Welcome dear adventurers!! This will be the place to have discussions, store your information (your sheets, and IC stuff) and keep track of your grand exploration map. Now it's time to check in, choose a color and I will be getting IC up, once that's done.
This middle-aged couple runs a trading post built a few months ago out of the remains of a ruined border fort and unimaginatively named "Oleg's". Oleg is an independent, if stern, merchant and trader while Svetlana is the post's somewhat more level-headed housekeeper, cook and architect. The couple have recently been having some trouble with bandits disrupting trade and extorting their supplies. While they've sent a message to the Swordlords asking for trained guards for the post, the promised men have not yet arrived.
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"Reality is merely an illusion, albeit a very persistent one."
This walled log-and plank trading post was built by Oleg and his wife out of the remains of an abandoned border fort. Its walls are somewhat sturdy but still in a state of serious disrepair, leaving handholds and gaps that make it of little value as a fortification, though it's still better than nothing. The post consists of a stable, fenced and covered storage pen, a guesthouse which consists of little more than half a dozen bunks in a slightly run-down shack and a greathouse where the two proprietors of the post live and serve meals. It lies a scant few miles from the Greenbelt, an untamed wilderness that just so happens to be the portion of the Stolen Lands you have been commissioned to explore.
The Greenbelt
Spoiler
The Greenbelt is the centre-most territory of the Stolen-lands, as well as the farthest north. It borders on Rostland to the north and the River Kingdom of Mivon's tenuous territory to the south, and on the Slough to the west and the Nomen Hights to the east. The least dangerous and most 'civilized' of the Stolen Lands, the northern reaches of the Greenbelt are relatively safe, the greatest threat to a common traveler or explorer being the heavy bandit presence within the region. As a general rule, the farther north you are in the Greenbelt, the safer you are. The southern reaches are dangerous unclaimed wilderness occupied by all manner of dangerous beasts. This is the region you have been chartered to explore.
The Slough
Spoiler
This marshy region used to be one of the most important trade routes between Brevoy and the other human nations to the south, via the Sellen River which leads all the way from New Stetven in the north to Galt, Kyonin and Lake Encarthan to the south. Inhabited by Lizardfolk, Boggards and still stranger creatures it has recently become far more dangerous to legitimate travel, prompting the Swordlords to send a large force of diplomats and skilled soldiers to secure the vital trade links.
The Nomen Heights:
Spoiler
A mountainous region occupied only tenuously by the 'civilized' races, the Nomen heights have never been adequately explored. The centaurs of the Nomen Heights have always been trouble, and in an attempt at a show of force, the swordlords sent a group of mercenaries led by one of their own, a low-ranking but eager-to-impress swordlord named Maegar Varn to establish a town and make peace with the Nomen centaurs.
The Glenebon Uplands:
Spoiler
Occupied primarily by the violent and insular Tiger Lord barbarians, this heavily forested region is exceedingly dangerous and the westernmost reach of the Stolen Lands. The swordlords sent a relatively experienced band of adventurers known as the Iron Wraiths into the Glenebon Uplands, charging them with purging the hills of the Tiger Lord barbarians and, eventually, to make diplomatic contact with Pitax to work out border issues.
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"Reality is merely an illusion, albeit a very persistent one."
Aeron is the illegitimate son of a noble, Gareth Surtova, and a beautiful elf maiden, which the former met on his travels. The Surtova family could of course not accept that this bastard was included in their rank, especially since Gareth already was engaged. As a result the young Aeron was given up to the local temple of Iomedae, where he spent his formative years studying, praying and working hard.
It was there, when he was praying one night like so many others that the event which would change his life forever happened. An ancient celestial being named Zerachiel appeared before Aeron in a vision of pure light and offered to share its powers if only Aeron would share his body, since its own had been severely damaged in a battle with a vile demon. Aeron immediately agreed and set about learning the necessary summoning magic to call his new ally into the world. After some time he finally succeeded, and thus emboldened he left the temple to pursue his destiny by joining a caravarn bound to the wild lands south of Brevoy, (his father family took the opportunity to prevent any future scandal by employing some subtle influence to get him the necessary charter).
