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    Default Kingdom of Arim I (OOC)

    Welcome to the Kingdom of Arim Campaign.

    First off, there's two posts beneath this one that you guys should check. The first is for Announcements. The second is an OOC introduction to what you guys are doing next IC.

    In my signature, you'll find links to this game's important threads – and those of the other, duplicate game I'm running. I trust you guys not to go peak at what they're doing and ruin the fun for yourselves.

    And that's it for an introduction. Let's get going.

    Our Cast of Heroes

    Those valiant (or foolish) mortals that have decided to adventure in Arim!

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    Uriell (Holice) - A native to Arim, Uriell was born Johan Francis, son of a local tailor, but took the name Uriell as it sounded more Elvish to him. Against his father's wishes, he spent most of his time in the forests outside their city. There he traveled for days on end at time, learning the ways of the forest, and the watching the elves of the neighboring nation. With the outbreak of war and the lack of money in his district, his family grows poorer with every passing month, and he must now take it on himself to use the skills and knowledge he has acquired to find a way to provide for his family. He speaks in Blue.

    Alexis (Archmage1) - Alexis is a somewhat plain looking elf, who has traveled a lot, but has spent most of her time in cities. She has traveled through the Empire of Kanar, Mizan, and Arim. She grew up in Kanar, where she lost her parents at a young age, turning to thievery. After taking a job that was too much for her, she fled to Mizan. Here she learned magic before fleeing to Arim to escape a powerful enemy. She was caught stealing and required to join the army, serving for only two days after training, when the war ended. She will do her best to help those who can't help themselves; however, her help is not usually legal. She will typically try to avoid forming close friendships with anyone, as everyone that she has befriended has died. She speaks in Indigo.

    Slayer of Sharpbite, leader of the Clawed Fist's Hunters.

    Tulkar (AvocadoAvenger) - The half-orc son of a raped mother, Tulkar has always had a bit of darkness inside. The recent murder of his mother at the hands of soldiers of Mizan has taken away the only good things in his life. Left behind was a vengeful, angry young man, unsure of how to go on and uncertain of the future. He speaks in Teal.

    Slayer of Fireclaw, Shaman of the Clawed Fist and Gyrax, Tyrant of the Clawed Fist.

    Arthur (Kelamor) - Arthur Greyson, a simple, tall human who claims to be a veteran of the recent war that had plagued Arim and Mizan and before that a farmer drafted into said war. He will not say which side of the conflict he was on. Instead, claiming no allegiance or nationality, Arthur travels about righting wrongs and fighting for justice, claiming to have been saved and sent out into the world by a god he has no name for. He does not preach, however, and only speaks of his story when asked. Instead, he chooses to let his actions speak for him and be an example to all that there is a way for good to triumph. But there is only so much one man can do alone, so Arthur has sought out others who seem to have similar intentions in mind, following rumor after rumor to an inn where a group of adventurers, and perhaps his destiny, await him.He speaks in Grey.

    Petil (Xhosant) - No Description Yet. He speaks in Green.

    Holken (Ogothay) - Holken is a young human male who has been apprenticed to a dwarven smithy. As a teenager, Holken realized he had a gift for the magical powers that started manifesting in his body. As a result he has left the smithy to learn more about his innate powers, and how to fully control them. He is driven by a desire to understand his powers and his surroundings, and would welcome any opportunity to gain and share knowledge. Holken is usually slow to act; not because of stupidity, but for a desire to know every option and possibility available before making a decision.He speaks in Magenta.

    As a reminder, I'll add various deeds that you've accomplished, as well as various titles or nicknames people are referring to you by. Kill a dragon, and you'll be known as Bob the Example, Dragonslayer. Botch a roll and burn down the best tavern in the city, they're going to call you something a lot less complimentary.

    Gameplay Rules

    Some notes on how we're dealing with gameplay through PbP.

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    Posting and Posting Rate. If you want to contribute to something, such as a conversation, I'll give you a about 48 hours to do so. After that, it just slows down way too much. If you don't feel like you have anything to add, you can still post something short to let us know you're still around and saw what happened. Or you could let people know in the OOC thread. Try not to just stay completely silent though, since it makes other people want to wait for you to get the chance to do something.
    In combat, this drops to 24 hours. If you don't post during your initiative (more on that below) then your character will take a Total Defense Action and pass your turn. I may, at my discretion, have your character do something else obvious. For example, if you're on fire, I might have your character attempt to extinguish the flames instead of simply standing there, dodging.

    Initiative. When combat begins, I'll roll Initiative for you, as well as rolling it for the Bad Guys. After I do, I'll average out the Bad Guys Initiative. Every player that has a higher initiative, you go before them, in whatever order you post. If you have a lower, you go after them, in whatever order you post. The monsters will of course go in between. I may make exceptions (such as for BBEG's) who will be able to go before the party, during the Bad Guys turn, or after the party.

    Rolls. All rolls need to be on the Forum Dice Roller; you can find the post for it here. If you think you need to roll something, go ahead and do it before I tell you. Worst thing is it didn't matter, but it might save time.

    Absences. If you've got to go out of town or something, by all means, just let us know first so we're not stuck waiting for you. If it's going to be for more then a day or two, I might play your character for you, or he might wander off to do something else, or maybe just follow along silently. Feel free to state a preference.

    Setting

    Here is all the Setting Information that I had up in the Recruitment Post.

    Map of the Whitecrest Sea (The Kingdom of Arim is most of what's inside the black square).

    Map of the Duchy of Kerist, circa Act I.

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    Overview

    The Whitecrest Sea is a mostly land-locked body of water, surrounded on three sides by land. It lies at the eastern edge of a larger continent, separated from the rest of the continent by a vast grassland and desert that few have reason to cross. Surrounding the sea are many kingdoms, primarily inhabited by elves (in the south) and humans (in the north).

    Geography

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    The land around the Whitecrest Sea is normally divided into seven different regions: The Elven Forest, the Sea of Grass, the Isles of Nordhal, the Northern Kingdoms, the Far North, the Danbari Peninsula, and the Out Isles.

    The Elven Forest. It is here, in this primeval forest, that elves first dwelt around the Whitecrest Sea, long before the first human found a way south through the Icepeak's. It is here they founded the city, then Kingdom, now Empire of Kanar, and sent forth colonies to settle all around the great sea. To the south of the Elven Forest lies a vast desert that bars passage in that direction.

    The Sea of Grass. Stretching for hundreds or thousands of leagues, the Sea of Grass are great steppes and plains that separate the Whitecrest Sea and it's people from the rest of the continent. Occasionally, a few travelers cross this vast wasteland, bringing tales of other cultures, but they are rare indeed.

    The Isles of Nordhal. These Islands, found in the heart of the sea, are ruled by the Princedom of Nordhal. The big island, named Nordhal after the first human to land on it, is the primary center of trade and meeting ground for the other kingdoms surrounding the sea.

