.................................................. .................................................. Section 1: Game Stuff
Post 2: World Stuff
Brief History (WIP)
Post 3: People Stuff
Post 4: People and Plot Stuff
Character Bios (cont)
Post 5: Extra Stuff
Mentioned Establishments in Aldhaven
Note from the GM
C & C will be multiple stories going on at once. Instead of making a thread for each plot arc, we've decided it would make less running around to make it all on one thread, and label the posts with a preface. So! Here's some handy instructions for when you post so that everything is less confusing!
When you post, preface it with the following:
Replying as Jana to Greenwing:
Originally Posted by Greenwing Drake
"Jana, dear, I've told you before: I'm good, but I can't read minds. Last night, I closed the deal with Rocholl so they'll play ball your way for now. It took longer than it should have, six thugs had to die, and I just got back. I'm asleep less than an hour and you rouse me and start on about some plan of mine, an heirloom, "Zane", and an efreeti. You need to slow down. Breathe. No matter how bad things are, there is always time to stop and take stock of things. Remember the cult of Tharizdum? We would never have gotten anywhere if we hadn't done the research first. Start at the beginning. What happened?"
Greenwing loved Jana dearly, but she never has outgrown that excitable streak of hers from her youth. Normally this trait gave her the passion and energy it took to create a noble house from the ground up and grow it into a powerful dynasty. When she gets scared, though, she tends to skip over details.
It has been a long time since she's been so nervous that he hasn't been able to follow her train of thought. Whatever has her rattled, it can't be good.
Jana supposed it was time she restarted. Everything seemed to be coming out in precisely the wrong order, and every minute she wasted explaining was another moment the thief was getting away. She forced herself to a calm, and then looked Green in the eye.
“You remember the chalice that we recently recovered from that crypt? It’s been stolen. The palace was broken into last night, and a thief by the name of Edward Zane stole it along with a few other rare magical items. One of these is that bracelet we heard mentioned awhile back – the one that granted wishes? Well, turns out it’s real. One of the Noble District Guards came a short time ago to inform me of all this.” She place her hand on Green’s. “Please tell me you’ve heard of him?” Jana searched Green’s eyes, to see if he was following what she was saying. Hopefully his mind wasn’t as cloudy as his eyes.
As you can see, in the quote I put who I was and who or what I was responding to. This avoids confusion. Additionally, just like in many Play by Posts, Jana's speech is olive to differenciate her text from others. Make sure your color is different from others in your arc, but its ok if there's some repeats. I just would like to avoid 7 people all being blue.
Also, be sure you aren't just writing a one sentence "quote" for the character with you posts in the game.
I don't want: "How much does the chicken cost over there?"
I want: Jacob reached down to check his purse. The leather pouch was lighter than he would have liked, and most likely contained metal of a silver quality. He missed the days that silver was gold. "Hmmmmm," he said scanning the rack of hanging poultry. "How much are some of the smaller chickens on that rack?" he asked. He prayed he'd have enough. He wasn't feeding just him after all. His dog was starting to show ribs, and it near brought him to tears when what once was an energetic companion now just laid there wimpering. Hang on, Lucifer, he thought sadly. Papa's coming.
See the difference? Sure there will be exceptions to this rule, but when you can write more about actions, do so!
Please notify the DM about any extended absense that would keep you from posting.
Do not post actions that someone else's character would take. You can only post as your own.
We are limitedly recruiting as of this point. If you like what you see, or want to add a character that goes along with a plot, apply. But we have more than enough characters at the moment, and only one GM
Do not post as your character in the IC thread unless you have been approved in the recruiting thread, and listed in the IC thread's character list.
Try and make your character convincing. Don't make them kill a little girl just because it woud be convienient. Only do so if your character WOULD do so. This touches on alignment - play to who you are.
Be prepared to account for your actions. No deed goes unanswered, good or bad. If you killed that little girl, be prepared to deal with the angry lynch mob.
Most of the time, plot is driven by you. Discuss what you will be doing with the people who you interact with. Plan out your epic battles. We're all writing this story together, so be mindful of that.
I shouldn't need to say this but I will so it's said - No metagaming! Just because you know there's a theif waiting around the corner because you read last post, doesn't mean your character is going to avoid the crossroads.
Please include the DM on plot arc discussions.
While character sheets are not necessary after the information that you have provided in your application, they may be useful for keeping track of what your character has, spells they have/have used, so on.
If you have any questions about the world, ask the DM if you can't find it below in the OOC. If you have any questions for plot, talk to those involved within it via PM. Please include the DM on plot discussion.
Subscribe to the recruitment, OOC, and IC threads.
After several large incidents regarding lineage within the kingdom, Aldhaven renamed itself to Asarenholm and elected to create a council from the leaders of the 7 strongest houses in Aldhaven (Deitrich, Rocholl, Licorta, Astrine, Hordukka, Rostel and Widmayer) along with the leaders from the 3 other city-states that make up the country. The name translates to mean "Place of Ten". Should one of the house representatives die without heir, it would fall to one of the lesser houses. This creates some contention between the lessers, as each tries to fit into those that qualify for "next in line". The Council of Ten elects which of these lesser houses comes to power.
Aldhaven is comprimised of about 75% Human, 18% Elves, Dwarves or Gnome, and about 7% of Other Species. The city is huge and is built along a river that flows from the mountains in the east to the ocean in the west. Aldhaven is located just downriver of where the water becomes unnavigable. In addition, Aldhaven is located near a natural pass in the mountains, making it the perfect location to command trade routes in both east and west. It is the most prosperous and developed city in the region.
Originally Posted by Rizban
One of the main thoroughfares of Aldhaven is Mastiff's Road. It is currently filled with all manner of people, though few seem to stand out to you. The Plaza, arguably the center of the city, sits near right in the center of the flow of life through the city, where Midtown meets Old Town. To the north is Old Town and the Nobles' Quarter; to the south and east is The Market. Guildsman District, to the northwest, is where most of the hard work of the city is done; to the west is the Temple District and Mages' Quarter. Far to the north, on the other side of the river, is The Docks and a clustering of housing for the poor which can be described only as Slums.
There are three city-states aside from Aldhaven that make up Asarenholm - Brunsgrove, Cauld, and Styris. Cauld and Styris are both sea ports to the west of Aldhaven, and Brunsgrove stands midway between these three, along the same river as Aldhaven. These cities are mostly human, though recently there has been more frequent visits of traders from other countries. One unique thing about the kingdom is that magic users are required by law to register with the government.
Majority Race: Various
This large area stretches along the entire southern part of Arteria. Along the east, there are several rivers and fertile soil. The west consists of a hilly plain and boiling hills, punctuated by ravines and cave entrances. The Reach was once homeland to the Centaurs and parts of it belonged to the Elven realm. Many of each race has now been displaced as the land is now divided into a patchwork of clan areas. The most powerful of the clans are the 3 tentatively allied clans of the Centaurs. A majority of the rest of the clans consist of the entirety of the Goblin and Hobgoblin species that lived in the underdark, which spans most of the ground under The Reach. They mostly were organized in different clans already, and have maintained such affliations on the surface. Orcs seem to be the most organized race in The Reach, having actually founded permanent and defensible structures along the western coast. Other monsterous groups have also taken The Reach as their home, such as several groups of giants, ogres, knolls and kobolds. The Reach is a dangerous place filled with turmoil and contention. It is unwise to travel without protection in a place like this.
Majority Race: Various
Brink is the region between the lands of Asarenholm and the Empire of the Seven Dragons. Both kingdoms allow this region to exist as a buffer between the two kingdoms. They often use bribes to bring a clan to one side or the other, or at least to be informants if the other should take actions of war. Brink is a heavily diverse area where refugees from both kingdoms have ended up. Each race is heavily clan based, and battle and ally each other depending on conditions, offerings, and threats of other clans attacking. 1 clans of centaurs, one clan of Catfolk, 2 Goblinoid clans, 2 Halfling, 3 Orc Clans, 1 Human clans, and 1 Half Elf Clan are located in the region. The capital of Brink is Rescavos, and it is a safe haven for all the clans. While in the city limits, no blood may be shed. The clans trade and sell with other nations and between themselves here, and all visitors must adhere to the rules of the city. In Rescavos, the clans also meet together to discuss larger threats to the land, or to acknowledge new clans or clan leadership. Currently a clan of Kobolds is attempting to join the clans. One or two of the clans used to have had residence in the city of Aldhaven, most recently a Hobgoblin clan. The Council of Ten expelled them when open clan warfare erupted in the city.
