Welcome, players, to your OoC. Congradulations. You are the few, the proud, the brave...
Actually, since I ended up taking everyone who applied, I guess you're the guys who just showed up. :P IC
A re-post of the stuff you lot know to start with.
THE SETTING
Spoiler
Setting Info
Spoiler
Grand Apush
Welcome, dear travellers to the world of Grand Apush. Here is where your journey begins. Let us first get you aquainted with the major regions.
Apush
In the Southwest lies the continent of Apush. Dominated by the surly dwarves, Apush is a mountainous place, with a coastline full of jagged peaks. In fact, the only known entrance to Apush via water is the great Soulpeak Bay, so named for the fortress that guards it. There are rumors of a secret underground bay, known only to the dwarves, but these are simply rumors, of course.
Har-Shadan
The Southeast is home to the great desert Har-Shadan. This continent is the home of the elvish race, a proud and industrious people. Despite their haughtiness, the elves of Har-Shadan have proven a hospitable people, welcoming travelers into their homes. Their mastery of knowledge is second to none, and many great mages have come from the fabled halls of the Hidden Oasis Temples. However, dark secrets lurk in the shadows of the desert, as not every mage has put their magic to good use. There are also the mysterious Dragonborn, who rule the continent with a gentle hand, but place their Kobold brethern into slavery…
Malthan
The continent of Malthan is located to the Northeast. Populated by the savage goblinoids, Malthan is a place of greenery and beauty. The most prolific tribes are those of the orcs, wise people who call upon the spirits of their ancestors to aid them. Giant lizards roam Malthan, which some tribes of orcs have domesticated to use as beasts of burden-and of war.
Crossroads Island
Near the center of the map is Crossroads Island. The island is mostly inhabited by humans, a clever group of traders and seamen who have made it their business to be as rich as they can. The humans also have learned a great many trades, never quite becoming as good as any other race, but stealing ideas and culture from all of them. As such, the gigantic metropolis that comprises Crossroads Island has architecture from all over, and some original stuff built by humans. But not everything is bright and sunny on Crossroads. The various guilds are controlled by the Nocturne Council, so it is said, a group of mages who work with the shadows themselves. They maintain control of the human economy with an iron hand, albeit one that cannot be seen.
Burnrose Island
Just off the Southwest coast of Malthan lies Burnrose Island. Cut off from the mainland long ago due to an accident involving orcish rituals, Burnrose is a scorched place. No life grows upon its shores. No beast moves upon its surface. Burnrose is not a welcoming place, but if one were willing to plumb its secrets, one might find answers to the past of the orcs…
Morden Islands
More directly West of Malthan is the Morden Island chain. These islands are temperate paradises, full of woodland and natural bounty. Many a merchant has landed on one of the islands, to sample said bounty. That was a mistake. For the Morden Islands are also home to unimaginable monstrosities. Snake men, chimerical beasts, creatures that crawled out of a man’s worst nightmare, these and more can all be found within those isles. But who knows? You may find something-or someone- of use there.
Unexplored/Cannibal Lands
The upper West part of the map is mostly unexplored. Plenty of folks have gone to that region. Few come back, and none have come back whole. However, just across the Sharktooth Straight from Apush, a small portion of land has been explored. This jungle landscape is home to many exotic species, not the least dangerous of which are the gnomes. Vicious tribal creatures, gnomes have a disturbing taste for sapient flesh. But, they may be the only ones who can guide you further north. And their knowledge of poisons and illusion magic may be useful as well, if you can befriend them.
Vanir Islands
Inbetween Har-Shadan and Apush are the Vanir Islands. Cold and bleak, the Vanir are home to tribes of Haflings. Rugged people well adapted to the cold, Halflings are master hunters, and frightening warriors. Their mastery of something their chieftains describe as “Weaboo Fightan Magic” is frightening, for though the name sounds rather foolish to civilized folk, it is deadly. The Halflings are currently ruled by the Icefang tribe, who have mastered use of ice magic.