Personality
Spoiler
Aeron is a compassionate soul raised to believe in the noblesse oblige of the aristocracy and in the importance of honor. He sometimes have difficulties reconciling this belief with the way his fathers family acts and he might suffer a crisis of faith should he ever learn of his true origin.
Due to his small area of experience and his being "chosen" by Zerachiel he is also overconfident and have an unfortunate tendency to unconsciously consider himself better somewhat than other people until otherwise is proven.
Full Character pictures
Spoiler
Un-fused form
Spoiler
fused form
Spoiler
Wings are currently non-functional
Spoiler
Stuff to remember:
Oleg gave: 50gp, two potions of cure light wounds and a potion of shield of faith to the group - pay back later if possible
I will be speaking in Blue, fused form speak will be Bolded, thoughts italicized.
On the subject of Teamwork feats: I have no particular ones I want, but if somebody else have a good idea, I would be willing to consider it.
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Remember: Hope springs eternal. The dark days will pass and the sun will shine again.
The best way to learn something is to ask, so ask without shame.
Many thanks to smuchmuch for the awesome Ponytar.
Last edited by vegetalss4 : 08-28-2012 at 02:59 PM.
Hello, all. looking forward to the game. Sheet here and backstory below. No text colors for me.
Spoiler
Appearance: About 5'10", flax haired with brown eyes. Drake is well built, but has week upper body strength due to an old farming injury.
I used a variation of the ten min backstory for Drake.
---
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1. He moved to a small village, Brightholm, on the border of the Stolen Lands with his newly wed wife to start a life as pioneers. He was a part of the militia there. Most of the village, including his wife, were slaughtered in an orc raid carried out by the warlord Golag Gak Gur while the militia was out on a training patrol.
2. After the slaughter of the village, Drake became a drunkard and a ner-do-wel from grief. One day, while throwing up in a gutter, he smelled the sweet scent of grain. Looking up, he saw a mirage of himself and his wife, standing before a field of grain. Both of their hands rested on the shoulders of a small, flax haired girl, who looks up at him with brown eyes. Drake hiccuped and the image vanished. Beyond where the vision was, he saw the south road leading out of time. Hopeful settlers, their wagons stocked with supplies, were on their way south, to the untamed Stolen Lands. No one was their to help them. No one was there to prevent tragedy from occurring again.
3. After this realization, Drake quit drinking and sought to join Erastil's clergy, and help the pioneers that were settling the Stolen Lands.
4. Drake is a recovering alcoholic, and avoids drink like the plague.
5. Drake isn't fond of nobility, as he considers their political maneuvering one of the prime reasons settlers are being sent to the Stolen Lands without proper information or military support. He belies that a government designed to fill the wills of a select few is intrinsically corrupt.
---
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1. Defeat the orc warlord Golag Gak Gur and stop his predications on the pioneers settling the scavenger lands.
2. Democracy for the Stolen Lands!
---
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1. Drake has given up hope for monarchy style systems of government, and is discreetly looking for like minded individuals to try establishing a democratic republic.
2. Brightholm was attacked when the defenders were out because Golag Gak Gur has a shape changing spy who infiltrates towns prior to raids.
---
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1. Terrence Gates is a thin, balding man with rapier like wit. He was the captain of the village militia Drake was a part of. After their villages' destruction, he went to serve in the guard of the Sword Lord Vincint Karth. Terrence and Drake are friends and keep in touch.
2. Father Gregor was the man who inducted Drake into the church of Erastil, and serves as Drake's main contact within the clergy. He is a large, bear-like man of 40.
3. The orc warlord Golag Gak Gur is the leader of a band of orcs who raid human settlements in the stolen lands. He was the one responsible for the destruction of Brightholm. His raids leave no survivors, so few people know what he looks like, but he always leaves his flag, a black orc skull on a red background, over villages that he has raided.
edit: hold on, I'm a cleric. I can prepared any spell on the cleric spell list as long as it meets my alignment. Do you just want what spells I would have readied on the first day of the game?
edit2: Assuming that's the case: 0-Create Water, Detect Magic, Light; 1st: Bless, Protection from Evil, Sanctuary
Last edited by garter_snake : 07-18-2012 at 11:06 AM.
