him a hard time for having the same first name. Thinks he’s a filthy coward and deserter now.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

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