Mechanics Info
Spoiler
1. No species possess an alignment of “Always [Blank]” Excepting Outsiders of an Aligned Plane.
2. The only elves present are Desert Elves, from UA.
3. Similarly, Artic Halflings from UA.
4. Gnomes are very similar to Jungle Gnomes from UA, with the following exceptions.
4a. Instead of a +2 to Craft (Shipbuilding), Gnomes get +2 to Craft (Poisoncraft)
4b. Instead of a +2 to Swim, Gnomes retain their +2 to Listen.
5. Dragons have not been seen in living memory. Consequentially, PrCs and spell components requiring the presence of Dragons in the world must be evaluated individually.
6. More to Come as I think of them…..
THE GAME
Spoiler
First, a few things about the world you journey into.
This is a world of grays, not of black and white. Evil and Good, Law and Chaos, these are names for sides. Each side has action it arbitrarily associates with their side. Which is fine. But there are also good people, who may not side with the cause of Good. Just a note for you. Detect Evil detects Evil, not evil. Most people on the Prime Material are a solid True Neutral.
Second, about the power level. Most people are Level One Commoners. If somebody has a Level in a PC class, they’re typically specialists in their field. A guard of a fairly large city might be a Level 1 Fighter(Or, more likely Warblade), for example. At Level Five(where you guys are), you’re worth notice of people who interact with you on a fair basis, but you’re not quite in the big leagues yet. The Captain of the Guard of said city might be Level 4-6, or a Guard of a Capital City. Beyond Level 6, people begin to notice you. Levels 7-9 are usually a big deal in their sphere of influence. We’re talking Captain of the Capital’s Guards, or the leader of a Rogue’s Guild, or perhaps a student at a high-ranking Mage College. Level 10-15, you are a big deal. People on your continent know who you are. Even some people from other continents who don’t get around often might recognize your name. Lords of Major Houses, teachers at that Mage College, etc. Above Level 15, you are an EFFIN BIG DEAL. The Head Administrators of sovereign states, the Master of the Hidden Oasis, and the Bookkeeper are in this range. The rulers of the various states are each Level 20. If you get that high, you warrant direct attention from the gods themselves.
Epic does not exist on the Prime Material. Invest in the Genesis spell if you get to Level 20. You’ll need a Plane to hang out on.
This is the specifics of your journey.
Each of you has somehow found your way to the Elven capital of Al-Shiram. What you came there to do, and what your current goals are is between you and your Character. But you have answered a call from the Royal Elven Society of Enlightened Archeological Revisions Concerning Heritage. A ruin has recently been uncovered, deep in the Har-Shadarian desert. The team who uncovered it did not enter, wanting approval from RESEARCH first. Indeed, only one came back: the renowned Elven Archeologist Irthir Ehtaha. Irthir wishes to launch another expedition to find the Library of Ozimanidus, and requires a team of highly trained explorers, scholars, and warriors to accompany him there.
…
That would be you.
La Historia del Mundo de La Grande Apush!
Spoiler
The History of the World of Grand Apush
As written by Morganna DeLucerne, historian and head of RESEARCH. With footnotes made by Lord Nenik Mervole, Lich.
The First Age
The beginning of our world was one of grandeur and majesty. A singular being, known to us only as the Creator, forged Grand Apush out of the remains of a dead world. The previous world had been shattered via the irresponsible use of magic, thus, the Creator split the world in twain. All the magical energy of the first world was siphoned off, most of this energy was used to revitalize the world, but the rest became The Source. A plane of pure Arcane Energy, The Source was the energy that held all of creation together. As a seal on this Source, the Creator made the Prime Material Plane, the world we now call Grand Apush. To guard The Source against those who might use it to evil ends, the Creator made the noble Metallic Dragons, and their god Bahumet the Platinum One. For many millennia, dragonkind ruled the plane, led to greatness by Bahumet, who had been given authority in the Creator’s stead.
It is not clear if this Creator Morganna purports ever truly existed, nor are the true origins of our split world known for certain. Of the dragon’s nobility we have even less assurance: From my readings of the works of Immoth literature found during my stay at Icecastle, the dragons were less than noble masters.