My, we seem to have an impressive assortment. I'm rather looking forward to it as well.
Regarding teamwork feats, I likewise have no particular preferences.
Melianthe Bruinfel, Ranger, using the Sienna text for speech and thoughts.
Backstory
Spoiler
Born on a homestead in the south Rostland Plains, near the Shrike River, the Bruinfel family lived on the very edge of the Stolen Lands, not far from the Shrike River. With the regular threat of brigands and the occasional monster, the nearby village, like those of most southern steaders, resembled less the sprawling free cities of the north and more a large palisaded fort. From her father, she learned farming and the lay of the land; from her mother, hunting and, though no one admitted anything, the occasional poaching; and from her older and younger brothers, how to defend herself and come out ahead in a scrap. With a keen eye and a dab hand with a blade, she grew to be a skilled fighter and, moreover, a thoughtful one. Never one to stand when she could move, never one to face a foe she could talk down or if need be, stick in the back, she fought with what a chevalier might call dishonor, but what she called intelligent tactics.
With blade at her side and bow at her back, she went to seek her fortune in Restov rather than staying on to protect the stead like her brothers. However, she was unable to make it as a swordlord: her sword arm was too weak, her bow too slow, and most importantly, her methods of fighting through guile found to be too crude and dishonorable for the high philosophies of Baron Aldori and his elite guard. Instead, unwilling to return home empty-handed, she became an independent scout and cartographer, moving through the Stolen Lands, working for merchants, traders, the occasional adventurer, and even Brevoy nobles to map the lands and trace out possible routes. Her skill and experience in the wilderness of the Stolen Lands near the border earned her the notice of the swordlords of Rostland, and she was hired with a promise of position in the new land. Still embittered by their rejection of her, she nonetheless accepted, hoping to prove herself against the bandits of the Greenbelt and demonstrate her strength, as well as her skill.
Description and Personality
Spoiler
Tall and forbidding, Melianthe tends to have a stand-offish look to her. Not beautiful by any standard, she looks plain and somewhat rough-hewn, an archetypal farmer's daughter. In personality, she is somewhat taciturn and blunt, working equally willingly alone or with a small band. Though she'd never admit it, she has a secret weak spot for sweets.
Ostromir's nickname, "The Bear of the North," comes from his great size and strength. Standing at six-and-a-half feet and with large muscles and seemingly no fat at all, he towers above most men. He wears his brown hair long, but has trouble growing facial hair due to his elven heritage, so he keeps himself clean-shaven. His armor is a simple chain shirt, but he keeps it very clean, and is never seen without his signet ring. He has a mysterious mark on his chest that was one of the first things his adoptive parents noticed about him when they found him as a baby in the woods.
Personality
Spoiler
Ostromir is a simple soul, relatively guileless for a noble. He tries to do what's right by people and his family, and he's got no problem cracking the skulls of troublemakers. His concern has always been for the people of Brevoy, and the current political situation frustrates him to no end. He also has a deep appreciation of the natural world, something instilled in him by spending time with his adoptive father and the local priests of Erastil, as well as possibly an artifact of his elven nature.
Character Traits
Spoiler
Ostromir has some degree of curiosity about magic, especially that of the First World, since his birthmark is apparently a symbol of one of the Eldest that rule there. He has a hearty appetite and will try almost any kind of food, preferring meats and pastries, as well as the wild rice that grows in marshes. He likes to sing before battle (though he's no bard and he knows it) of great Issian and Rostlander heroes to inspire himself and hopefully strike fear into the hearts of his foes.
Character Flaws
Spoiler
Ostromir tends to wear his emotions on his sleeve, always in laughter or in tears, and is painfully honest to people. This alienates him from many nobles, especially since he seems to prefer the company of peasants to his own class. He's also stubborn about doing the right thing, refusing to be a party to deceit or cruelty.