Majority Race: Gnome (above); Dwarves (below)
Captial: Lantern (shared by both races)
Dezendwell is in actuality, two sets of kingdoms - one above built on top of the mountains, the other below mined into the mountains. The dwarves and gnomes are actually distant cousins of each other. At one time the dwarven ancestors of the Gnomes settled above ground after the main food source of the race had dwindled and all but died out. These group that settled on the surface to aid in food supply by cultivating the land. Thus after centuries of living above ground, the Gnomes were born. The word gnome actually came from the plant nocturnal plant that was once the main staple of the Dwarven race. They are called this because the mission to the surface was orginally named Operation: Gnome.
Now, at the center of both races lies the city of Lantern, a sprawling city mixed with magic and industrial mechanics. The city is the countries nature both above and below the surface. One will find most settlements in the kingdom to reflect this as well. The two races rely on each other to survive still, and have never warred. The two seem to be very ingenuous in problem solving and invention, and this is apparent by how advanced the city is. Lantern recieves a small amount of trade and commerce from other countries, and an even smaller amount of visitors. This is because both races are very private, and prefer venturing out to the various kingdoms instead of having the kingdoms come to them. Still, every once and a while the races let slip some bit of technology to help or trade. Chances are many of the complex tools or systems you find around Arteria trace back to the Kingdom of Dezendwell.
Delere'ele is ruled by a leader who is believed to be hand picked by Corellon Larethian, God and protector of the elves. Currently, the ruler is Ce'er Caranus Alderele. The Ce'er possesses a scepter that has mounted on it a shining gem called Corellon's Tear and it is currently only rivaled in size by a gem the Drow race possess, and possibly one other rumored to be with the dwarves. The elven lands are rich and fertile and prosperous, and used to spread much farther than the region it maintains. However after the invasions of many under-dwellers into The Reach, the elves have returned to their heartlands to protect it. Delere'ele is a bit more advanced than its neighboring countries, and many believe this may have been caused by the constant threat of dragons from the nearby mountains. Elves introduced the prospect of public works, and worked with Asarenholm to create a road and bridge system between the elves, dwarves, humans and gnomes. The roads in The Reach have been allowed to fall in disrepair. Elves despite several legends about them, do not live in trees. This legend went into circulation after some of the first encounters with the elves and humans long ago. When the elves were discovered hiding in the trees, watching them. Elves often hunt going from tree to tree in the rich forests, however, elves live on the ground. Elves usually build into elevated regions such as hills or cliffs. Generally only the entrance of a city and a few exterior buildings are visible, thus deceiving a dragon to think it is a small town from above. They also have settlements dedicated to farming. These areas are generally highly protected by forms of technology and magic.
Majority Race: Drow
The underdark is a expansive and sprawling mass of caverns and large cave systems that cover much of the land underground the southern side of Arteria. The cave systems used to be home to numerous subterrainian races, but many have been driven to the surface due to the area's highly unstable nature. Caverns are continually collapsing and forming, opening up a myriad of new passageways as it does so. Poison gas, flooding, and suffocation are only some of the dangers that await the traveller that dares to explore the Underdark. Many of the races driven out believe that these collapses happened much more frequently around areas settlements were, leading them to believe the Underdark itself had evicted them, swallowing whole those who dared stay. Speculators relate this to the 'if a tree falls in the woods' variety, as collapses could happen more frequently in areas no creatures inhabits, but because there is no witness to this, it is unknown that it has happened. Other's believe some powerful earth based entity that inhabits the Underdark. The Drow are the only creatures seemingly to be uneffected by this phenomenon, leading many to believe they are somehow responsible. The Drow give no comment.
Empire of the Seven Dragons
Capital of Empire: Loseptos
The Empire of the Seven Dragons is a vast domain, covering many territories. The empire has been described as a large, bloated monstrosity slowly oozing its way across the continent by way of blood and gold and oppression. Only those who convert to their religion are tolerated to live. Many of the countries and races of the southern nations are refugees of areas the Empire has taken over in their conquest. The "Seven Dragons" were extremely old and powerful draconic entities from when the world was still new. In the Empire, Imperial doctrine teaches that six of these mystical beings died fighting the heathen ‘Gods of the South’, leaving one behind to rule as God-Emperor. In actuality, this ‘one’ killed off the rest of his kin to singlehandedly rule the Empire himself. Since he is a Demi-God, he is able to grant divine power to his followers in the name of his fallen kin. The empire has expanded about as far as it can due to recent internal conflicts over the last half century. Infighting among the various conquered nations is interfering with and hindering the empires commerce and military, preventing further expansion.
The empire runs on a rigid caste system based mainly on race. At the bottom would be races like the catfolk, the centaurs, the orcs, the dwarves and the halflings. Most non humans. Together, they make up the Tibur Aujir (Bronze-Born). This caste provides for the manufacturing, agricultural, industrial, and engineering needs of the Empire of the Seven Dragons, being builders, farmers, and scientists. This is the lowest caste in the Empire's hierarchy, many of its members living in extremely poor or simple conditions. Tibur Aujir is considered by many to be the "slave caste".
Next is the Tibur Orn, the Silver-Born. This caste is made up primarily of the Sllad, as well as Most of the fae races (aside from elves), tieflings, aasimar, and any mortals with outsider or "magic" bloods that inhabit the territories of the Empire. Members of Tibur Orn act as traders, merchants, public servants, bureaucrats, administrators, diplomats, and ambassadors. They interact with other realms when such affairs are not handled by the Empire's military, and often act as administrators of outer territories in the absence of a proper governor.
The third caste is Tibur Aurix, the Gold-Born. One of the largest castes, all members of the Tibur Aurix are humans. This caste makes up the vast majority of the Empire's military. Soldiers and generals, that is the main role of the humans from Tibur Aurix. This caste is seen by outsiders to be the most dangerous and hot-blooded caste. The Empire is well known for its military might, after all.
Finally, there is the fourth caste, known as Tibur Athear, the Celestial-Born. Members of the Celestial-Born are accorded the highest honor in the Empire, and act as rulers, mystics, and priests. To be a member of Tibur Athear, one must present proof of draconic heritage. The more dragon-blood one possesses, the more power they have over other members of the Celestials, and therefore over governance of the Empire. Together, Tibur Athear guides the other castes towards "enlightenment and expansion" of their glorious realm.
Citizens would be tested as children, and placed into the caste system before they turned ten. Any outsiders into the Empire are usually treated as if they were members of Tibur Aujir, unless they are ambassadors, or of a higher birth (in which case they are deferred to an honorary Tibur Orn position). All citizens must be registered by law. Any non-registered sentient being within the boundaries of the Emprie may be imprisoned, deported, or killed on sight. Members of races not included in the above list are also thrown into Tibur Aujir. As such, it is by far the largest of the four castes. Furthermore, the Emperor himself is not a part of the caste system.
7 Regions of Empire: Tretegar
Majority Race: Sllad
Majority Race: Human/Orc
Majority Race: Human
Once homelands of the elves.
Majority Race: Human
Minor Race: Halfling, Dwaves
Majority Race: Human
Minor Race: Centaurs
Majority Race: Human
Minor Races: Merfolk, Gnolls
Majority Races: Human and Catfolk
Somerisle is a desert region located near the Empire of the Seven Dragons. It is the newest addition to the Empire, marking it the seventh conquored territory for the far reaching nation. Somerisle lacked a centralized government: rather, powerful catfolk clans vie for the areas scarce natural resources. The empire was able to easily influence the clans against each other and then swiftly step in and take over. There are many areas of ancient runis in the deserts of Somerisle, and many the adventurer have traveled to the area in search of secret treasure. In addition, there has been a strange increase in dragon activity in the area, causing much strife and confusion amongst the locals.
The most powerful groups in Somerisle are the catfolk clans: tight-knit families (both by blood and oath) each trained in a unique spiritual technique thought to be practiced by the ancient civilization responsible for the ruins. Until recently it seemed the Aygul clan was close to uniting a many of these clans. However, explorers to the area have noted that contention still runs strong amongst the catfolk. It should be noted that many of the native humans in this area have developed some sort of a grey and intimidating looking skin. None are sure of the cause of this, but it seems to be unique to this area.