But this tranquility was not to last. The dragons, being guardians of The Source, had access to its great power. Using the power at their disposal, they created races of elemental people to help them tend to the world. Each of these were the embodiments of the continents upon which they lived. The dragons of Malthan created the people who later would become the Goliaths and Giants, on Har-Shadan were born the Salamanders, the Vanir Islands produced the Immoths, and the deep caverns of Apush forged from their depths the trolls. The identity of the creatures made for the lands now inhabited by the gnomes is unknown, lost to the ravages of time.
Many archeologists have proposed that the gnomes in fact ARE the creatures made by the dragons for the Unexplored Lands, and have become lesser beings just as the Goliaths and the Giants have. That Morganna refuses to even entertain the possibility is more proof of elven xenophobia.
All the while, the Creator continued his work in the far reaches of the universe. To give the new creations of the Dragons power, he created the Elemental Planes of Earth, Fire, Water, Air, and Life. To equalize the existence of the Plane of Life, the Elemental Plane of Death was created. The mixture of these Elemental Planes was violent, creating ripples in the void. The Creator had hoped to avoid attracting the attention of other worlds, but now they came ever closer. The forces of Morality, of Good, Evil, Law, and finally Chaos, set up shop around the core of the eight Inner Planes. Even other gods found themselves attracted to this new world, and began vying with the Creator for the ability to convert new worshippers upon Grand Apush. In the midst of this divine conflict, a messenger of Evil managed to get through the Creator’s watchful sight.
Morganna’s assertion that the Elemental Planes were created to afford the creations of the Dragons power when she has previously established the Creator as having left the Prime Material for more exciting works is…interesting. As is the idea that the Dragons were incapable of evil on their own.
This Evil found its way to the greatest of Bahumet’s mortal champions. The greatest of the Golden Dragons, Auctoritas, heard the words of the great evil, pushing him to take greater control of the lesser races. They were not worthy to work as equals to the dragons. They should be slaves. Auctoritas listened to the evil, and its words lodged in the dragon’s molten heart. Auctoritas began converting other dragons to his cause, and they began a crusade of epic proportions. The evil dragons took control of the continents of Malthan and Har-Shadan, and pushed forward to the islands of Vanir. But Bahumet could not interfere directly. He was busy with a new threat. The existence of evil dragonkin and caused a new divinity to come into existence. The Five-Headed Beast, Tiamat. The two great dragon gods battled high above Grand Apush, as their subjects did battle below. The forces of Bahumet launched an all-out assault on Auctoritas’ fortress on the edge of Har-Shadan. There, they were met by a terrifying sight. The dragons under Auctoritas’ command had lost the metallic shine to their scales. The great evil lodged in their hearts had corrupted their outward forms, transforming them into Chromatic Dragons. Auctoritas’ transformation was the most frightening of all. His gilded scales had turned black as night, and shadow literally fell from his mouth. Auctoritas was no more. In his place stood Morteregis, the Shadow Dragon. The battle lasted for months. Neither side would give an inch, and the remaining Golden Dragons fell before Morteregis. Eventually, the two sides annihilated each other, leaving only Morteregis and a single Brass Dragon. Seeing this, Bahumet took but a moment from his battle with Tiamat, and sent a fraction of his divine spark into the Brass Dragon. That Dragon became the first Master of the Book. Using the power she had received from Bahumet, the Master of the Book imprisoned Morteregis inside a tome of magic, thereafter called the Book of Lies. In doing so, the Master of the Book gave up a large amount of her own life, becoming far weaker than the dragons she had battled with and alongside. Deprived of their worshippers, Tiamat and Bahumet fled to their separate citadels in the Outer Planes, content to wait.
The story of the fall of the dragons has always been suspect to me. For one, where is this fabled Book of Lies, if it is so powerful? And, really, EVERY dragon died in that battle? Not one survived? Morganna paints a pretty picture, to be sure. But the far more likely reality is that two competing tribes of dragons fought, and most of the species was slain. The remaining dragons fell victim to their own creations, or the ravages of time. Not even dragons could live forever.
The Age of the Elementals.