Contacts/Friends
Spoiler
Lord Gurev Medvyed: Ostromir's adoptive father, Gurev has raised Ostromir since finding him in the woods while hunting. Despite the fact that Ostromir isn't his blood, Gurev has always treated him like an equal.
Lyubov Garess: Ostromir's adoptive sister, born to Gurev and his wife shortly after they adopted the baby Ostromir. As a result, the two have been close all their lives, even after Lyubov married into House Garess. Lyubov agrees with Ostromir on the subject of reconciling Issia and Rostland.
Radomil Aldori: An Aldori Swordlord that tries to act as a voice of reason among the Swordpact. Radomil supported Ostromir's nomination to join the expedition to the Stolen Lands, despite the protests of his brother-in-law, Sviatoslav, hoping to temper the revolutionary spirit that was intentionally instilled in it.
Rivals/Enemies
Spoiler
Sviatoslav Aldori: Sviatoslav is a Swordlord who's married to one of Ostromir's adoptive siblings. Sviatoslav is an extreme proponent of Rostlander independence. Because of Ostromir's conciliatory attitude on the brewing civil war, Sviatoslav views him as an Issian apologist and a traitor. The two have had many vocal arguments, Sviatoslav shouting about the crimes of Issians and Choral and how the Swordlords must avenge those injuries, while Ostromir shouts right back about how the commoners and other people are caught in the crossfire and everyone suffers because of it. Now that Ostromir has left for the Stolen Lands, Sviatoslav sees an opportunity to try and sway more of the Medvyeds to rebel against the Surtovas.
Other Notes
Spoiler
Ostromir's most prized possession is his signet ring, bearing the Medvyed crest, which he never takes off. He's owned the ring since he was a child of eight. The day he received it, he had travelled with his parents to New Stetven. His parents were meeting to discuss the succession again and affirm Noleski Surtova's regency, while Ostromir wanted to meet the children of other families. While there had always been some rumors concerning the circumstances in which he came to the family, some claiming he was Gurev's bastard, some thinking him a changeling to replace a stolen human child of the Medvyeds, and some thinking he was just some trapper's baby Gurev had taken pity on. Regardless, the other noble children teased him for his apparent lack of pedigree, calling him a "stray" and harsher things, claiming he did not belong among Brevoy's nobility. Ostromir had fled, crying, and sought out his father. Gurev comforted his adopted son, telling him that in the eyes of Erastil family meant more than blood. Gurev then gave his ring to Ostromir, saying if those noble brats ever gave him grief about his heritage again, to show them the ring, and tell them that his father said he was a noble, and his word invalidated theirs. Ostromir has kept the ring fondly, and would not give it up for ten rings of greater value or power.
There is a troubling mystery for which Ostromir doesn't know the answer. Who he truly is. Who his blood parents are. Why he was abandoned in the Grozni Forest as a child. What the significance of his birthmark on his chest is. Throughout his life there have been things he couldn't explain. One night when he was a teenager, for example, he disappeared from his bedchamber and was found in the woods ten days later with no recollection of how he'd gotten there or what happened during that time. When he was inducted as a paladin of Erastil the priests claimed he'd been blessed by one of the Eldest. He wants to know who these Eldest are and what they want with him, and why if he was so important to them, they left him in the care of mortals.
Ostromir was offered as a candidate for the expedtion to the Greenbelt by his mentor, a senior priest of Erastil by the name of Fedor. Fedor was the chaplain of the Medvyed family, and the one who educated Ostromir, teaching him not just his letters but also the movements of the natural world, how they affected the crops, how the harvest of those crops affected the lives of everyone, from the lowliest peasant to nobles like Ostromir himself. In the years after the Vanishing, Fedor had grown increasingly concerned about the tenuous political state in Brevoy. As civil war grew closer and closer, he heard whisperings that Rostland was planning to set up puppet states in the Stolen Lands to try and make a grab for power. Feeling this would tip things over the edge, Fedor encouraged Ostromir, his protege, to become involved and help to temper the revolutionary spirit. When Ostromir accepted, Fedor blessed him in an ancient ritual at a circle of menhirs deep in the Grozni Forest. It was then that Ostromir became a paladin of Erastil, sworn to protect the people and the old ways.