Though a brutal environment, Somerisle does offer solace in the form of oases that span the course of the desert. These oases bear strange fruit called "saglik" not found anywhere else on the continent that have been known to have powerful healing properties as well as being the only sources of water. It is by control of these rare locations that the clans establish power and esteem, and it is all too common for explorers to be extorted for their use.
My full name is Iothfrahar Fintir Four Turalisj Tiathar Tibur Orc Urthed Last of the Sanddweller Tribe. You may call me Fintir
Job: Hunter, but only of evil dragons and the spawn of Tiamat.
Past: My past is something I care little to speak of, so I will be brief. I was birthed on the edge of a desert a good distance away from here. I was next in line to become the tribe healer, I was trained as such. Then, three red dragons decimated my tribe in an instant. It was that day that I swore vengence. It was that day Bahamut asked if I was willing to follow him. It was that day I was born. Since then I have traveled far, hunting all of Tiamat's spawn.
Class: I am a druid.
Race: I am a Dragonborn, I was a half-orc
Motivations: My motivations are to kill Tiamat's evil spawn and to find the red dragons that destroyed my tribe and personally put my scythe to their throats.
Strengths: Besides my skill with a scythe and magic, Bahamut has blessed me with magical breath that I may use in battle. I also have my loyal jackel, Gix.
Weaknesses: I've lost my left eye and all the toes on my right foot to battles with Tiamat's spawn and I guess at times I can be extremely narrow minded. I'm also not as fast both physically and mentally as I'd like to be. I've also been told by some that I can be racist at times. What that pohoc nuhr knife-eared son of wild boar didn't understand is that I hate EVERYONE equally. It takes a lot to earn my trust and my respect, and until you do you can expect to be insulted numerous times. Even after you do, expect the same.
Extra: I hold my father's scythe that was passed down through the generations of my ancestors. It is a fine weapon made of darkwood and adamantine.
Job: He's a brewer by trade, Druid by profession, and drinker by hobby. He's excelled in the brewery of beers, ales, liqueurs, vodkas, and a menagerie of other drinks he's accrued over his years of travel. He's easy to make friends, and even easier to force you to try his newest brew, though he leaves his final taste tests for distribution to his bear. This little Dwarf has currently grown a naturally made brewery for himself, which he uses as a bar. It's aptly dubbed, "The Bear Necessity". Other than his established business, he helps foster and protect the local natural growth of the land, converting who he can and making sure their throats are parched.
Past: The tale of this Dwarf is an interesting one indeed. Born in the wilds near great mountains of Dwarven civilization, this Dwarf grew up normally like any other Dwarven child. Immediately though, he took up a passion for the one thing that Dwarves were famous for and something everyone in their right mind loved: booze. As such, he became deeply interested in ways of brewery, and soon found that natural power is the best source of creation for such poisons of choice. And so, he committed himself to becoming a Druid, learning about its intricacies and crafting dangerously good brews as he went. Soon, he was hailed as a great Druidic Brewer, the first and only of their kind. How he met his bear is a tale of intrigue as well. It so happened that the forest he lived in for most of his life was on the border of this world and a realm where nature grew untouched and wild. He, drunk and roaming the forest, found himself lost in this wild place, where he came upon a bear. This bear snarled and growled, until its stomach got the better of it after smelling the intoxicating aromas of a honey-mead that Jägerstein procured on the spot. And thus, the bear was tamed through brewery, and from that day on formed a bond with Jägerstein, both companion and official taste tester of his concoctions. He became known as Smokey. He eventually made his way out, and with his new bear companion in tow, started to travel the world, learning of its alcoholic creations wherever he trudged, bringing his own, and making a party wherever he went. He's known far and wide for his drinks. For some reason, he's chosen this little town as his place to settle and set up shop. For Jägerstein, the location is perfect. Clear crystal waters move through nearby rivers, as well as an ample selection of grains and other natural ingredients necessary for him to concoct what he wants. It also happens to be a place of adventure, something he's very fond of doing.
Class: He's a Druid, let's put him at a moderately good level. 10? 10.
Race: Only the best race to apply a Drunken Druid to. Dwarf!
Weaknesses: Well, to say the least, he's rather used to Drinking, but he definitely has a chance to get drunk. Just be prepared to fork over a pretty penny for the amount of drinks he'd down. Other than that, his Druidic nature is also a weakness, if an exploitable weakness. He will fight for nature at the drop of a hat, and is unashamed to show his support for nature at all times. He's also a bit loud and boisterous, and a bit of a risk taker (in the game he was involved in, he offered to give an elder red dragon a drink, which promptly saved the party and calmed the dragon down from burning us to a char a second time).
Extra: He's an ex adventurer, but in the game I played him in, he became an overgod by drinking the divine essence of an overgod (who was the bbeg of the campaign), and promptly threw the biggest, planar-wide party of the universe, resurrected everyone who needed resurrecting, rebuilt entire cities, fixed the universe, and redistributed the power to the gods whom it was wrongly taken from. However, due to the planar-wide party he threw, he became an overnight demigod of Drinking and Partying. Oh, he too opened the same brewery like the one I'm opening now, and has an animal companion by the name of "Smokey".
Job: Enslaved in a bracelet.
Past: Kimzahn was strong. Kimzahn was powerful. Kimzahn is a Efreeti. It killed many, destroying entire civilisations during the course of it's long, long existence. However, one day, it was pulled out of it's native plane by an enterprising wizard, and stored in a bracelet, to be controlled and used by him. Occasionally, the wizard would ask it for advice, occasionally, the wizard would ask it to take a female form to entertain him. Kimzahn resisted. Kimzahn complained. But it had no choice. So, it schemed. Eventually, through clever manupilation, he killed the wizard with the help of summoned cocktrices. But even though the wizard died, it was not free. People eventually realised how powerful and how dangerous this bracelet was, and locked it up, hopefully until they discovered some way of properly destroying it. Years, decades pass, and the bracelet was forgotten, hiden away in a vault where it could not be used. Until it was stolen by Edward Zane.
Class: The closest thing is a sorcerer, I guess?
Motivations: To be freeeeeeeee
Extra: The bracelet no longer works as it's used to - the magic is weakened from the long passage of time. Although KimZahn is still compelled to serve the wielder, it can resist the command, or make it difficult for the weilder, like giving the condition of a riddle solved or whatnot.
Wilstaff and Bennett
Job: Chief Advisor and Tribal Grand Poobah, respectively
Past: A humble necromancer and his bony buddy, who came to Aldhaven in search of acceptance and found none. But in the slums they fell in with the wrong crowd, and promptly rose to prominence inside that crowd. Founded an independent police force and a quasi-legal fighting ring. Killed a bunch of things; mostly with magic, sometimes with pointy weapons, once via tigerbombing. Moonlighted as superheroes and street magicians. Became the leader of the clan after the untimely death of their mentor, Khan Drogo. Ever since, have led the clan to basically be professional fighting hobos, wandering around engaging in wars for coin.
Class: Hobgoblin 1, Skeletal Companion Necromancer variant 10, Ranger 1 (seems the most appropriate non-magic class given the wilderness wandering)
Race: Hobgoblin, human (deceased)
Motivations: To lead their people to glory, or at least middle-class tax brackets; to fulfill an old mission given by a fellow long since dead and reanimated
Strengths: The power of purpose and pure insanity. Their sizable force of well-trained and loyal mercs. Mechanically, Wilstaff possesses a bevy of arcane items and feats designed to negate or lessen as many forms of attack as possible. In turn he is also unusually proficient in melee and ranged combat for a wizard, due to his background as coming from a small village that focused on hunting over magical arts.
Weaknesses: The uncontrollable nature of insanity. The not-so-socially-accepted nature of necromancy. Mechanically, Wilstaff's versatility is in trade for pure spellcasting power; see his lack of metamagic feats. He is a jack of all trades and attack types but a master of none, basically. Typical mage HP deficit; he is very reliant on Bennett to be his meatless meat shield. The caveat on his melee and ranged abilities is that they are good 'for a wizard'; actual melee fighters will knock his butt out (and have in the past) and his ranged damage-dealing potential is pretty paltry.
Extra: Wilstaff is also capable of walking through and partially altering the dreamscapes of others, something he does to monitor the subconscious of those around him, as well as when he is just generally bored or wants to screw with someone. However, someone with a powerful enough will could expel Wilstaff from their mind, or even trap him or cause him actual harm.
Zhin of the Heaven Clan
Name: Zhin of the Heaven Clan.