After the fall of the dragons, the Master of the Books retired to Malthan. Guarding the Book of Lies, she dared not venture into the outside world. The seal on Morteregis was thin, and the Master of the Books spent most of her time trying to strengthen it as best as she was able. In the meantime, the creations of the dragons began to form their own civilizations. Without the guidance of their masters, each became a separate civilization, with its own laws, language, and customs. The continent of Malthan quickly fell to war, each tribe of Earthfolk vying for supremacy over the others. The Salamanders are among the best preserved of the civilizations of the Elementals, having built a fairly prosperous kingdom for themselves deep in the desert. The Immoths became scholars, desperately trying to save what they could of the dragon’s knowledge. What became of the trolls, and the creatures of the Unexplored Lands, is unknown. However, what is known is that a Salamander wizard by the name of Ixilitan found his way to the secret home of the Master of the Books. Ixilitan was trained as the second Master, and vowed to protect the Book of Lies when his teacher passed on. The night the old dragon died however, an Earthfolk snuck into the vault, and stole the Book of Lies. Ixilitan was furious, and sought out the Earthfolk. But he was too late. The warlord had already begun to unravel the bindings on the Book of Lies. Ixilitan and the warlord did battle, much as Morteregis and the Master of the Books had done long before. Empowered by Morteregis, the warlord almost killed Ixilitan. But the Salamander managed to wrest the Book from the warlord’s possession, and repaired the bindings. Thus weakened, the warlord fell to Ixilitan’s arcane power. But the damage had been done. Morteregis’ influence had spread throughout the world, throwing it into war and chaos. Ixilitan hid inside the halls his Master, as war consumed his people, and the entire world. Eventually, the civilizations of the Elementals fell into disorder, and collapsed. The Salamanders and Immoth disappeared, presumably banished to the Planes that held their allegiance. The Earthfolk separated to two tribes, the Giants and the Goliath, who to this day do battle in the northlands of Malthan. The trolls too became savages, little better than animals. As to the people of the Unexplored Lands, no one knows.
The existence of each of these civilizations has been corroborated by my research, as has the occurrence of a great war that severely decimated them. The Immoth texts refer to the people of Air as an inventive people, who though had no natural flight, managed to rule the skies with “great ships”. As unlikely as it seems, the Gnomes of the jungles have proven to be rather clever when it comes to building things. But this is still a bit of a stretch. As no one has returned from the Unexplored Lands alive, we have no actual information beyond what little Immoth texts I have been able to translate.
The Age of the Brethren
With the Elementals all but gone, room was made for new people to emerge. From the surface of Apush, a race of hardy folk emerged. The ancestors of the Dwarves followed a form of spirit worship, giving praise to the ghosts of their forefathers. Superb craftsmen, the people of Apush eventually split into two camps. The Dwarves, who held the ancestor’s ghosts should not be disturbed, and the Orcs, who drew power by melding their souls with the ancestors themselves. The Orcs were driven out by the Dwarves, and sailed to Malthan, were they further divided into the many tribes of goblinkind. The Dwarves tunneled under the mountains, becoming the strictly run empire they are today.
The story of the origin of the Dwarves and Orcs holds water when examining the legends of both peoples. How the Orcs managed to sail to the exact opposite of the world with the technology they would have had available to them at the time remains a mystery. I suspect those “ancestors” had something to do with it.
From small mammals living in the icy wastes of the Vanir Islands rose the Halflings. Their hostile home required them to learn quickly how to defend themselves. Mastering a combat technique that mimicked the most powerful of the beasts of their home, the Halfling tribes quickly became the rulers of their icy home. The Icefang, Wildclaw, and Snowpeak tribes became the three most powerful, and often converse on the best course for the Halfling people. Not much is ever decided, however.
My experience with the Halflings is that they are far more organized than the “civilized” people give them credit for. The Halfling tribes represent a loose confederation, under the leadership of the Icefang tribe. Each tribe is responsible for their own wellbeing, but if a threat exists to all Halflings, they could quickly form an army equal to that of the Elves or Humans. Woe betide any who regard them as easily conquerable.