Ostromir's Family
Spoiler
Lord Gurev Medvyed (Male Human): Ostromir's adoptive father and head of House Medvyed. A kind man who dotes on his family and enjoys hunting.
Lady Medvyed (Female Human): Gurev's wife and Ostromir's adoptive mother. A proper but kind woman, Lady Medvyed prefers to leave politics to the men of the family, while she tends to the Medvyed household.
Lyubov Garess (Female Human): Lord and Lady Gurev's firstborn child and Ostromir's adoptive sister. Married into the Garess family, she's an adept administrator and is actively working to turn the minor alliance between Garess and Medvyed through marriage into a bond that will help keep Brevoy together.
Klavdiya Aldori (Female Human): Secondborn of the Medvyed family and Ostromir's adoptive sister. Timid and submissive, she's married to the arrogant and rabble-rousing Sviatoslav Aldori, a Swordlord of Restov.
Konstantin Medvyed (Male Human): Thirdborn of the Medvyed family and first son of the family, technically Konstantin is the Medvyed heir. Still only a child, he's more at home in the wilds than he is in a castle.
Ostromir would function best in the role of Councilor or Grand Diplomat, given his nature as a peaceful man and champion of the common folk.
Ostromir's voice will be Bolded Dark Red.
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THE TEN-MINUTE BACKGROUND Based off of the Minimus RPG engine, copyright 2008 Ad Astra Games, used with permission. Minimus is donation-ware, if you like it, please contribute as per the instructions in the file.
Grey Warden avatar courtesy of Dorian Soth. Many thanks!
Last edited by Archpaladin Zousha : 07-18-2012 at 11:21 AM.
I'll choose Royal Blue for Aretor's speech and inner monologue, since I don't want to be too similar to my new Summoner Ally. I'm eager to get things going, as this is my first time playing a wizard in a good long while. I'll have to pick which spells I'll have prepared for today.
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Favorite Things Mr. Welch can't do during an RPG:
My monk's lips must be in sync.
Collateral Damage Man is not an appropriate concept for a super hero.
No longer allowed to recreate the Death Star Trench Run out of genre.
When accepting a challenge for a duel, I must allow the other guy time to find a pistol.
Check the door means to listen at it, not put several rounds through it.
We will not implement any plan that includes the words "And hope they miss a lot"
Last edited by ChaosLord29 : 07-18-2012 at 12:24 PM.
Hello, all. looking forward to the game. Sheet here and backstory below. No text colors for me.
Spoiler
Appearance: About 5'10", flax haired with brown eyes. Drake is well built, but has week upper body strength due to an old farming injury.
I used a variation of the ten min backstory for Drake.
---
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1. He moved to a small village, Brightholm, on the border of the Stolen Lands with his newly wed wife to start a life as pioneers. He was a part of the militia there. Most of the village, including his wife, were slaughtered in an orc raid carried out by the warlord Golag Gak Gur while the militia was out on a training patrol.
2. After the slaughter of the village, Drake became a drunkard and a ner-do-wel from grief. One day, while throwing up in a gutter, he smelled the sweet scent of grain. Looking up, he saw a mirage of himself and his wife, standing before a field of grain. Both of their hands rested on the shoulders of a small, flax haired girl, who looks up at him with brown eyes. Drake hiccuped and the image vanished. Beyond where the vision was, he saw the south road leading out of time. Hopeful settlers, their wagons stocked with supplies, were on their way south, to the untamed Stolen Lands. No one was their to help them. No one was there to prevent tragedy from occurring again.
3. After this realization, Drake quit drinking and sought to join Erastil's clergy, and help the pioneers that were settling the Stolen Lands.
4. Drake is a recovering alcoholic, and avoids drink like the plague.
5. Drake isn't fond of nobility, as he considers their political maneuvering one of the prime reasons settlers are being sent to the Stolen Lands without proper information or military support. He belies that a government designed to fill the wills of a select few is intrinsically corrupt.
---
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1. Defeat the orc warlord Golag Gak Gur and stop his predications on the pioneers settling the scavenger lands.