Job: He currently doesn't have a job as such: he just walks up to "inferior" people and takes their stuff if he needs to eat, though Zhin does avoid doing that unless he absolutely must (every few days, at most). Also a warrior.
Past: Zhin remembers, thousands of years back, his family and their ways. Quiet, unassuming. If nothing had happened, few would have even known that the wide wastes held a single soul. They were a proud clan of warriors, keeping back whatever dire beasts wandered the barren sands that they called home. It was here that Zhin first knew what honor truly was.
He was told of the glory of battle, and the true destiny that was to be his. And that, that he remembers always: the exultation of victory and the determination of battle.
And, too, Zhin remembers clearly the pain of his loss: he was one of few in Heaven Clan, a tight-knit family living at the edge of the desert's end, when came a wandering spirit. The spirit had been the stuff of rumors; a monster laying waste to hill and tale, town and city, barrow and bairn, for a hundred leagues or more.
In the path of this djinn stood a little village, that of Heaven Clan.
They stood no chance, warriors and all. Each and every one of Zhin's family was destroyed, save him.
That he does not remember: for one moment he was standing in mortal combat, alone, against a vicious genie, and the next, he awakes in a foreign land, and the rumors that circulate... a powerful genie bound to a magical bracelet...
It's too much not to pursue; and thus the conflict of his life.
Class: The idea of Incarnum in general fueled this character. It's mostly spirit-based. IE, whenever Zhin activates blink, he invokes the name of his Father, and THEN it happens.
Race: Human, if I can't use Skarn from Magic of Incarnum. They're pretty much a spikier, more Incarnum-heavy, version of humans. Kind of. He'd probably be one of the only ones.
Motivations: Knowledge. He wants to know what happened. Honor: he has to "save face" for his family and clan. This is slightly different from revenge: it's similar to Middle Eastern and Asian ideals of integrity and reputation.
Strengths: He is a capable warrior, moving quickly and striking with skill. His presence is rather intimidating, as he's at least a good half foot taller than most. [IF SKARN: Besides that, his skin is torn with jagged, stony, ridges, giving him quite a fearsome appearance.]
Weaknesses: He's myopic and single-minded to a deep fault. Think Proud Warrior Race Guy. He doesn't understand culture or what to do, and that means he's easier to trick or mislead.
Ander Alexi of Brent
Job: Absentminded noble, out of family succession.
Past: At the age of 6, Ander was involved in an accident in his family's private garden. Ander was found to be unconcious, and several statues had been cracked close by the area the child was in. No one knows exactly what happened, and casters who have come to inspect the area have noted a spike in magical activity that is not present anywhere else on the property. They presume this spike is connected to some long forgotten spell that the child must have activated. Ander has been slightly off ever since. He began to talk to himself and do things for no reason occasionally. Other than that he grew up as any third son of a minor but very rich lord, he shares his father's striking elven features, and thoughtful, deliberate mode of action. He has trained in the gentleman's art of war (light blades, dueling weapons and such), and seems to have extremely good luck. In reality he feels the flow of magical energy across the landscape and hears the voices of the spirits who have been all but forgotten since the ancient arts were lost. He believes that he is going crazy and is very nervous about anybody finding out. His luck is attributable to aid granted him by the spirits for favors and tasks he has done for them since he began hearing them. Recently those familiar voices have urged him to right a great wrong off to the north east, in a great place of walls and locks.
Class: altered monk
Race: half elf
Motivations: Ander is loyal to those who have earned his trust, but is reluctant to betray his own beliefs, beyond that the spirits have a very palpable sway over him, and it is unclear which of these motivators would win out if they were to run in opposition to each other. his beliefs would about line up to slightly less good than neutral good, and in the fashion of a naive noble, he cares mostly about social image, and demonstrating his wealth to his friends. To clarify, he is neutral good, but through the lens of wealth, and with loyalty to friends and family, and to the spirits. While he would do things that he would otherwise rather not do for the spirits that direct him, he is not going to do unreasonable things. He might go to a strange address at the behest of the spirits, but he is not going to break into a person's home and rob them blind. He is a nice young man who wants to live a good life, and has a strong sense of right and wrong, and some strange friends that nobody else can see.
Strengths: He is likable and surprisingly observant of details, the appearance of air headed youth hides a keen mind, although not much for figures and puzzles. He does seem to be rather lucky, like chance slightly prefers to go his way.
Weaknesses: Cannot always explain his actions. Could very easily be pulled in over his head without realizing it. While his intuition is very good and he is persuasive, he does not measure up to his peers with respect to strength, endurance, or mental agility beyond the first leap of thought. His upbringing has fostered a certain amount of ignorance about those less fortunate, he might seem extremely arrogant and flippant or at least not street smart to the common people of the city.
Extra: He will be staying with his great uncle, a wealthy businessman in the city of Aldhaven, and spends his time bumbling around trying to figure out what to do about the voices, while enjoying the hospitality of his uncle, and the social life of the highly placed youth of the city.
Ms. Elif Aygul
by Forever Curious
Job A regular fighter at the "secret" arena in the Aldhaven slums as well as a street mercenary.
Past Elif hails from the distant catfolk country of Somerisle, a desert nation south of Aldhaven where various clans wage war for dominance of the lands scarce resources, and is of the Aygul clan: a family who held the secrets of the art of shunpo, a semi-magical movement and fighting style. Her parents were the leaders of the clan and, as such, trained her rigorously in both the local customs of nobility and the family's art. Unlike the royalty of other countries, the leaders of the Somerisle clans are expected to be the most powerful warriors of their clans. By the time Elif reached adulthood the Aygul clan had grown strong in the land. Thinking the clan safe, her parents allowed the clan to relax in their prosperity, not foreseeing their inevitable doom on the horizon. One night, a raid comprised of many tribes struck at the Aygul, slaying over half the clan including Elif's parents. She fled in fear, stumbling blindly through the desert until she happened upon the city of Aldhaven.
Lacking all possessions but her clothes and sword, Elif wandered through the underbelly of the city, the local riffraff posing no threat in light of her abilities. Word spread through the slums of this strange sullen cat woman and soon she was approached by Wilstaf, the owner of the "secret" fighting arena. Knowing she could hardly survive on what she could salvage, Elif accepted a position as a regular participant in the fights.
Class Fighter/Dervish/Shadowdancer, or something like that. She
excels in swordplay and can teleport short distances via shunpo.
Race Catfolk (picture above).
Motivations Elif has all but given in to despair surrounding her exile, becoming little more than a tool for those who pay for her services. This shame has blossomed into a death wish: although she won't take her life due to pride, she seeks riskier and bolder challenges with the hopes they will prove her destruction. However, a small part of her holds out hope for a chance to return to Somerisle and reclaim her lost tribe.
Strengths Elif is an excellent melee fighter specializing with swords. Hailing from a strange land, she also carries an air of exotic allure useful for getting the attention of people in power. She is also well-practiced in etiquette and can keep her face straight under duress.
Weaknesses Elif has a death wish brought upon by her past shame. As such she has a habit of pushing herself much harder in combat scenarios and behaving more recklessly than is needed.
Extra In a nutshell shunpo extremely fast short ranged movement mainly used for evading attacks. It can also be used to run up walls and ceilings for a short time and, if one has focus, and go through walls.
The heist committed by Edward Zane has stirred quite a commotion amongst the various power groups of the slums, particularly the tales of an artifact of power. Recently a man Elif had never seen before approached her with a proposition of tracking down the thief and reliving him of his loot. The patron, a human who called himself Mr. White, claimed to be a member of a powerful organization with the resources to help Elif achieve her goal. Inspired by such a promise, Elif took the job.
by Crafty Cultist
Job: Malenth has only recently settled into his new lifestyle. He keeps himself afloat primarily by branding items for various clients.(see below)
Class: Swashbuckler/Wizard(mainly wizard)
Motivations: Malenth's primary goal is to regain his position among the nobility. He is also interested in aquiring assets that could prove useful, whether in the form of information, wealth, or allies.
Strengths: A passible swordsman and a skilled mage, particularly gifted with fire spells. His upbringing amongst the nobility has left him adept at social manipulation and persuasion, and while disgraced, he still retains a title of nobility. He has also developed an enchanting technique cobbled together from experimentation and techniques gained from the study of enchantments from the great age of magic, called branding, which is described below.
Weaknesses: Very prideful. Won't back down from a chance to prove his nobility, and does not deal with betrayal well. If he swears an oath on his family name, he will do everything within his power to keep it.