On a small island in the middle of the ocean, a race of simians evolved into the Humans. Industrious and clever, Humans quickly developed a trading civilization, and created a city that spanned the entire length of the island. Naming their home Crossroads Island, the Humans valued gold above all else-a trait very similar to the evil dragons of old. They are led by a group of Guilds, who all compete for economic and political influence. Almost every Human belongs to one of the six Guilds, and though there is no open conflict among them, the hidden turf wars revealed to me by members of the Brothers of Orobrous seem deadly and unproductive.
Just like a Brother…
The system of Guilds established by us humans works quite well, thank you very much Miss Scaley-Pants. Our complex political system may be a bit much for the lizard-toadying Elves, but rest assured, it ensures the safety of all Humans. It falls apart, however, when other races interfere. Crossroads should be closed to outside influence, but no. The Orobrousians want to allow other races to live here. I’m all for taking their money, but Crossroads is small enough as it is!
The Glorious Elves, on the other hand, have achieved what some might call a paradise on Apush. An empire supported by magic, Har-Shadan has not seen such glory since the days of the dragons. Improving upon the system set up by the Salamanders, we descendants of the last of the dragonkin elect a panel of rulers, who oversee the country. Our head of state is the Thar however, who is chosen by divine mandate. We worship the mighty Platinum One, and he blesses the Thar with divine insight. The Thar cannot help but make decisions that will benefit the whole of Elven kind. With our brothers the Kobolds handling the physical work, our society is clean, prosperous, and ever moving forward in the pursuit of arcane knowledge.
Elves. So self-righteous. But their little “perfect society” is a dictatorship. Those elections are rigged, and the Thar has been “divinely selected” from the same bloodline for the past fifty generations. The Kobolds are slaves, either controlled by arcane power, or just beaten into submission. And the Elves have the gall to call themselves good.
The Guilds of Crossroads Island
Spoiler
It's less about what I need to know, and more about what you need to know.
Judging by Azrath's tendancy to travel, I'd say the guild he belongs to would be the Brothers of Orobrous. They were originally formed as a guild of ship-builders, but as of late they have been expanding into other forms of transportation. The Brothers of Orobrous favor human expansionism, placing colonies on other species' lands. Orobrous' expansionist philosophy is putting them at odds with the Sons of the Forge, who make weapons and armor, and the Soil Kings, who handle the trade of foodstuff, neither of which really want much to do with the other races. A merger is currently in the works between the Brothers of Orobrous and the Arcanist's Guild. The magic-wielder's teleportation would be a large boon to Orobrous' business.
The two other guilds, the Stonelords(masons) and the Maegisters of Wealth(bankers), aren't as political as the above, but they still have their hands all over the place. Beware anyone not from your Guild. They are always looking for secrets, things to pluck from your easily cracked open mind.
Clans of Vanir Islands
Spoiler
We've got three main tribes. The first you already know about. The Icefang tribe you already know. They are the most powerful tribe, and have some pretty cool ice magic. The other two are the Wildclaw and Snowpeak tribes. The Wildclaw work the ice floes of the northern islands, and are known for their brute strength and cunning. Another thing they're known for: Winter Wolf mounts. Members of the Wildclaw tribe who possess than Animal Companion class feature, or who take the Wild Cohort Feat, add the Winter Wolf to the Level -6 List(where Dire Wolf is, that area), and the Wild Empathy class feature applies to Winter Wolves as well.
The Snowpeak tribe occupy high mountain caves in the eastern islands. Far more organized than their lowland kin(though by no means civilized), the Snowpeaks are masters of attuning their bodies to the natural forces around them. Swordsages specializing in Artic Gale up the wazoo. But they also have quite a few Clerics, following the ideal of Winter. Dangerous people. Even other Halflings tend to avoid the Snowpeak strongholds.
Now, I'd like to address each of our players in turn, if I may.
Since birth, you have had visions of places which are OTHER. Places which defy logical explination. Your parents dismissed them as mere child's fancies, but you knew better. That's why when you made your first journey elsewhere, it was so frightening.
You stared into the Abyss. A place of foul and frightening power. And it stared back at you. The smouldering eyes of what could only have been a dragon are something you will carry with you the rest of your life. And something which no matter how hard you try, you could never bring yourself to tell anyone.