    The Northern Kingdoms. Here is the heart of human civilization among the Whitecrest Sea. It is here that humans first came to the sea, traveling south from the Far North to find less harsh and more forgiving lands. It was also here that they eventually created the great human kingdoms that dominate the region.
    The Kingdoms of Vasa, Arim, Mizan, Kormak, and Malakar are found here. So too is found the Riverlands, a horrible land of marshes and bogs, given over to the foul monsters that infest it.

    The Far North. Beyond the Icepeak Mountains, these lands are where humans first came to the area, crossing the frozen waters to the north and settling in these frigid lands. Eventually, many of them would find passes through the Icepeaks, settling the warmer lands to the south. Those that remain keep to their tribal customs, living a harsh life in a land filled with danger.

    Danbari Peninsula. The Danbari Peninsula is some of the most fertile and mild land around the Whitecrest Sea. It boasts large forests, fertile plains, and mountains filled with ores and gems. This great wealth comes at a cost however; the various states and cities of the peninsula have been in a near-constant state of hostility for over a century, each attempting to dominate the others and rule the entire peninsula.

    The Out Isles. A chain of volcanic islands that stretch across the mouth of the Whitecrest Sea, the Out Isles are home to lush tropical jungles. This sun-drenched land is known for it's constant warmth and beauty, but also for the dangers; deadly toxins are found in the simplest of creatures here, and strange diseases sweep through those unaccustomed to this land.


    Nations

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    The principal nations surrounding the Whitecrest Sea are the human kingdoms of Vasa, Arim, Mizan, Kormak, Malakar, the dwarven stronghold of Iceheart, the Peninsular Kingdoms, the Princedom of Nordhal, the varied states of the Out Isles, and the elven Empire of Kanar. The Riverlands, while not formally a nation, or even united, might be considered one, albeit one inhabited only by monsters.

    Vasa. Vasa was originally settled by nomadic tribesmen from the Sea of Grass. These tribesmen settled on the shore of the waters they named Lake Vasa before spreading to the south and east in a constant expansion. To the south, they were stopped at the Shining River by the elves of Kanar. To the west, they have continued to claim more and more land, approaching the border of the Kingdom of Arim.
    It's borders currently stretch from the Sea of Grass, south to the Shining River, north to the Icepeak Mountains, and east nearly to the Riverlands and the Kingdom of Arim.

    Arim. The Kingdom of Arim is the most practical of the human kingdoms. The people here may have abandoned the nomadic, barbarian ways of their ancestors, but they have not forgotten that practicality. Arim is a nation of farmers and craftsman, where people simply roll up their sleeves and dig into work. This mentality has contributed to a steady increase in the kingdoms wealth and importance.
    Arim borders the Kingdom of Mizan to the east and the Kingdom of Kormak to the southeast. The western border lies against the Riverlands, with the Kingdom of Vasa's constant expansion bringing it ever closer.

    Mizan. Like most of the human kingdoms, the Kingdom of Mizan was settled by barbarians from the Far North. Originally, they were very similar to their neighbors in Arim and Kormak, slowly civilizing into a nation of farmers. Then a prophet came among them, preaching devotion to a new goddess called Mizara the Everburning. The rise of her church produced a great shift in the culture of the kingdom named after her; the people here now prize philosophy, learning, and magic.
    It borders Arim in the west, Kormak in the south, the Icepeak Mountains in the north, and stretches to a mostly undefined border with Malakar in the east.

    Kormak. The Kingdom of Kormak was the first human kingdom around the Sea – and they wont let anyone forget it. The people of Kormak tend to be much like those found anywhere, but the aristocracy sets the regional standard for sheer arrogance. It's understandable however; they were a civilized nation before the first tribes that would settle Arim ever set eyes upon it.
    The Kingdom of Kormak lays entirely on the Kormak Peninsula, south of the North Kormak Hills. Mizan lies north of those hills, and it borders Arim in the west, in the Kormak Valley between the South and North Kormaks.

    Malakar. Malakar is unique among the lands of the Northern Kingdoms, a land where the barbarian tribesmen have mostly kept to their ancient traditions. Their towns tend to be small affairs, inhabited by only a few permanent residents, with the rest roving around. The “King” is chosen yearly by the elders of each clan, when they meet to discuss issues facing the land as a whole.
    Malakar lies in the lands north of the Danbari Peninsula, with the Kingdom of Mizan to the west and the Peninsula Kingdoms to the south, though the borders are less then firm, with tribesmen wandering where they choose.

    Iceheart. The dwarven stronghold of Iceheart is the only dwarven city found around the Whitecrest Sea. Founded by a group of traveling dwarves that crossed through a vast and labyrinthine series of tunnels and caves beneath the Sea of Grass, the dwarves living here have next to no contact with their kinfolk far to the west. The dwarves who live here retain something of the traveling nature of their ancestors, with many of them choosing to live in the human kingdoms.
    This dwarven city is found in the highest peak of the Lesser Icepeak Mountains, with their nearest neighbor being the Kingdom of Vasa.

    The Peninsular Kingdoms. Found on the Danbari Peninsula, these assorted states and cities are constantly seeking an advantage against each other, frequently resorting to war to attempt to improve their fortunes. The victor of one war finds themselves the loser in another, continuing the cycle of destruction and rebuilding that defines these lands.
    They are all located on the Danbari Peninsula, with their northern border being with Malakar.

    The Princedom of Nordhal. Settled by shipwrecked traders from across the ocean, Nordhal is the primary market and trading center of the Whitecrest Sea. The people who live here are quite different from their northern fellows, being short, slight, and dark skinned. They're also the best sailors and traders in the region, and are the most tolerant of folk. Nordhal also boasts the second highest population of elves outside of Kanar, and the highest population of half-elves.
    Being only on the Isles of Nordhal, the Princedom has no borders with other nations.

    The Out Isles. Grouped together for convenience, these city states and small kingdoms are a paradise for pirates, smuggles, traders, and those looking to escape problems in their own lands. Here, more then anywhere, it's skill that matters, not pedigree. The dizzying assembly of governments reflects this; a port ruled by a pirate king might get it's food from a small democracy of farmers, or a state ruled by it's church.

    Empire of Kanar. The first nation to arrive on the Whitecrest Sea, the elves who live here expanded from a single city, to a great kingdom, to a mighty empire. The rise of humanity in the north resulted in the loss of their colonies along the northern shore, but they've maintained their control over the great Elven Forest and the nearby lands. While the elves appear united and monolithic to outsiders, there are internal divisions they themselves recognize.
    The Empire borders Vasa at the Shining River, but shares no other land borders.

    Riverlands. The Riverlands are the lands between the Arim River, the Tor River, and Whitecrest Bay. The land is almost entirely covered in swamps, marshes, and bogs. They're also filled with monsters, both those native to the environment and those driven into the area by the expansion of human kingdoms.
    The Riverlands lie between the Kingdom of Vasa and the Kingdom of Arim.


    The Kingdom of Arim

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    Arim is a human kingdom located along the Northern shore of the Whitecrest Sea. It's ruled by a King; the current one is King Rahjyis the IV. The Kings primary adviser is known as the Hand of the King, and the currant hand is Duke Jotan Hybran, the Duke of Atherstone. A subject of the kingdom is known as an Arimite.