History: Malenth D'Everet comes from one of the many noble families competing for power in Aldhaven. When he took an interest in the magical arts, he was enrolled in a prestigious magical university in Delere'ele. When he graduated and returned home however, he found that his father, Jascon, had lost nearly everything, making poor investments to try to regain losses from other poor investments.
When it became apparent that his father was doing everything in his power to ignore the reality before him, Malenth decided to seize control, poisoning his father then using his illness as an excuse to take over the family finances. He sold off all of their remaining assets in order to pay off their debt, leaving them with merely a fragment of their former wealth.
A falling out followed and Malenth and his father each took half of their remaining wealth and went their seperate ways. Malenth purchased a house on a quiet road near the marketplace, and has begun looking for ways to improve his standing and restore the D'Everet name back to it's former glory. He has recently attempted to gain an audience with a high ranking member of the Morganstein Society, where he hopes to meet long term allies in his quest for power
Branding is an enchanting technique Malenth has developed during his studies. It involves a weapon, armor or item modified to channel energy provided by a crystal.
For example, a branded sword might have a blade that bursts into flame at the owner's command. The more this power is used however, the more magic will be drained from the crystal. If the magical energy within the crystal is exhausted, it will need to be replaced by a charged crystal before the flame power can be used again.
A branded weapon can use any crystal that contains the appropriate kind of magic(Lightning, Healing, Glamor, ect), and using a crystal of a differing type can result in anything from a modified effect to a magical explosion. Drained crystals can be recharged, but attempting to charge a crystal with a different type of magic will damage the crystal beyond repair.
Since the technique is still under development, Malenth's skill is limited. While he can create basic flame brands with little difficulty, other types of magic often end up unstable, with the strength of the effect fluctuating wildly and crystals often developing defects that make recharging impossible.
The Flint family have served the D'Everets for as long as either family can remember, and Garon has been in their employ since Malenth's grandfather headed the family. While the other servants in the family's employ remained with the mansion to serve it's new owner, Garon followed Malenth out of loyalty, and works for him as a general housekeeper.
Garon is getting on in years, and his oldest granddaughter had just begun working as a maid when he left. While still a hard worker, and bristling with energy, Malenth mainly keeps Garon around for emotional support - he serves as a reminder of the people waiting for his return and makes the new residence feel like home
Job As an operative for house Astrine, it is his job to... solve problems that arise. Whether that's procuring essential items, brokering an alliance, or eliminating a threat, when the countess needs a job done, he is the one she relies upon.
Recently, someone stole a lot of very valuable heirlooms from the noble families in Aldhaven. The job went very bad, however, and three guards were injured in the struggle. The items stolen include the familial chalice of house Astrid, only recently recovered from a lost dungeon. There is also whispers that a powerful artifact housing a malevolent spirit was among the good stolen. If such is the case, then it is essential that the items be returned and the thief brought to justice before anyone is harmed. Past His past before the Countess came to power are unknown. Like the semi-enigmatic noble whose rising star he rode, the pair of them appeared out of nowhere nearly fifty years ago. Throughout her rise to power, the drama of the long-lost heiress surfacing to reclaim the seat of her family that had been thought lost, and the intrigue that won her back her ancestral lands, the little green drake had been right there by her side the whole time, quietly taking care of problems and smoothing over the path for her. Class ispired by the 3.5 dragonfire adept, using most of the abilities of that class. Race "Greenwing Drake" was born a halfling, one touched with draconic heritage. However, by the time the world became aware of him and his mistress, he looked like nothing less than a green dragon-man. Motivations He is very, very devoted to countess Jana Astrine. He will do anything it takes to progress the goals of house Astrine. Beyond that, he seeks ever to more and more closely emulate the dragons in his ancestry. Strengths He has a large bag of draconic tricks he can pull, including flight, a variety of breath weapons, and extremely sharp senses. He also has access to a vast reservoir of draconic knowledge, and is able to identify most magic phenomena with just a minute's study. He is a strong climber and swimmer, and he's taken more than one beating in his life and lived to tell the tale. Much like the green dragon he resembles, he is all but immune to the ill effects of acids. His most effective and dangerous asset, however, is his silver tongue and easy manners. This has granted him contacts and allies in both high and low places all over the countess' hometown of Aldhaven. Weaknesses Though he is quite agile and hardy, he is not very physically powerful. In a fight, if one can neutralize his breath weapons, he is almost impotent. Similarly, if one were to neutralize his magics, such as an anti-magic field or a null magic zone, he'd be little more than a scaly green freak. Most effects that would hinder or slay a dragon are also effective on him. Psychologically, his only weakness is the countess. He'd be willing to do or give up anything for her. Extra I figured to eyeball him to be ~lvl 11 in power. I know he's kinda powerful and well-rounded, but I figured the antagonist to the story needs to have the odds skewed at least a little bit in his favor, as otherwise the protagonists wouldn't be able to be the sympathetic underdogs. Going for a magnificent bastard here, one that might be a possible ally if it weren't for the unfortunate... issue with him and the heroes.
Job: Bounty Hunter.
Class: Urban Ranger 13
Past: Erinde was a gifted archer from day one. She and her brothers were inseperable as children, even though each persued their own interests. Her brothers went to magic and crime, and she went to hunting. At some point; she switched from game to people, and only occasionally looked back. She only cares as much as her clients whether a target survives her presence, though she makes it clear that she's not an assassin. Erinde prefers to work within the law, but has little objection to breaking certain inconveniences. She's managed to make a small name for herself in a few towns, but has spent the last fifty years becoming known as one of the best Bounty Hunters in Aldhaven.
Motivation: Lawful Neutral. Enjoy the hunt and make money doing it if possible.
Strengths: Master of the Bow; minor casting to supplement archery. Can strike unseen and confuse foes. (Distracting Attack [Ex] causes anyone I hit [melee or ranged] to be considered flanked by me until my next turn.)
Weaknesses: Most spells lack direct offensive capability; carries a sword, but melee isn't a strong point for her.
Job: A jack of all dealings could be easily added to any job application for Maticus Grap; Mercenary, Assassin, and bodyguard.
Past: Maticus was born under the bloodied banners of an orc warband. His mother was nothing more than a piece of meat that was dragged along with them; she remained abscent minded even with the raising of Maticus. Maticus’s father was a war hardened orc berserker that only knew war and glory. Because of this, Maticus grew not knowing his father more than a task master. Drilling him into a war ready killing machine, lessons where obedience, discipline, and endurance only opened the books; the pain painted in the lessons.
Only on the battlefield were the lessons truly learned though. Even when Maticus was still in the process of learning how to properly use a weapon, he could be found on the battlefield. There he quickly came to knowing the taste of blood, the feeling of leashing a blade into the chest of a man, and the pain of raising a banner after days of starvation. His skill only grew throughout his growing history of violence. When his father had died so did his loyalty to the warband, even if he had fought beside the same orcs for many years.
After leaving the warband, it was obvious the path that Maticus would take. Becoming a skilled sellsword, a well payed killer, he kept with what he knows best; violence.
Class: Dual wielding fighter
Motivations: Maticus is a lawful evil character. His actions lay with whoever holds the large coin purse. Any demands or requests are to be fulfilled to the contractors’ expectations. Maticus sticks with this lifestyle, abandoning the notion of glory, and replacing it with the push for money, connections, and for those to fear his presence.
Strengths: Strong, Pragmatic, and skilled. Maticus isn’t the fastest, but he surely isn’t the slowest. He prides himself, silently, in his endurance and strength that allow him to hold off fatigue for longer than most. As well his pragmatic mind and set of skills allow him to look upon a good amount of situations and solve them; be it through violence of other means.
Weakness: Arrogance, willingness to take any job, and a lack of necessary emotion. Maticus casts aside any self doubt, and believes himself able to handle any situation placed upon his shoulders. He only accepts help if the contract demands that he takes that he works with them. His willingness to take any job has put him in more than one occasion where ‘suicide mission’ would of been a better name than job. Since Maticus was raised ignoring anything but anger, he tends to be charismatically stunted. Though this could also make him a decent trader, it has also made him more than enough enemies.
Sarah Kyne AKA "Venn"
Job: If one were to ask, Sarah Kyne's job would be "retired army doctor". With years of experience on the battlefield during the Rekindling Wars, her expertise is treating wounds of the flesh. However, she is also quite well versed in the ways of science, particularly the fields of biology and chemistry. Venn, on the other hand, is learning the profession of spy.