RESEARCH and the Brothers of Orobrous are on good terms, which is the only reason you were allowed leave in the first place. High-ranking members of RESEARCH agreed to allow you access to their libraries, which are huge repositories of magical lore, and may well have shined light on your own abilities.
Had not Irthir contacted you specifically for this expidition. The Library of Ozimanidus, if it is truly of dragon make, may be the single greatest center of knowledge remaining on the Prime Material. It may have the answers you seek.
As a side note, one of the other people who have been hired, one Orren Gysoro, seems rather suspicious of you. It could be possible he's a spy for one of the Guilds. But on top of that, he just feels really, really wrong to you.
The closest god I could find to what it looks like you want who also fits in this setting would be Heironeous, who I will give the Strength domain as well if you need it, cause he deserves it. Alternatively, you could choose Bahumet, who would also receive Strength if you wanted to be cool like that. Cause everyone know the dragonic gods are the coolest. Just ask the elves.
In any case, your temple has sent you on a grand voyage, to go and do good works in the realms of the mortals. Your blade fully burnished, you ride, seeking adventure and wrongs to right. When you first heard about the expedition, you were throughly uninterested. But you've heard rumors of a man who can assume the form of a demon running through the deserts, searching for something unknown. Sendo was last seen on Crossroads, but it isn't unthinkable for him to have come to Har-Shadan. And if he IS here, and looking for the Library, then you need to get there first.
Your people are an ancient and noble race, constantly at war with both the giants and the goblinkin. Taken from your home, you were sold to an Elven wizard, and used as a slave. You know of RESEARCH through your talks with Kosem, but not of anyone specifically. You only know that you are to protect the archeologist named Irthir as best as you are able, and ensure he returns home safely.
In addition, Kosem has ordered you to try and obtain some ancient knowledge for his from the library, whether that be spells or just old books. If he likes what you find, you might just earn your freedom...
You have lost everything. Everyone you know is dead. Well, almost everyone. A few survive, but the one that is the closest to family is also now to painful to speak with.
One thing you have noted in your travels is that no one seems to know what to do with you. Your powers are strange, unlike anything they have experience. Magic-like, and yet certainly not magic. Everyone seems to question the place of the Gnome in the world, and unfortunately for them, you haven't been able to give any answers. And your tales of the great brass ruins north of your tribal home have been dismissed as savage fancies. But you know what lies up there...sort of.
You join this expedition in an effort to gain more knowledge, but also to prove to the elves that you aren't just a mindless cannibal. You are a very intelligent cannibal gosh darn it!
The noble Halfling warrior, traveling far from his native home. The heat of Har-Shadan is difficult for your fur-laden body, but you push on regardless. Brother Wolf commands you, and so you go on. This job promises much rewards, for the danger is great. And if you can steal some magic from the ancient library, maybe you can bring it home with you, and make your tribe even stronger!
Of course, Njord waits for your return with baited breath. He has plans for you, young Halfling. Oh yes he does.
You're dead. Which sucks. But you came back. Which, to be honest, sucks even more.
When you woke up, you met Irthir. Apparently, you were working with him, guiding his expedition through the desert, and something killed you when you reached the ruins. Irthir gave you as much information as he could, which wasn't much. They had already taken their first steps inside. So, having nothing better to do, you're going back with him. Maybe you can figure out what-or who-killed you. And, hey, there's cool stuff there, which is always a bonus. Maybe your son would like-
Oh. Right. He died too. And Miranda's been acting awfully suspicious.
And finally, our esteemed OP, Grim ranger playing Orren Gysoro
Spoiler
Ah, Mr. ranger. My how things have come, eh? Well, to business.
You've been feeling increasingly uncomfortable on Crossroads. The Arcanist's Guild have become very pushy as of late, and Ardin had taken to hanging out right outside the place where you trained. So, a change of scenery was desirable. Har-Shadan may not be the most hospitable place for you, but it is the last place the Arcanists would look for you, and most people don't know about that incident with the Hidden Oasis folks...after all, the Hidden Oasis is supposed to be a bit of a secret. But, looking for work, a simple protection job seems to be just what you need right now. And the folks you'll be working with seem friendly enough. Except for that Azrath fellow. He's a member of the Brother of Orobrous, who are working closely with the Arcanists. And something just feels really, really wrong about him. But he hasn't made any mention about recruiting you...yet.