    Geography

    Arim is bordered on the east by the Kingdom of Mizan and the Kingdom of Kormak, on the south by the Whitecrest Sea, the west by the Riverlands and (nominally at least) the Kingdom of Vasa, and the north by the Icepeak Mountains and the Khyber Vale. It is a land surrounded by rivers and mountains, mostly covered in the vast Kings Forest. The best farming lands lay in the West Taren Valley, and the only coastline is along the Kerist Coastal Plain. The climate is temperate, with winters being cold and snowy, but not terribly bad.

    The Kingdom is divided into five duchies - Atherstone, Tor, Shalewood, Taren, and Kerist - ruled by a Duke or Duchess. It's major cities are Arimsburg, the Capitol, Tarensbridge, a major farming city and center of the trade with Mizan, and Kerist, it's only seaport.

    Magic in Arim

    Arim is not well known for it's mages. Many of those born with arcane talent travel to neighboring Mizan or Kormak, where magical knowledge and instruction is more plentiful. Those that remain tend to be more loyal to their fellow Arimites. There are only a few places in Arim that are magically significant, and these are known only to certain scholars, not the general knowledge.

    Religion


    The god of Arim is Krin of the Bells. It is he who calls upon them to devote their lives to good, simple pursuits, such as craftsmanship and farming. The Sea-Father is also well represented in Kerist, and Tarensbridge boasts multiple temples to Mizara.

    The leader of the church of Krin is the High Cleric, based out of the Grand Cathedral in Arimsburg. The church has recently started to get more involved in politics, though most people aren't sure of why.

    History and Now


    Arim was settled in the second (of three) great waves of migration from the Far North. It was settled at around the same time as Mizan, but much later then Kormak. It restricted itself to slow expansion of it's borders into the wild lands through settlement, driving out the monsters that infested them. It's had mostly peaceful relations with it's neighbors for years, though the King worries that the Vasa will continue attempting to expand, bringing them into conflict with Arim.

    It's most recent expansion, 180 years ago, was the city of Kerist and the Kerist Coastal Plain, now organized into the Duchy of Kerist. Previously an elven colony, the city was absorbed into Arim after decades of hostility, as the kingdom desired a seaport and the elves were determined to remain free. In the end, the sudden disappearance of the entire elven population in a still unexplained mystery allowed Arim to annex the city without war.

    In recent history, Arim has just fought a short war against Mizan, it's neighbor. The war was caused more by trade disputes then a desire for conquest, stemming mostly from issues involving the Upper Taren River and the Upper Kormak River, both of which form the border with Mizan. This war was incredibly unpopular with the common folk, and made worse by the Kingdom's inability to pay all the soldiers they conscripted. These soldiers are now a serious issue for the kingdom, as desperate, broke soldiers are just bandits in the making.


    Religion

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    Worship around the Whitecrest Sea is nationalistic. Each nation has their own god, and these gods are at their most powerful when acting within the borders that hold their believers. To act in the mortal plane beyond those borders with any real power requires the intervention of members of their clergy.

    The origin of the deities is unknown. Many believe they were once mortals, risen to great power by the adulation and worship of their peoples. Others tell how they have always been here, but have constantly changed into new forms as the world around them changes. Still more tails abound, but none have ever been proved true.

    Andaria. Queen in Heaven and the Noble One, Andaria is the goddess of Kormak. She is a god first and foremost of the upper classes, a stately goddess who prizes noble blood and the proper decorum of the noble classes. She is also a just goddess however, who demands that her followers uphold their responsibilities to those that are in their care, and a believer in the rule of law.
    Her temples are gorgeously appointed cathedrals, filled with precious gems and metals, great works of art, and the finest silks. Each member of a noble house is expected to contribute something to the temple on various important dates, such as their birth and death (done in their name), their reaching adulthood, or their assumption of a title. Much of the wealth the temple collects gets used to build great monuments and parks, keeping the cities of Kormak places of beauty and grace.
    Her symbol is a jeweled tiara. Her wealthy followers tend to have smaller duplicates made and wear them as bracelets.

    Daras. Called the Emerald Guardian and the Huntsman, Daras is the god of elves and the elven Empire. He is a noble god, civilized, educated, and cultured, but he has not forgotten his roots as a deity of nature. He calls for people to live in balance with nature, taking what they need and caring for the land as they would their own home.
    His temples are normally large, containing vast libraries and comfortable rooms, but they seem designed more to provide a backdrop for their natural surroundings then as masterpieces of architecture themselves. Even when built in the middle of a bustling city, they will be surrounded by large areas of wild lands, carefully tended by the priests. He prefers people to come there and learn, and prefers prayers made while hunting, an act he considers the purest.
    His symbol shows a forest on one side, with a city on the other, divided by an arrow. This is normally carved into wood, with the city side plated in metal.

    Delan. The Trickster, as he is known, is actually not the god of any nation. Delan claims that to be in charge of a nation would bore him to tears. Instead, he takes worship where he can get it. Most often seen on the fringes of civilization, Delan delights in trickery and lies, but is strangely unwilling to break rules. He prefers to just bend them a little.
    His worshipers are as individualistic as he is, preferring to find their own ways to honor him, no two of which are ever alike.
    He has no confirmed symbol, but is normally represented as two dice, one showing a 6, one showing a 1.

    Gustavas. Warlord, Battlemaster, and The General, Gustavas is the god of the Kingdom of Vasa. He is a god of war, treasuring great deeds of battle, feats of strength, and the glorious march of conquest. His priesthood drives the expansion of Vasa, claiming as much land as possible, seeking out and destroying monsters where they dwell.
    There are no temples to Vasa, only shrines built in military buildings. His priests live among the soldiers they minister to, with common folk gathering on the drill field once a week to receive blessings and pray. Most prayers to Vasa are conducted before a battle or other such feat, where a simply call for courage suffices.
    His symbol is a sword and axe crossed over a shield, and is always made of steel.

    Korframos. Earthshaper, Stone Beard, and the Granite Warrior, Korframos is the god of dwarves and their mountain strongholds. An earth deity, he is a dependable sort, though widely considered to be a bit dim. He is slow to anger, but to those that awaken his wrath he can seem unstoppable. He cares most that his followers create new works of stone and metal and judge the world with clear eyes. He prizes progress as well, but in all things he is patient, content with slow but inexorable changes.
    His temples are glorious examples of architecture and rock carvings, but are simply adorned with more common metals, such as Iron or Copper. They always showcase various layers of rock and geological phenomena, and his followers are enjoined to study them, reflecting on the eternal nature of stone and the constant nature of change.
    His symbol is a miners pick crossed with a blacksmiths hammer. They are always worked out of two less valuable metals, with Iron and copper being the most common.

    Krin. Known as Krin of the Bells, Krin is the deity of the Kingdom of Arim. From his origins in the North, Krin is a deity of strength and guardians, but has also come to represent progress. Well known for favoring honesty and true speech, he is also particularly fond of those that work with metal. He's a practical deity who prefers his people get on with the business of settling towns and raising crops over “foolish” things like war.
    In any city devoted to Krin, be prepared for bells. Lots and lots of bells. Every church and temple to Krin has at least one bell tower, and all of them are rung at noon each day. During times of great turmoil, the bells are run every hour, from sunrise to sunset, when all of Krin's bells sound His name over His city at the passing of each hour.
    Krin's symbol is a bell; one is typically carried by his worshipers and rung when praying to him.