Past: Sarah was from a suburb of Loseptos originally. Born into poverty, she grew up in a large family that comprised many cousins, aunts and uncles. The fact that many of these people were not actually related to her by blood was little matter. The community was one of many that surrounded the seat of the Empire, one of the continent's greatest urban centers. Sarah grew up under the shadow of the dragon, and from a young age she was familiar with manual labor in cruel conditions. However, Sarah always managed to persevere, possessing a strong will and a free mind. Things began to change for her when she entered a local contest. It was a puzzle game, wherein one had to make several deductions based on observations and intellectual prowess. Sarah won, easily surpassing children three and four years her senior. The young girl did not know it then, but that single day would change her life.
The money started arriving about a month after the contest. It was only little envelopes at first, containing a dozen or so gold dragon marks. However, the amounts soon began to increase. The only marking on the letters were her name. Sarah and her "family" were bewildered by these anonymous donations. Sarah was soon able to afford to pay tuition at the local college, learning in a classroom like she had heard about. In particular, she was fascinated by the mortal body, and the living chemistry of the world that surrounded them. So, when a conversation in a tavern backroom turned to the young student's future, Sarah decided on becoming a medic.
The military academy was even more daunting than attending college, but Sarah soon began to grow accustomed to the routine that army training could offer. There were still lessons in treating wounds and medicine, but they were bolstered by basic weapons training and some rudimentary magic courses. Her first year at the academy would prove to be gruelling, as the Rekindling Wars had begun between Asarenholm and the Empire. She accompanied a company of medics to the field, operating in an Empire command center near Rescavos. She would be stationed there for the majority of the war, being sent home several weeks before the current ceasefire.
It was only after Sarah returned to the academy that the headaches began. For weeks at a time, she couldn't sleep, couldn't focus, and could barely even function. Worst of all, Sarah began to feel things, like a new sort of intuition. She could hear the thoughts of those around her as if they had spoken aloud. It nearly overwhelmed her - until one night, when a strange man snuck into her dorm. He called himself Tyrus, and explained that he was an agent of the Empire. He had been watching her for years, ever since the local contest in her little suburb hometown. Seeing her latent potential, he had arranged for money to be sent to play for her tuition: wisely, she had used it for exactly that.
Next, he told her that she was a psychic, someone who could expand their mind and use it to affect their surroundings. This was an extremely rare condition, he said. Her particular gift extended to seeing, which allowed her the dual gift of precognition and telepathy. Tyrus also said that the ability was extremely hard to wield, and would be a constant drain on her mental faculties. This would not stop him from conscripting her, however.
The next thing that Sarah knew, she was riding south on a caravan to Asarenholm. Her task: infiltrating the local government and using her Inner Sight to glean structural, political, and military weaknesses. She had been assured that there would be someone watching her, another agent no doubt. Her first instructions were to gain access to the nobility in Brunsgrove and Aldhaven. Finally, she had been given a new alias under which she would operate: Venn.
Class: The Healer would be the closest approximation to Sarah's main class. She has some minor healing and protection magic. However, she also has several levels in a class not unlike a Wilder (psionic sorcerer equivalent). Think Healer 8 / Wilder 4.
Race: Sarah is mostly human, but there are traces of elven as well as catfolk in her bloodline, leading to pointed ears and slanted amber eyes, as well as wild hair.
Strengths: Venn's biggest strength is her knowledge. She is an extremely intelligent officer, with rich backgrounds in modern medicine and science. She is also an expert at her craft, which gives her a good reputation and gains her access to places where she might not otherwise be permitted. Her final "strength" is what got her into her situation in the first place: her Inner Sight, as she like to call it. This gives Venn brief glimpses into the workings of the universe, a minute into the future, or into the depths of someone's soul. It can prove to be useful in many situations.
Weaknesses: Her weaknesses are as many as her strengths. Venn, while being a former army professional, has little actual combat experience beyond a few training seminars. She relies mostly on a few cantrips and healing as well as a great deal of diplomacy to protect herself from harm. Furthermore, she does not have all that much in the way of a subterfuge skill set (which is usually somewhat of a requirement for her new position). Her position itself could be considered a weakness, as she is being extorted into doing something that she does not want to do. Venn's final weakness is the nature of her Inner Sight. It is very unpredictable, striking at the most unlikely of times. As such, it is hard to control when she wishes to use it.
Extra: Usually, there is an Empire agent watching Venn's actions. They would be close by, making sure that the empath's mission goes as planned. She has also been given some money, to spend on housing, food, and equipment. The plan is to have her start just outside Brunsgrove.
Job: Banker and intelligence broker. Reynald works for the premier bank in Aasarenholm, the Morganstern Society. After some incidents in Aldhaven, his day job involves running a mobile branch from his galleon, the Herald of Dross. This job entails sailing across the continent, managing large stake investments and looking for new creditors. Wherever his ship docks, one will find Reynald with the local leader, trying to convince them to join the ranks of nobles and businessmen who currently fund the Morganstern Society's efforts. At current, the guild is also trying to set up new branches in order to ensure further wealth and prestige. Reynald's day job puts him in contact with all sorts, from bandit lords to elegant aristocrats. Anyone with significant wealth and a modicum of intelligence is welcome to join the Morganstern Society. Past: Reynald's past is mostly insignificant. Born a farmer boy in a town, he always knew that he was destined for something... more. Raised by a single mother, Reynald was taught the values of loyalty, family, and money. From an early age, he found that he was more clever than his peers. Soon, he found that it was not merely his personality that compelled the villagers: Reynald had the potential for magic. His gift seemed to be particularly strong when it came to enchantment and illusion magic. On the eve of his eighteenth birthday, Reynald skipped town, leaving his mother behind. He would make his fortune, or die trying. So he went to Aldhaven, making many business contacts and eventually becoming one of the founders of the Morganstern Society. Over the years, it grew throughout the Aldhaven region, collecting wealth and power. It would come to overshadow even the Aldhaven Merchants Guild. Reynald soon acquired a reputation as one of the head bankers, a tough but fair man. Every month, he would send envelopes with platinum notes to his mother. After buying his way into House Dietrich, he even wed a local woman who gave him two daughters. Life was finally good.
It couldn't last, of course.
One night, a mage snuck into his manor, bypassing his defenses and casting some sort of spell. The assailant was killed while trying to escape, but to this day Reynald does not know who sent him. In the weeks that followed, Reynald's constitution began to fail. Bouts of coughing began, bleeding from the mouth. He had been cursed, a deadly magical affliction. For a long time, Reynald tried to find a cure, but to no avail. The diagnosis of the local magi was a fatal one: Reynald might live for several more years, if he was lucky. On top of that, the Morganstern Society had no choice but to extricate Reynald from his Aldhaven position. After all, he had proven to have powerful enemies, enemies with reach. He organized a new position for himself, one that would ensure his safety while maintaining the illusion of the bank's stability. Reynald was also forced to send his family away, hidden in the village where he grew up. For the last few months, he has been sailing from port to port, setting up new bank branches and creditors. However, several recent matters have come to the Society's attention. Primary among these concerns are Lanath Orcbane, a drow war leader who has kidnapped a high ranking intelligence operative. Reynald's current assignment is to track down Lanath and the agent, and to bring then both in alive. Class: A sorcerer/rogue type character. No real combat skill, but powerful illusion and enchantment magic. His actual class falls somewhere around Beguiler, at level 10. Race: Reynald is human, through and through. Motivation: Reynald has lived a life of greed. Money is, and always has been, a primary motivating force in his life. The renown that comes with it is also an aphrodisiac to him. However, he is also powerfully devoted to his allies and family, and tries to maintain an honest reputation. With this new curse, his priorities are changing - he knows that there is not much time left for him. Therefore, other than finding a cure (a slim hope, in his opinion), his most powerful motivation is to acquire enough money and security for his family before he succumbs to his affliction. Strengths: Reynald's strongest attribute is his mind. Cunning, scheming and manipulative, years of experience have honed his social skills. This is helped further by his magical prowess. Reynald knows many spells, but his strongest are those that misdirect, that confuse. Finally, there is his status. As one of the senior partners of the Morganstern Society, he is extremely wealthy, and has several underlings at his disposal. Moreover, his reputation as a harsh, but fair businessman usually precedes him. Weaknesses: Well, obviously there is his curse. It will slowly eat away at his body. Reynald only has two or three years left to live, provided that he doesn't find a cure. Also, he has proven to have powerful enemies, enemies who have tried to utterly destroy him. He is also arrogant, with somewhat of a superiority complex. Last but not least, his position at the Morganstern Society, while strong, is not absolute. He sits on the senior board, but everyone in that group holds roughly the same amount of power. Thus, he still must confer with his colleagues before making any drastic decisions or changing Society policy. Extras: Word has reached the ears of the Morganstern Society of Zane's theft of the Countess. Indeed, several of Reynald's peers see the recovery of the stolen goods as an in to her social circle. If someone were to help with the effort, say by acting as a financial backer, there would be incentive for her to join as an investor. Alternatively, she would owe the Society a favor. Either option is appealing. However, Reynald is currently far away, on a previous assignment of chasing down a separate security leak. Reynald also has a ship at his disposal, as well as a score of servants, so he relies somewhat on his more muscular companions to handle physical matters.