I thank you all for coming on this journey with me. Here's to a long and successful campaign. Choose your colors. We begin Monday.
__________________
ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.
Awesome Hex avatar by kpenguin
Last edited by THEChanger : 02-23-2012 at 12:19 AM.
I'm hardly an expert, but if you ever need anything, feel free to PM me. Build advice, homebrew advice,
elaboration of a post I made, explanation of/for my homebrew, my Social Security number, or a friendly ear.
Azrath shall speak in Navy, given his nautical leanings.
Background:
Spoiler
Overview:
Spoiler
1.) Azrath is a Guild researcher on planar dynamics, presently on sabbatical, seeking lore
2.) He has taken up martial training as both a hobby, and a practical skill which he has used to explore the rich magical properties of parts of the Morden Islands, and a fallback skill for dealing with unexpectedly hostile planes.
3.) Azrath is polite, well-mannered, and kind. He speaks like a teacher, save for toward those who are demonstrably more intelligent than he.
4.) Azrath is a morally just individual, and makes a point of using his magic and his blade however they may be needed to aid others.
5.) He grew up in a wealthy, if tenuous, position. He is well-versed in political theory, making him a somewhat dangerous politician.
6.) In combat, time and space flow strangely around Azrath, almost all of it under his control. Two people can each take a single step, and replace each other hundreds of feet away. A single sword stroke can cut through a dozen foes,as though depth has no meaning.
Goals:
Spoiler
1.) Azrath seeks to improve conditions on Crossroads Island for those presently on the bottom of the social hierarchy.
2.) I would like to see Azrath eventually gain the power and will to challenge the shadowy cabal that rules Crossroads Island directly, and attempt to form a less tyrannical government.
Secrets:
Spoiler
1.) Azrath has learned the secrets of planar travel. While this could be revolutionary, if applied properly, he is keeping it close to his chest at the moment, fearful of the possibilities if it is learned of by the wrong person.
2.) The head of the Guild that Azrath operates under has already caught on to the fact that Azrath is hiding something from them, though they are not sure what, yet. They are taking steps to discover what he might know.
Connections:
Spoiler
1.) Irda Sturm is a fellow researcher that Azrath is rather fond of. They tried dating a few years ago, but found that they just didn't have the right chemistry as a couple, so they have returned to being fast friends. She focuses her studies on nature magic, in hopes of feeding the hungry.
2.) Erik Gruber is Azrath's primary Guild contact. A man of few words, even fewer of them friendly, Erik nonetheless respects Azrath, and does his best to follow his academic ally's developments.
3.) Dio Naccio is the head of the Guild that Azrath is presently funded by; he is somewhat upset that Azrath left before getting formal leave, particularly given his suspicions of the man's incomplete research reports. He is not the sort to assault uninvolved parties, but when Azrath eventually returns, he may well face a reckoning.
Memories/Mannerisms:
Spoiler
1.) Azrath has frequent nightmares of the hell that he first found when he discovered the mechanism of planeswalking. It is one of the principle reasons that he is keeping his knowledge to himself at present, fearful of what people might do if they have access to the horrible place.
2.) Azrath remembers well the time that his father was thrown out on the streets after he finally fell from the Guild's good graces. While they managed to have a decent living after that, it taught him of how careful one must be in political situations.
3.) Azrath remembers the lush paradises that he has discovered through planeswalking, as well as the endless power of the elemental planes; it is these memories that keep his hope for the eventual utilization of planeswalking alive.
__________________
My Unitarian Jihad name is Brother Rail Gun of Sweet Reason. Get yours!
Thanks to Cealocanth and PersonalSavior for my avatars!
Okay. I'm almost ready to throw up the IC. But first I want to ask you guys' opinions on something.