    Mizara. The Everburning and Guardian of the Inner Fire, Mizara is the deity of Mizan. Mizara is chiefly credited with being the Guardian of the Inner Fire. To the Mizanese, the Inner Fire is that which drives people to better themselves and become more then they would, and to produce the great works of art for which Mizan is famous.
    Temples to Mizara are always kept lit and warm, built around a central flame that burns constantly without fuel. All prayers to her are conducted in front of a flame, and normally involve the sacrifice of some small items. For the poor, this is normally no more then a few grains of food, to show their thanks, or a simple message, written and then burned.
    Mizara's symbol is flame burning upon an open palm. Her worshipers normally prefer to melt this symbol into metals.

    Sea-Father. The Sea-Father is the god of Nordhal. Primarily a sea deity, all sailors prefer to ask his permission and blessing before setting forth on a voyage, wherever they hail from. Compared to his peers, he's an inattentive deity, preferring to let his people go about their business, so long as they respect the waters. Even his true name is unknown.
    All temples to the Sea-Father contain a large pool of salt water in the center. Worshipers are expected to bathe themselves in the pool or in the sea. If unable to do so, they must at leash wash their hands and faces. Prayer is done after, and normally consists of nothing more then a few whispered words; the fewer the better, since their deity has little patience to listen.
    The Sea-Father's symbol is a wave, carved into a piece of driftwood.

    Tethia. Leaf Dancer and Dweller in Shadows, Tethia is the deity of the Out Isles. She's a more primal, savage goddess then her peers. She prizes quick thinking and the beauty of her jungles, but also ruthlessness and a ready response to a threat. She loves nothing more then to move through her jungles, stalking prey.
    Temples to Tethia are always built around an open courtyard where jungle is allowed to grow untouched. Worship is spent in quiet contemplation - made easier by a ban on violence in her temples. Nothing is sacrificed, and nothing else is demanded.
    Her symbol is a Tethia's Kiss flower, a species of flower known both for it's beauty and the deadly poison it produces.

    The Peninsular Gods. These are a wide selection of minor deities, each of which is worshiped by a small land in the Danbari Peninsula. None of these deities is very powerful, due to limited number of worshipers. That may change if one of the Peninsular Kingdoms manages to gain dominance, but until then, they are minor deities at best.

    Tribal Spirits. The barbarians who still dwell in the north, beyond the Icepeak Mountains, and their near cousins in Malakar, still hold to their ancestral spirits. These include a wide variety of ancestors and beast totems.


    Remember: If at any time you want to know something (“I wonder what that area is?”) just ask. I'll either tell you, tell you what Knowledge to roll to find out, or tell you that you don't know (generally with an explanation as to why).

    House Rules

    Here's a reminder of all the House Rules the campaign uses, along with The Big 16 from the Recruitment Post, just in case.

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    • Races. The Racial Attribute Bonuses and the Human Bonus Feat from the base races may be applied to any race. For example, you could have a human with a +2 Constitution and -2 Charisma in place of the normal Bonus Feat. If you use a variant (such as Gray Elf, from the Monster Manual) you can't make this change.
    • Diplomacy. This setting uses the modified Diplomacy rules devised by Rich Burlew. They can be found here.
    • Knowledge: Local. Local in this sense refers to Kerist, both the city and the Duchy. Characters can apply ½ their bonus to any roll that concerns the Kingdom of Arim as a whole, and Ό their bonus to any roll involving Whitecrest Sea and the surrounding lands.
    • Survival: Tracking. Whenever a character enters an area, they may attempt to use Tracking to determine what live around or travels through here. Doing so is a DC 15 check if the creatures were moving openly, or up to DC 25 if they were not. This check does not displace other checks to find tracks and follow them; it merely provides general information.
    • Skills. Skills in this setting are very important, with multiple places prepared for various little used skills to be included. Given the increased importance, each class gains two more skill points per level (8 more at first level). It should be stressed to the players that no skill is useless, including the knowledge skills.
    • Traits. After a character has established his background, they should be given a Trait that accurately represent the characters background, mentality, or methods. As the game goes on, reward additional traits; if a character is always resorting (successfully) to stealth, give him a trait that reflects that. Traits should be awarded every 5 or so levels. Examples of traits can be found in the Advanced Players Guide for Pathfinder.
    • Heritage. Heritages are things about the PC which even the player doesn't know yet, primarily concerning the PC's ancestry. To determine a PC's Heritage, have the player roll a d10 against the table provided for that campaign. Do NOT tell the player what his Legacy is. Note: No two players should have the same Heritage.
      Once each PC has a Heritage, they go about their life normally. Each Heritage has a specific place/person who can reveal it to the player. If the players reach that point, their particular Heritage is revealed to them, allowing them to act on that information if they wish. Each Heritage also has a bonus which is granted to the character at that time, though they continue to improve as time goes on.
    • Flaws. You may have one flaw, but it must be relevant to the character and a disadvantage.
    • Veteran. Upon starting, players who wish to be ex-military receive the Veteran feat for free. This feat gives +2 HP and changes the reaction of certain people to the PC's. If a player wishes to opt out of having been in the army, you may choose to do so; it's mostly a roleplaying device with a couple free HP.
    • Fractional Bonuses. We are using the UA Variant for Fractional Saves and Attack Bonuses.
    • Leadership. Leadership is not available as a feat. There is a similar ability that may be earned through roleplaying.
    • Spell Botch. Powerful spellcasting classes have a chance that their spell will fail, produce a different (usually harmful) effect instead. This is meant not to discourage players from being spellcasters, but rather to encourage them to try non-magical solutions before resorting to spells. Descriptions of the various class changes that can result in Spell Botches are given below, and the needed tables are given on page 11.
    • Ritual Circles and Holy Ground. These are used to offset the chance of a Spell Botch, primarily when crafting. They reduce the chance of a Spell Botch by 1% per level of the caster, effectively doubling the class feature that has the same effect. This effect applies only to spells of a level equal or lower to that of the Ritual Circle of Holy Ground.
      To create a Ritual Circle or consecrate Holy Ground, you must first purchase special materials valued at (Spell-level x Spell-level x 1,000 gp). So, if you desired to create a Ritual Circle capable of decreasing the chance of a Spell Botch with fourth-level spells and lower, you would need to pay 16,000 gp.
      Next, a spellcaster of the appropriate class (Wizard/Sorcerer for Ritual Circle, Cleric/Druid for Holy Ground) would need to spend 1 month constructing the circle or consecrating the ground. The spellcaster in question must be capable of casting spells of a level equal to the strength of the desired circle. At the end of the month, the process is complete.
      Note, Ritual Circles and Holy Ground cannot be moved, and can be destroyed at DM discretion.