Lanath "Orcbane" Mal'Sur
Job: He doesn't really have one, being disavowed by his family. Currently, he is a dealer in illegal commodities and slaves, as well as a bandit warlord.
Past: Lanath was born into a tumultuous time. The Mal'Sur dynasty was in the midst of a local conflict with several other powerful drow houses, and as one of the only male scions, he was expected to learn the art of war at a young age. So, while his sisters were being groomed to become priestesses, Lanath was training with the rank and file of House Mal'Sur. In this, he more than excelled, learning the merits of brutality. He was often seen whipping the occasional soldier to death, his face raw from blood and laughter. Throughout the Underdark his name was whispered in fear.
At the age of sixteen, his family finally charged him with his first mission: to lead a raid to the surface and pillage an orcish caravan stopping in a valley nearby. He was to bring his younger brother Jakyn along with him, to see how a commander operates in the field. Unfortunately, the raid went sideways when two of Lanath's scouts were captured. When the drow spilled out of the rocky crevices, they found a force of berserkers waiting for them. His force decimated, his brother missing in action (presumed dead), Lanath led the remainder of his troops out of the valley. He knew that after such a defeat, none of them could return home. Therefore, Lanath disavowed himself from the house of his birth, vowing to find a way home, and to deliver vengeance on all Orc-kin. Surprisingly, the majority of his troops stayed: many of them remained loyal, or felt that they had nowhere else to go.
Nearly a decade went by. Word began to spread about a new company of drow terrorizing the surface, operating under the name Lanath's Legion. They would take slaves and plunder, but they left no orc or goblinoid alive. Moreover, this group would act as a mobile market for surface criminals who wanted to buy or sell illegal goods. It was at this time that Lanath met a man named Reynald Lheureux. They went into business, this strange merchant selling slaves at a fair price. Afterwards, he was invited to join the Morganstern Society. For Lanath, winning his way back home was a goal second to none. And after being confided with the secrets of the Society, Lanath finally saw a way to do just that. Kidnapping an intelligence member from the Society, Lanath has gone rogue, planning to torture/leverage him for information. He would return triumphant to the land of his birth. He would rally the drow around him. Then, and only then, would he lead them on a crusade against the surface.
Class: Fighter/Sorcerer. Lanath has minor magical capibility, but prefers to fight with his spear.
Race: Lanath is a drow, or dark elf.
Motivations: Lanath is driven by several things, primarily his exile from House Mal'Sur. His defeat has forever put a black mark of his honor, and he will do anything to win (or buy) it back. Going home and being accepted by his housalways ever far from his thoughts. There is also his hatred of all Orc-kind. Over time, Lanath has extended this to all goblinoids as well. He will kill any members of these species on sight. Last but not least, Lanath is driven by a certain measure of guilt for Jakyn.
Strengths: In matters of tactics, Lanath is quite a prodigy. His only recorded defeat in the field was a matter of chance. He has led Lanath's Legion for almost ten years, outmaneuvering all of his opponents. Lanath is also an excellent fighter in close quarters, wielding his enchanted spear in one hand and destruction magic in the other.
Weaknesses: His overwhelming hatred of most surface races, especially the orcs, sometimes blinds him to their inherent use. He is also proud to the point of arrogance, as well as possessing a sadomasochistic streak that can only be described as dangerous. Finally, there is the matter of tbe prisoner. Lanath must guard him against escapes, rescue attempts and potential turncoats.
Extra: Lanath despises the name "Orcbane". It reminds him of his fateful first battle, and subsequent loss. To say the name in front of the drow is to incite his wrath. Lanath has also made contact with Edward Zane, the latter having frequented Lanath's Legion in order to fence stolen goods. Finally, there is the matter of Jakyn. In the last decade or so, Lanath has never given up on the idea that his little brother is alive somewhere. Should he find him, much of his shame would be washed away.
Job: Unholy Knight for the Church of Auril (Rank of Lord Cold); based in Elemard, Delere'ele.
Class: Paladin of Tyranny 6/Gray Guard 7
Past: Eli was born in rather mundane circumstances, and raised in a normal environment; for one who would grow up to be in his line of work. He had no particular interest in religion until he was twelve, when he met a priestess of Auril. The Storm Sister spoke candidly of The Frostmaiden's teachings and methods; spoke honestly of the evils involved.
He joined the church immediately, but did not become very active until he'd finished his normal education. It would be another two years, when he was seventeen, until he would join the ranks of Auril's Paladins of Tyranny. Another two years later, and he had Fallen for commiting a Good act in exchange for information on a group of heretics. The Gray Guards approached him that same day, and he's been free to do what was needed ever since.
Race: Lesser Aasimar
Motivation: Lawful Evil. Follow orders, execute heretics, etc; for the glory of Icedawn. Attempt to justify any discrepancies between orders given and actions taken to his superiors within the church.
"Cover all the lands with ice. Quench fire wherever it is found. Let in the winds and the cold; cut down windbreaks and chop holes in walls and roofs that my breath may come in. Work in darkness to hide the cursed sun so that the chill I bring may slay. Take the life of an arctic creature only in great need, but slay others at will. Make all Faerun fear me."
Strengths: Trained to his physical peak; can heal himself and allies to the point of redundance; certain spells which complement combat.
Weaknesses: Most Paladin spells lack offensive capability; carries a bow, but isn't at all skilled with it.
I've taken some liberties with my Spell List; including Blackguard spells.
Captain Deneth Vims
Captain Deneth of the Mage Quarter Guard Precinct was the youngest Captain in an Aldhaven precinct... whats more the Mage Quarter precinct was always considered the most prestigious placement of them all, awarded to senior officers after completing their tour in the Fortress.
He got there because he was son of a Duke and an Arcwizard of the Royal University of Scientific Esoterica. And what started as an obvious nepotism case, one of the many in Aldhaven, turned out to be a glorious career filled with a spotless record.
He has refused many-a-times to return to his 'normal' position (i.e. Duking it out) and has refused to move to the Fortress... he likes being the head of the most crack force guardsmen the city has to offter (with the exception of the Royal Guard) and likes it the way he knows it.
Much like his current statu. Deneth travelled little in his youth going no more than to Brunsgrove for the occasional training seminar or diplomatic mission. He spent his days behind his desk compiling paperwork and his nights out on the street chasing those criminals too tough and too smart for his men to handle.
Not sure... the first few levels Aristocrat, some ToB Warblade and Urban Ranger with a mix of a few arcane casters level put there due to his need to know of the "arcane" crime.
If I had to put it in numbers I would say Aristocrat 2, Warblade 6, Urban Ranger 4, Wizard 2 (i.e. 14 level but 2 of those are NPC class)
Deneth is Lawful Good... but without the restrictions of a Paladin. He is a good man and cares for the city, for his command and for the innocent while still wanting to uphold the law and follow the commands of his superiors.
Nowdays, in his mid 50s (and 2 potions of longevity later) he cares little about personal advancement or becoming rich and famous. He is already there... ensuring the city runs properly and that major crime goes punished (some minor crime is okay to add spice into things) is all he wants...
Well that and to have the opportunity to face and stop some interesting criminals from time to time.
Deneth is like a dog. Once he gets a 'scent' of something he wont let go. He will pursue the lead even if it means he ends up bothering the wrong people... his own title has saved him many times after he bothered other important Nobles and as such he is pretty much the 'black sheep' of the local noble community.
He also used to be an alcoholic but he has gone past it...
Job: Freelance thief. Will work for hire--but contracts mean nothing to him. Handshakes are a formality and loyalty is a bargaining chip. "Rules, like people's safes, are made to be broken--err, into. Never mind. Shut up."