See, there are currently two ideas I have for the start. The first is a jump straight into plot-y goodness. We begin at the entrance to the Library, and begin exploring. The second is to run what amounts to a random encounter in transit. The purpose for this would esentially be to run a combat simulator for my own knowledge. I would pit you guys against a level-appropriate encounter as outlined in the DMG(plus three on account of Gestalt as suggested by UA), and see how you did. This would allow me to better plan for the difficulty level of encounters in the future.
Which would you lot prefer?
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Is the combat encounter part of the plot, or is it just plain combat simulation?
I always prefer classic RP introduction, but imagine if we could execute that during combat. Like for some reason all, of us happened to be at the same place at the same time--then suddenly these mooks started attacking us. Just throwing out ideas.
I would be in favour of trying the random encounter first, both to get some empirical data on team's combat ability and to not simply show up in the front door of the dungeon.
I'm hardly an expert, but if you ever need anything, feel free to PM me. Build advice, homebrew advice,
elaboration of a post I made, explanation of/for my homebrew, my Social Security number, or a friendly ear.
Realized I should probably roll to see what my character knew about these creatures. Since I don't know what the 'sand dogs' are, here are all monster discerning knowledges.
You recognize these creatures as Dustform Jackals.
Dustform creatures are created when a beast dies in the harsh sands of the desert. Animated by a simple desire to keep existing, Dustform creatures are related to undead, though are not themselves, and are difficult to damage with non-magical weaponry Most Dustform creatures are either encountered alone or under the control of a spellcaster.
Jackals are similar to the wolves of your homeland, but less aggressive on the whole. Though these Dustform versions seem to be very aggressive indeed.
__________________
ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.
I'm hardly an expert, but if you ever need anything, feel free to PM me. Build advice, homebrew advice,
elaboration of a post I made, explanation of/for my homebrew, my Social Security number, or a friendly ear.
You recognize these creatures as Dustform Jackals.
Dustform creatures are created when a beast dies in the harsh sands of the desert. Animated by a simple desire to keep existing, Dustform creatures are related to undead, though are not themselves, and are difficult to damage with non-magical weaponry Most Dustform creatures are either encountered alone or under the control of a spellcaster.
Jackals are similar to the wolves of your homeland, but less aggressive on the whole. Though these Dustform versions seem to be very aggressive indeed.
__________________
ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.
Her deep.
I wish to apologize to everybody. This week is my vacation week. Now, I anticipated having access to my laptop. However, THE DAY BEFORE I LEAVE, it decides it no longer wishes to start for me. Which means in addition to having very little ability to access the Internet at all, I also don't have access to my books, as they are in PDF format. So there is unlikely to be much communication from me until next Tuesday. Once again, I apologize for the delay, and hope you'll all remain onboard.
__________________
ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.
Her deep.
I wish to apologize to everybody. This week is my vacation week. Now, I anticipated having access to my laptop. However, THE DAY BEFORE I LEAVE, it decides it no longer wishes to start for me. Which means in addition to having very little ability to access the Internet at all, I also don't have access to my books, as they are in PDF format. So there is unlikely to be much communication from me until next Tuesday. Once again, I apologize for the delay, and hope you'll all remain onboard.
I'll almost definitely be sticking around; unless something completely terrifying pops up, I'm not going anywhere.
I hope your computer troubles get sorted out soon, and you have a good time on your trip.
I'm hardly an expert, but if you ever need anything, feel free to PM me. Build advice, homebrew advice,
elaboration of a post I made, explanation of/for my homebrew, my Social Security number, or a friendly ear.
Alright. I'm back. Since Shifted hasn't posted for a week, I will assume he no longer wishes to join the expedition. That said, this encounter *should* be difficult for you. Might not be. We'll see.
The current Initiative order is as follows:
Grantaire
Hed
Spear Kobold #1
Nafil
Spear Kobold #2
Azrath
Wing Kobold
Sand Dog #1
Spear Kobold #3
Sand Dog #2
Orren
Sand Dog #3
Stellen
This is a link to the map I have. I prefer to use GoogleDocs because you guys can make edits to the map yourself. Theoretically. It should work if you follow that link.
Any question?
__________________
ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.