    Class Specific Changes
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    Cleric Class Changes
    • Divine Feedback – When a Cleric casts a Cleric Spell, there is a 4% chance per spell-level that the Cleric is unable to channel the divine power properly, causing Divine Feedback. When this occurs, the Cleric takes 1d4 damage per caster level the spell was cast at. The spell has no other effect.
      Example: A level 5 Cleric casting Cure Moderate Wounds at his maximum caster level rolls a 3 on his Divine Feedback check. He would then take 5d4 damage and the spell fails.
    • Chosen Vessel – The chance of Divine Feedback Is reduced by 1% per class level of Cleric.
      Special: Any levels from a class or prestige class that increases the Cleric's spellcasting (such as The Loremaster from the DMG) stacks with Cleric levels for determining the effect of Chosen Vessel. For example, a level 15 Cleric/1 Loremaster would reduce the chance of Divine Feedback by 16%.

    Druid Class Changes
    • Natural Chaos – When a Druid casts a Druid Spell, there is a 4% chance per spell-level that Druid is unable to channel the natural power properly, causing Natural Chaos. When this occurs, the DM rolls against the Natural Chaos table to determine the effect of the spell.
      Example: A level 5 Druid casting Summon Nature's Ally II rolls a 3 on his Natural Chaos check. The DM then rolls against the Natural Chaos table, then informs the Druid what effect the spell had. The spell has no other effect other then the result of the roll.
    • Nature's Champion – The chance of Natural Chaos is reduced by 1% per class level of Druid.
      Special: Any levels from a class or prestige class that increases the Druid's spellcasting (such as The Loremaster from the DMG) stacks with Druid levels for determining the effect of Nature's Champion. For example, a level 15 Druid/1 Loremaster would reduce the chance of Natural Chaos by 16%.

    Hexblade Class Changes
    • Uses suggested changes, found here.

    Sorcerer Class Changes
    • Wild Surge – When a Sorcerer casts a Sorcerer Spell, there is a 4% chance per spell-level that the spell will go wild, resulting in a Wild Surge. When this occurs, the DM rolls against the Wild Surge table to determine the effect of the spell.
      Example: A level 5 Sorcerer casting Fireball rolls a 5 on his Wild Surge check. The DM then rolls against the Wild Surge table, then informs the Sorcerer what effect the spell had. The spell has no other effect other then the result of the roll.
    • Arcane Bloodline – The chance of a Wild Surge is reduced by 1% per class level of Sorcerer.
      Special: Any levels from a class or prestige class that increases the Sorcerer's spellcasting (such as The Loremaster from the DMG) stacks with Sorcerer levels for determining the effect of Arcane Bloodline. For example, a level 15 Sorcerer/1 Loremaster would reduce the chance of Wild Surge by 16%.
    • Bonus Spell – Sorcerers receive the new spell Reckless Magic as a known spell for each level of spells they can cast.

    Wizard Class Changes
    • Wild Surge – When a Wizard casts a Wizard spell, there is a 4% chance per spell-level that the spell will go wild, resulting in a Wild Surge. When this occurs, the DM rolls against the Wild Surge table to determine the effect of the spell.
      Example: A level 11 Wizard casting True Seeing rolls a 12 on his Wild Surge check. The DM then rolls against the Wild Surge table, then informs the Wizard what effect the spell had. The spell has no other effect other then the result of the roll.
    • Learned Spellcaster – The chance of a Wild Surge is reduced by 1% per class level of Wizard.
      Special: Any levels from a class or prestige class that increases the Wizard's spellcasting (such as The Loremaster from the DMG) stacks with Wizard levels for determining the effect of Learned Spellcaster. For example, a level 15 Wizard/1 Loremaster would reduce the chance of Wild Surge by 16%.
    • Specialist Wizard Changes – You can now cast spells from opposition schools, but the chance of Wild Surge increases to 8% per spell-level when casting a spell from an opposition school. The chance of Wild Surge drops to 0% if the spell is from your specialist school.
      Special: You may choose Divination as an opposition school, and a Diviner must choose two opposition schools.
    • Wild Magic Specialist – A Wild Magic Specialist, known as a Wild Mage, excels not at controlling the wild forces of magic, but of channeling them into the effect he wishes.
      You may select Wild Magic as your specialization. You do not choose any opposition schools. You receive one bonus spell slot per spell-level that can only be used to prepare Reckless Magic. The chance of Wild Surge increases to 5% per spell-level (instead of 4%). In the event of a failure on a Wild Surge check, the DM rolls twice on the Wild Surge table. You may choose either effect.
    • Bonus Spell – Wizards automatically know Reckless Magic and can prepare it without a spellbook. As the Wizard gains the ability to cast higher level spells, he automatically learns the spell for each new spell-level. Preparing this spell without a spellbook increases the added chance of Wild Surge from +10% to +20%.
      Special: The spell may be copied into a spellbook normally. Each spell-level that you wish to copy the spell for must be done individually.

    Other Spellcasting Classes
    • If you play a class with spellcasting similar to the Cleric, Druid, Sorcerer, or Wizard, you can expect a similar chance for everything to go wrong. This isn't meant to discourage people from playing them so much as to encourage people to reach for a different solution before whipping out the spell.

    New Spell

    Reckless Magic
    Universal
    Level: Sor/wiz 1-9 (all levels)
    Components: V, S.
    Casting Time: 1 Standard Action.
    Range: See Text.
    Target, Effect, or Area: See Text.
    Duration: See Text.
    Saving Throw: See Text.
    Spell Resistance: See Text.

    Reckless Magic is the height of irresponsible magic use, but few can deny it's potential power and versatility; at least not when it works. When casting it, you attempt to duplicate a different spell with increased effectiveness, but the wild magic is harder to control.
    When you cast Reckless Magic, you choose another spell to attempt to duplicate. This spell must be a Known Spell for a Sorcerer or written in his spellbook for a Wizard. It may be a spell of a lower level then the spell-level used to cast Reckless Magic (such as using a 5th-level slot to cast Reckless Magic, then choosing a 1st-level spell), but it may not be used to cast a spell of higher level then the slot used.
    Once you've chosen a spell, cast that spell as normal, with it's range, damage, target, and other features as normal. You may apply either the Empowered Spell or Extend Spell Metamagic Feat to this spell. You do not need to have either feat and there is no change to the level of the spell you are trying to cast.
    When rolling to discover if the spell will result in Wild Surge, the chance of Wild Surge goes up 10%.


    The Big 16
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    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?

    D&D 3.5

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

    Setting is my home-brewed world (which is fairly typical fantasy fare, I admit).

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

    4-6 Players. Anyone who wants to play who I can't fit in can become an alternate if they want - just let me know when you make the character. It can't hurt.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?

    These forums.

    5. What is the characters' starting status (i.e. experience level)?

    Unfortunately, level 1. See "The Adventure" below.

    6. How much gold or other starting funds will the characters begin with?

    You can go ahead and have max gold for your class, but you should have less then 5 gold remaining when you start. I'll also give you a free item based on what your character is like.