Past: Parents died when he was young, leaving him alone and penniless. Started out stealing as a way to get things he needed that he couldn't afford. Then that grew to include things he wanted but couldn't afford. Got caught a few times in the earlier days for minor offenses, but those stayed on his record. By now, any job that could make an honest use of his talents won't have him for those red marks on his ledger. So thievery is far and away the best way to make a living--and a good one at that. Firmly entrenched in a life of crime at this point, not that you'd ever hear him complain.
Class: Rogue, but one with a distate for lethal violence. In D&D specifics, he has forgone heavier sneak attacks in favor of agility and escape oriented feats. Not a pacifist, he'll defend himself if necessary. He just prefers it never be necessary. "Walk out with their money in your pocket and a smile on your face as they tell you to have a good day."
Race: Human--or is he?! Dun dun dun! But yeah, human.
Motivations: As mentioned above, having nice things and doing fun stuff. To elaborate a bit, the original need to steal was compounded by the rush a clean getaway provided. As time went on, that rush dulled and something more outlandish was required to rekindle it. Still though, at the end of the day he just wants shiny things. "Life is this (hand at waist). I like this (hand above head). And I'm willing to go the extra mile to get there."
Strengths: Silver tongue, quick on his feet (physically and mentally), and infinitely cool under pressure. Paradoxically enjoys either being the center of attention or just a face in the crowd depending on the situation. Never plans anything beforehand, but typically ends up getting what he wants by making it up as he goes along. The world could be falling down around him and his attitude would be "It'll work out." So mechanically, a high charisma score along with good dexterity and intelligence.
Weaknesses: Low pain tolerance, gets sick and tired easily and often (in the literal sense and in the sense of being fed up with a situation), fairly paranoid. Preference for non-violence stems from an awareness of his own physical abilities as much as it does any philosophical stance. Impatient to a fault, prone to greed. Grown to constantly fear capture, senses suspicion when it isn't there and always afraid that he's missed something. Justified to some extent considering how many crimes could likely be linked to him if he were ever caught and examined. Kind of a "Just because I'm afraid they're after me, doesn't mean they aren't" sort of attitude. Mechanically, a low strength and constitution along with an unremarkable wisdom score.
Extra: Just prior to the start of the story, Edward pulled off the biggest heist in his life. The details are hazy, but he walked away with a bag of holding filled with wondrous items. Unfortunately the getaway was less than clean, and he's afraid he was seen by the authorities. Now, he has to figure out a way to either sell his ill-gotten gains amid a full-blown investigation or possibly using those spoils to aid in his escape. He certainly felt the rush of old. But had he bitten off more than he could chew?
Arlar - Magical Relics shop located in the South Market District, very orderly and polite, cannot make magical items. Aumerle, Nainas, and Ryorn - Lanath Mal'sur's loyal lieutenants in his legion. All drow. Dran - Skilled healer in Lanath's Legion. He patched up Lanath's self inflicted arm wound. Drow. Garon - Wizened man-servant of Malenth D'Everet Grenier - Leader of the Greenfoot tribe in Brink. Gyork and Tonda - Halfling scouts for the Greenfoot tribe in Brink. Jack - Old man, commoner, located in midtown. Kiley - Prostitute and informant in Brunsgrove. Larrum, Castor, and Robert - High ranking members in the Morganstern Society, interviewed Ander of Brent, spying on fellow member Reynold Lheureux. Semaul - Kobold, wanted for posing as a representative to the Licourta House. Styn the Caravan Driver - Stin delivers and sells goods all over, continually traveling between centeral realms of Arteria. Styn has skewed morals, but is a fairly successful merchant despite his vices in gambling and spoucal treatment. Captain Whitefeather - Captain of the ship Herald of Dross, works for Reynold Lheureux of the Morganstern Society. Tyrus - A man who keeps the Empires interests at heart. Assigned to watch Sarah Kyne. "The Twins" - Kirin and her brother Arlin work for Reynold Lheureux, and are affiliates of the Morganstern Society.
Jana Astrine - Leader of House Astrine, close friend to Greenwing Drake. They go WAY back. Jared of Brent - Uncle of Ander of Brent. Involved with the Morganstern Society. Has some influence due to his status as a noble. Sergeant Irena Bruger - Internal Affairs Representative for the Noble District. Currently investigating the thefts and murders in which Edward Zane is involved. Jeriah Cariess - Human, Wanted for smuggling illegal immigrants into the city. Polyae Cassain - Member of Morganstern Society, slighted by Reynold Lheureux. Started the Society interview with Malenth D'Everet. Almeran Delante - High member of Morganstern Society, kidnapped by Lanath Mal'sur. Currently his captive. Dimitri Grayson - Aldhaven centered messenger of the Morganstern Society. Formerly of Cauld. Graeden Leventhair - Seasoned guard in South Market District (currently works nights). Riley Sunkist - Werebear, Wanted for destruction of property, murder, and resisting arrest.
The Bear Necessity's Tavern - South Market District - PC Owned Saphire Swan Inn - Oldtown District Tipsy Falcon Tavern - Slum District Arlar's Arcana - South Market District - Minor Magical Relics Karl's - ? - Last Professional Magical Items Craftor in Aldhaven.
From the Desk of the GM:
As the GM, my job is to make things go smoothly. Whether that be in parts about your character application, or how you are interacting in plot arcs. Please be reasonable so I don't have to call people on things. I will speak up if something is unrealistic to the setting. While there's less limitation in this game, I feel that gives you all more responsibility in being accountable for your actions. I'm not going to try and keep you alive if you're going to dive into a dangerous situation. I'm not going to kill you off just because you decide to do something else. However, be aware that since this is freeform roleplaying, that if your character dies unexpectantly, something has gone wrong. Also know, that once someone is dead, they can't be brought back magically.
Since we are writing these plots together, you should communicate with the people you are directly interacting with in game. Plan out your stories, and try not to be too overpower your character. There's a reason I asked each of you what your character's weakness is. Make sure you remember that.
Should you contact me via PM, please be sure to not get rid of the text in the conversation. My mailbox will soon be full, and it's easier if I can just refer back. If it get's too big, use spoilers.
Above all, know I'm open to suggestions, advice, even world ideas, so don't hesitate to let me know! If you have a problem with something let me know.
I can't wait to play with all of you. You all have shown me much promise.
-The Wombat of Doom
My... ...Time Zone: Eastern Standart Time ...Time Online: Frequently ...Best Point of Contact: PM
OOC Contrived Surveys
Character Theme Songs:
Originally Posted by TheAntiplanar
Hmmm. I would have to go with either Bad Ritual or the L Theme, somewhere in between the two. Either way, there must be some epic piano for Reynald.
I'm a bit of a composer (by hobby, not occupation), so if you want me to compose a song for your character, I can give it a go.
(Warning: I haven't learnt how to use Reaver, so this is the kind of quality I have to work with at the moment. I can do solo piano too, but I need to find someone to borrow recording equipment. Again.)
Originally Posted by Exalaber
for my character it seems like the turning point between this and this
Actually, I will change Reynald's color from indigo to blue. It is more regal, and somehow more officious, which is what he needs.
Does it matter in particular where my character starts? He's hunting Lanath, so the closest port to the drow's current location is where I would like the Herald of Dross to dock (he has people to track Lanath).
Also Wombat, Somerisle is entirely a desert (at least that's what I was going with: will PM you with more details) which could serve as Zhin's origin, if that makes sense and works with everyone involved.
UPDATE: Rough draft map mostly completed, thanks to some input from people.
How do you guys want elves to be in this one? Opinions?
@Forever Curious, hows the details on Somerisle coming? Sam, you're from Somerisle as well, so anything you'd like to put in for a description of the place. It's main race is catfolk with humans as well. Government? Capital? So on.
@Crafty Cultist, since you studied in the elven territory, give me some details about there and what the elves were like. Any ideas?
Hey Anti/Wombat, would it be alright if I change some of Lanath's backstory? The end result will still be the same: your character hunting down mine. I just want to change some of my character's motivations, and what exactly happened between Lanath and the Morganstern Society.
Hey Anti/Wombat, would it be alright if I change some of Lanath's backstory? The end result will still be the same: your character hunting down mine. I just want to change some of my character's motivations, and what exactly happened between Lanath and the Morganstern Society.
I will PM you the details.
Sure, we haven't started yet after all. PM me the new sheet and I'll update it on the thread.