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

    No home-brewed, and I'm going to say no Psionics; they don't fit as well into the world and frankly, I'm too inexperienced with them to want players using them. You also shouldn't play something that you can't do a good job of describing in action. Try coming up with a paragraph in your head; if it sounds ridiculous, don't do that.

    As for cheese, here's my stance: The more cheese you use, the more cheese I use. There's only so many of you - there's a hell of a lot more of me.

    Oh, and please don't play the Complete Warrior: Samurai or Tome of Magic: Truenamer. They're just too broken/bad.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

    The core races only please, but check the "House Rules" section below. I have to admit, I'm also not a fan of gnomes and halflings. If you choose to play one, that's fine. Keep in mind though, your likely to be the only one of your kind within 1,000 miles.

    9. By what method should Players generate their attributes/ability scores and Hit Points?

    32-point Point Buy. Not as much fun as rolling a great score, but I prefer people not to get bad rolls either.

    10. Does your game use alignment? What are your restrictions, if so?

    Yes, it does, but honestly, it's relatively unimportant. Keep in mind, whatever your motives, you guys are the heroes, so be prepared to explain why you're evil. Also, no Lawful Stupid, Chaotic Stupid, or Stupid Evil. I get enough of that crap from my RL group.

    11. Do you allow multi-classing, or have any particular rules in regards to it?

    Multiclass to your hearts content, with no experience penalty; classes don't matter to me nearly as much as what the characterization and narrative.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    I'll roll for NPC's of course, plus I'll roll any Reactive Spot and Listen checks - you can roll them yourselves if you want to take a closer look at something, etc. Everything else, you roll yourself, using the forum dice roller.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    Yes, yes there are. I put those in the "House Rules" section below.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

    Some background, yes. Mainly, I just want you to have an idea of who the character is, how he got here, and where he's going. Check "The Adventure" section for details about where you start, and the "Setting" section for stuff about the world.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

    Bunch of everything. Best part, is it depends mainly on what you guys pick. If you decide to go do A, that part is more Hack & Slash; B is more Puzzles. That kinda thing.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

    Exempting only what I've said already (Psionics, Samurai, Trunenamer) you can use anything out of any non-setting specific, Wizards of the Coast published, 3.5 book. HOWEVER, I will admit that the simpler you keep the character (Simpler being defined as Core, Complete, Tome of Battle) the more I'd appreciate it. I'm not too worried about it though, but I do ask that if you use something outside those books, tell me where you got it in case I don't know.
    Last edited by Keylac; 2013-05-17 at 09:03 PM.
    The Kingdom of Arim Campaign - OOC IC Dice

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    God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players (i.e. everyone), to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time.

    - "Good Omens"

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    Default Re: Kingdom of Arim I (OOC)

    Announcements

    Nothing to see here citizen, move along.

    That is all.
    Last edited by Keylac; 2013-02-21 at 08:08 AM. Reason: Updated!
    The Kingdom of Arim Campaign - OOC IC Dice

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    God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players (i.e. everyone), to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time.

    - "Good Omens"

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    Default Re: Kingdom of Arim I (OOC)

    The Adventure

    Here's a brief introduction to what we're going into. This section will change as you progress.

    Okay folks, we are now past the Prologue. Now things get a little different.

    You're now in Act 1. Here, instead of just being sent out to do a dungeon crawl, you have the run of the entire Duchy of Kerist and you're in charge of what you do.

    You're going to be presented with 8 different story hooks for quests you can do. This doesn't count all the stand-alone stuff in the Duchy, just the "main quests" part. You're only going to get 5 or so of them done, so you'll actually have to choose what you want to do.

    The part which makes it fun (for me at least) is that things matter here. Some of the quests, if you don't do them, the Kerist Guard will, or the locals will take care of it, or another band of adventurers. The only thing that changes is someone else got the loot and experience.

    Other quests are different; they have lasting effects on the world. To use an example (which isn't actually in the game), let's say someone asks you to go kill a monster, but you decide to do a different quest. Later in the story, that monster might be back, stronger than it was before. Or if you were asked to carry a warning to evacuate a village and you didn't, later you might find the guy who could answer a question for you is dead, because you didn't warn him to get out of town.

    Of course, a quest might be less climatic; it could be just that you would have found a key that let's you get more loot later. The fun part for me is that I'm not going to tell you which quests matter. You're just going to have to find out.

    Also, something to keep in mind: I won't be fudging dice rolls in your favor anymore. I wont be fudging them against you either, but I wasn't doing that before either. To be honest, I think I only had to fudge two rolls the whole time, and they wouldn't have resulted in instant death anyways, so it's not really a biggie. Still, let's keep alive, eh?
    Last edited by Keylac; 2013-02-21 at 08:23 AM.
    The Kingdom of Arim Campaign - OOC IC Dice

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    God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players (i.e. everyone), to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time.

    - "Good Omens"

    Avatar by Kymme.

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    Default Re: Kingdom of Arim I (OOC)

    Reporting in, I'll get my various requested things editted in momentarily. For now, here's my heritage roll.

    (1D10)[7] - So that makes me the Great-great-great-great grandson of an Archdemon, right?

    And now the rest of it. Darius will be speaking in Dark Green for the duration.

    Darius Strensson has lived in Arim all of his life. He grew up with a very idealised view of how the world works, in part due to his pious family. Serving with the military for a few years tempered his idealism and turned it into a sense of loyalty to those who could not stand for themselves. He does not expect others to follow his code, or even to hold true to the virtues that Krin preaches. Instead he simply does all he can to prevent conflict before it can break out and, if that should prove unavoidable, end it with minimal bloodshed. He keeps a small bell attatched to his Halberd to constantly remind him of why he fights.
    Last edited by Comissar; 2012-07-24 at 05:30 PM.


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    Default Re: Kingdom of Arim I (OOC)

    Hey all, look forward to playing with you I'll be taking teal.

    My character, Tulkar, is someone who lived in the middle of nowhere and has had his only family, his mother, murdered by soldiers. Because of this he does not like soldiers, and should have an intriguingly negative relationship with Anthony. He probably wouldn't initially like Tamni'el or Darius either. At least he will probably end up respecting Darius's righteousness, and Tamni'el's connection to nature. In fact, our backstories are compatible and I would be happy to write Tamni'el in as a childhood friend who took a different path. Because his mother was a druid (or something), he would probably get along with Uriell; although, his calm nature could make a good foil to my personality (which i'll get to in a sec). Finally, I would put him neutrally towards Alexis. It would all depend on how it ends up playing out I think.

    Another thing, my character may seem angry, distant, vengeful, or dark sometimes. Just know that this is how I intend to play him; a young kid with a bad side who gets himself into things he probably shouldn't. Not to say that i'll be chaotic stupid, because Tulkar won't act chaotic in all situations. Just the ones that are in my character to.
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    Default Re: Kingdom of Arim I (OOC)

    Reporting In!

    Heritage Roll (1d10)[2]

    Uriell will speak in Blue.

    A native to Arim, Uriell was born Johan Francis, son of a local tailor, but took the name Uriell as it sounded more Elvish to him. Against his father's wishes, he spent most of his time in the forests outside their city. There he traveled for days on end at time, learning the ways of the forest, and the watching the elves of the neighboring nation. With the outbreak of war and the lack of money in his district, his family grows poorer with every passing month, and he must now take it on himself to use the skills and knowledge he has acquired to find a way to provide for his family.
    Surprise inside!
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    Click 'em all!



    Characters:
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    Berin - A Two Rivers Archer
    Uriell - A Druid
    Robb - The Scruffy Scout



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    DruidGuy

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    Default Re: Kingdom of Arim I (OOC)

    As a side note, and to not mess up the roll above.

    Uriell also travels everywhere with his friend, Hϋ, his faithful dog.
    Surprise inside!
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    Characters:
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    Berin - A Two Rivers Archer
    Uriell - A Druid
    Robb - The Scruffy Scout



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    Default Re: Kingdom of Arim I (OOC)

    *dings the doorbell* Hello, I would like to check in :P

    I'll be taking Purple

    As for the backstory... Avocado, your idea of Tamni'el and Tulkar being childhood friends sounds rather interesting to me. I think we could revolve our characters around that For now, just checking in and taking my color, also rolled for heritage. Will try and think up an intro hopefully soon
    Last edited by Electrobolt; 2012-07-24 at 08:46 PM.
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    Elhand - The King's Dilemma
    Gradak - Everwinter
    Jamben - Burning Plague
    Borkan - Voldur Campaign
    Tamni'el - Kingdom of Arim

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    Quote Originally Posted by Electrobolt View Post
    *dings the doorbell* Hello, I would like to check in :P

    I'll be taking Purple

    As for the backstory... Avocado, your idea of Tamni'el and Tulkar being childhood friends sounds rather interesting to me. I think we could revolve our characters around that For now, just checking in and taking my color, also rolled for heritage. Will try and think up an intro hopefully soon
    Cool, i'm glad you like it. Tulkar has lived in the environment for all of his childhood, so it would very likely be a forest thing. By the time the campaign is started though, we would just be somebody that we used to know, gone different paths. I was thinking, when we were children your parents might not have liked Tamni'el hanging around Tulkar because he's a half-orc as well as being a bit of a sadistic child, so our friendship was cut a bit short. I think that would make an interesting play out. You have any other ideas?

    By the way, how is the group actually forming? I know we are doing a prologue dungeon sort of thing, but where should my backstory end up, other than in Arim?
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    Quote Originally Posted by AvocadoAvenger View Post
    Cool, i'm glad you like it. Tulkar has lived in the environment for all of his childhood, so it would very likely be a forest thing. By the time the campaign is started though, we would just be somebody that we used to know, gone different paths. I was thinking, when we were children your parents might not have liked Tamni'el hanging around Tulkar because he's a half-orc as well as being a bit of a sadistic child, so our friendship was cut a bit short. I think that would make an interesting play out. You have any other ideas?
    That sounds like a rather good idea. But as for ideas, well... It's currently 12:45 AM for me... I'll try and think of something in the morning, when I wake up
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    Elhand - The King's Dilemma
    Gradak - Everwinter
    Jamben - Burning Plague
    Borkan - Voldur Campaign
    Tamni'el - Kingdom of Arim

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    Darius is a good 9 years older than Tulkar, so childhood friends they are not As to how, or even if, he knows the others, he served in the military for a few years, so anybody with a military background could potentially know him.

    As to how where and how we gather as a group, I believe we're being summoned by Captain Kavaren.


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    I shall take... dark orange since I cannot take crimson C'est la vie! For a flaw I am taking inattentive since I already put in my backstory that I lost an eye and an ear in the War (chicks dig scars) for heritage I am just going to roll a bunch of d10's until the first one isn't chosen, alrighty?
    (1d10)[7]
    (1d10)[6]
    (1d10)[5]
    (1d10)[1]
    (1d10)[6]

    6 it is!

    Will add something tomorrow I need to get some sleep before work
    Last edited by Morbis Meh; 2012-07-24 at 11:59 PM.
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    Quote Originally Posted by Comissar View Post
    Darius is a good 9 years older than Tulkar, so childhood friends they are not As to how, or even if, he knows the others, he served in the military for a few years, so anybody with a military background could potentially know him.

    As to how where and how we gather as a group, I believe we're being summoned by Captain Kavaren.
    You might be forgetting that half-orcs age much more quickly than elves. Actually, he did that wrong, 26 is not an acceptable age for an adult elf...
    Mah, the ages probably won't work out anyways.
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    Quote Originally Posted by AvocadoAvenger View Post
    By the way, how is the group actually forming? I know we are doing a prologue dungeon sort of thing, but where should my backstory end up, other than in Arim?
    You start in the City of Kerist, Duchy of Kerist, Kingdom of Arim, at a meeting with (Ex-)Captain Ryn Kavaren. However, I railroad you out of town to do the Prologue right after the meeting, so you only get to have fun in Kerist when you get back. It's the only bit of railroading, but I found it was well worth it.

    Quote Originally Posted by Morbis Meh View Post
    for heritage I am just going to roll a bunch of d10's until the first one isn't chosen, alrighty?
    [roll0]
    [roll1]
    [roll2]
    [roll3]
    [roll4]

    6 it is!
    Nope, AvacadoAvenger's a 6 - Most people rolled both here and in the Dice Thread, but if you did both, I'm taking that one as official. Since everyone's already rolled, don't worry about it, I only took those rolls for convenience. Lemme see then, it looks like you're actually the first roll, a 7. *cue evil laughter.*

    Quote Originally Posted by AvocadoAvenger View Post
    You might be forgetting that half-orcs age much more quickly than elves. Actually, he did that wrong, 26 is not an acceptable age for an adult elf...
    Nah, the Player Handbook's ages for elves is the age at which they normally want to adventure. According to Races of the Wild, they're adults at 25. So no 20 years in diapers.

    If you wanted to link your backstories, have you considered linking him not to you, but rather to your mother? That might be interesting.
    The Kingdom of Arim Campaign - OOC IC Dice

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    God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players (i.e. everyone), to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time.

    - "Good Omens"

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    GreenSorcererElf

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    Default Re: Kingdom of Arim I (OOC)

    Looks like I have been the holdup here. Sorry about that.
    heritage roll of 2
    Alexis Is a somewhat plain looking elf, who has traveled a lot, but has spent most of her time in cities. She has traveled through the empire of Kanar, Mizan, and Arim. She grew up in Kanar, where she lost her parents ay a young age, and went into thievery. She then took a job that was too much for her, and fled the country. She then learned magic in Mizan, and fled from an enemy to Arim. She was caught stealing, and required to serve in the army. She completed training, and served for 2 days before the war ended. She will do her best to help those who can't help themselves. However, her help is not usually legal. She will typically try to avoid forming close friendships with anyone, as everyone that she has befriended has died. I intend to avoid playing as chaotic stupid. If you want more details, there is more on the sheet.

    Other stuff: No flaw. I thought about taking the detached flaw, but I did not feel that it fit, and the penalties were a lot.
    I forgot 4 skill points, so I added them to local knowledge, and sense motive(2 each)

    Was hoping for indigo or dark blue, but I cant seem to get those colors to work. spent 30 mins on this problem.
    apparently going with whichever of these works
    indigo
    dark blue
    grey
    EDIT: Apparently I need help with colors. What am I doing wrong here?
    or... I could do this: Figured it out
    Last edited by Archmage1; 2012-07-25 at 12:37 AM.

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    Quote Originally Posted by AvocadoAvenger View Post
    You might be forgetting that half-orcs age much more quickly than elves. Actually, he did that wrong, 26 is not an acceptable age for an adult elf...
    Mah, the ages probably won't work out anyways.
    Aye, I hadn't forgotten that. But bear in mind that Darius is still older by enough years that they likely wouldn't have associated in childhood. Half-Orcs don't age that much faster than humans after all.


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    Ok, would this be fine for a short blurb?

    Tamniel usually frequented the woods of Arim in his childhood due to how peaceful and quiet it was. Seeing how Mizan, having declared war on Arim, would most likely disrupt this peace and potentially ruin the woods, he joined in the cause to defend Arim. Once the war ended, he returned to the woods and tried to enjoy the peace, but was not quite able to do so. Instead of lingering in the woods, he decided to go to a local tavern and have a drink instead.

    Yeah... Kinda just came up with this. Would it work, though? If no, lemme know and I'll come up with something else
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    Default Re: Kingdom of Arim I (OOC)

    Quote Originally Posted by Electrobolt View Post
    Ok, would this be fine for a short blurb?

    Tamniel usually frequented the woods of Arim in his childhood due to how peaceful and quiet it was. Seeing how Mizan, having declared war on Arim, would most likely disrupt this peace and potentially ruin the woods, he joined in the cause to defend Arim. Once the war ended, he returned to the woods and tried to enjoy the peace, but was not quite able to do so. Instead of lingering in the woods, he decided to go to a local tavern and have a drink instead.

    Yeah... Kinda just came up with this. Would it work, though? If no, lemme know and I'll come up with something else
    Hmm. Could you re-write it actually? It works fine for saying something about the character, but nothing about the skills.

    Here's the example I used:
    Bob the Example: This too-handsome bard has traveled to Kerist from Nordhal, hoping to escape a messy death at the hands of the outraged husbands of his latest lovers. He hopes his musical talent, deft sword, and winning good looks will once again lead him to a life of comfort and wealth.
    Just something quick and simple that says a bit about your background, a bit about who you are personality wise, and a bit about what you can do.

    - Cheers, Key
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    - "Good Omens"

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    Ah, right... Hmm...

    In his childhood, as Tamni'el frequented the woods of Arim, he occasionally followed animal tracks like that of a squirrel and usually ends up finding an animal's nest. When the war came, however, he was trained in swordplay and archery, along with being silent and remaining out of sight when trying to scout ahead, as well as searching for possible traps and then disabling them. Even though the injury he took wound up messing with his archery skills, his blade skills were hardly affected.

    This any better? Or is it not quite what you asked for?
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    Default Re: Kingdom of Arim I (OOC)

    Nope, no need to re-write it again, that one will work just fine. It will give folk an idea of who you are.

    Thanks mate .

    - Cheers, Key
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    God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players (i.e. everyone), to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time.

    - "Good Omens"

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    Default Re: Kingdom of Arim I (OOC)

    Allright folks, I got caught up on the paperwork, everyone's checked in, and most people have messaged me back on the details, so...

    The first post is up. Let the game(s) begin!

    It's a bit longer then I had originally planned, but I like the good captain, and wanted to give him his moment.

    Now, Three things before you go post.

    1) I would actually love it if your post dealt with more then just the answer to the Captain. In fact, if you wrote a post detailing what you did/thought before the captains message arrived, up to your response, that would be great. I would love to read that.

    2) An Adventurer's Charter is actually a magical item here. It's really hard to destroy, can't be altered except by certain individuals, and is worth a lot of money. It's also illegal to be an adventurer without one, and the government doesn't like to offer many of them. You can work any of that into your characters reaction if you want to, that's all IC stuff (supposing you would know it).

    Out of character, it's a plot device and get out of (some) trouble free card. And yes, each of you gets a copy. While I'm thinking of it, start thinking up names for your party. When you return from the Prologue, that will be added to the Charter, and the winning name (by vote of everyone, including me) gets a prize.

    3) I did railroad you a bit in the start there, I admit. Don't worry, I only do this twice, both times in the Prologue. After that, I'm more interested in what you want to do and how you go about it then just driving you down a story path.

    Now shoo, go post!

    - Cheers, Key
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    God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players (i.e. everyone), to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time.

    - "Good Omens"

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    Alrighty as requested a blurb about me character, I shall do an introduction in person because I feel it is more entertaining!

    Well hello there everyone, I would like to take a minute of your time to introduce myself. My name is Anthony, no surname me Pa was a cobbler who sold me into servitude to pay for his mistress. What? Am I angry? No, in fact I find it rather amusing. See without my father's raging hormones and boatload of children I would have have never had this opportunity to learn the art of war. This axe here, it's my buddy, we like to go for long walks together, vigorous walks. We are so close we never part, but we are rather good at parting others Bwahahaha. What are you staring at, oh my eye? Tis no big deal, lost it a while back leading a charge but let me tell you the ladies dig scars and it in no way hampers my ability to part them!
    A big shout out to myself for the custom Thanatos Avvie... never again lol
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    Party names! Most interesting.

    Hmm....

    The Kerist Krew

    The Impoverished Crusaders

    Band of the One Armed Man

    ...I will have to think on more :)
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    Comissar and Co.


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    Default Re: Kingdom of Arim I (OOC)

    The Wanderers
    The Ragged Group
    But really, I think we should hold off on naming until after we see how we do/how we react.

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    Quote Originally Posted by Comissar View Post
    Comissar and Co.
    I could live with this but change it to Captain Comissar

    but yes we were sdked to wait until after the prologue before naming.
    A big shout out to myself for the custom Thanatos Avvie... never again lol
    Is the proud owner of 7 cookies and 1.5 internets
    Quote Originally Posted by Karoht View Post
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    Quote Originally Posted by Morbis Meh View Post
    I could live with this but change it to Captain Comissar

    but yes we were sdked to wait until after the prologue before naming.
    Doesn't mean we can't think of some names for the time though, does it? :P
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    Captain Comissar's Corsairs of Colourful, Convulted Codenames?


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    Default Re: Kingdom of Arim I (OOC)

    The Band of Incompetence
    The Easily Confused
    The Wandering Band of Fools
    The Traveling Circus
    Hu's Band
    The Circle of Steel (or Steal)
    The Unwanted
    The Chronically Unemployed

    Some more depressing names

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    Quote Originally Posted by Comissar View Post
    Captain Comissar's Corsairs of Colourful, Convulted Codenames?
    Confident Captain Comissar's Comical Corsairs of Colourful, Convulted Codenames
    Last edited by Morbis Meh; 2012-07-26 at 07:35 PM.
    A big shout out to myself for the custom Thanatos Avvie... never again lol
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