2. Democracy for the Stolen Lands!
---
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1. Drake has given up hope for monarchy style systems of government, and is discreetly looking for like minded individuals to try establishing a democratic republic.
2. Brightholm was attacked when the defenders were out because Golag Gak Gur has a shape changing spy who infiltrates towns prior to raids.
---
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1. Terrence Gates is a thin, balding man with rapier like wit. He was the captain of the village militia Drake was a part of. After their villages' destruction, he went to serve in the guard of the Sword Lord Vincint Karth. Terrence and Drake are friends and keep in touch.
2. Father Gregor was the man who inducted Drake into the church of Erastil, and serves as Drake's main contact within the clergy. He is a large, bear-like man of 40.
3. The orc warlord Golag Gak Gur is the leader of a band of orcs who raid human settlements in the stolen lands. He was the one responsible for the destruction of Brightholm. His raids leave no survivors, so few people know what he looks like, but he always leaves his flag, a black orc skull on a red background, over villages that he has raided.
edit: hold on, I'm a cleric. I can prepared any spell on the cleric spell list as long as it meets my alignment. Do you just want what spells I would have readied on the first day of the game?
edit2: Assuming that's the case: 0-Create Water, Detect Magic, Light; 1st: Bless, Protection from Evil, Sanctuary
Yes, that's exactly what I want. You can put it on your sheet or spoilered in IC. Whatever you prefer.
Also, that's five already!! Better get my IC done!
__________________
"Reality is merely an illusion, albeit a very persistent one."
With my tounge firmly in my cheek I would like to make those present aware that we actually aren't in the Greenbelt yet but instead a few miles away from itAt least according to the bulb on Oleg's trading post
Not that my character would know, or be rude enough to point it out even if he did know.
__________________
Remember: Hope springs eternal. The dark days will pass and the sun will shine again.
The best way to learn something is to ask, so ask without shame.
I wanted to have you kill a bandit, then run you over with an army of guards. My trap of doom has failed!!
While I am on to you, and your fiendish plots, that comment was supposed to tease our dear archpaladin with the fact that his promise is a very empty, almost self contradictory, thing
__________________
Remember: Hope springs eternal. The dark days will pass and the sun will shine again.
The best way to learn something is to ask, so ask without shame.
THE TEN-MINUTE BACKGROUND Based off of the Minimus RPG engine, copyright 2008 Ad Astra Games, used with permission. Minimus is donation-ware, if you like it, please contribute as per the instructions in the file.
Grey Warden avatar courtesy of Dorian Soth. Many thanks!
Not gonna lie, I want this as our group's battle theme.
__________________
THE TEN-MINUTE BACKGROUND Based off of the Minimus RPG engine, copyright 2008 Ad Astra Games, used with permission. Minimus is donation-ware, if you like it, please contribute as per the instructions in the file.
Grey Warden avatar courtesy of Dorian Soth. Many thanks!
Hey quick question Moranica, what information level of firearms are we dealing with here? Is Aretor's musket something the other players are going to be able to readily recognize as a weapon of war? Honestly, it would work with my backstory a little better if firearms are not the kind of thing that folks (even adventurers) are readily aware of. Maybe rumors, legends even of black powder weapons being used by dwarven clans or whatnot, but Aretor's musket is a step apart even from those, and is as much an arcane implement as it is a black powder firearm.
Basically, I'd prefer it if there was something more of an air of mystery as to what exactly it's function is, even amongst the players.
__________________
Favorite Things Mr. Welch can't do during an RPG:
My monk's lips must be in sync.
Collateral Damage Man is not an appropriate concept for a super hero.
No longer allowed to recreate the Death Star Trench Run out of genre.
When accepting a challenge for a duel, I must allow the other guy time to find a pistol.
Check the door means to listen at it, not put several rounds through it.
We will not implement any plan that includes the words "And hope they miss a lot"
Indeed, information would be minimum at best. I would find it likely that the other players will be very surprised, when your oddly shaped wand unleashes flames, noise and smoke. Not to mention death and destruction.
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"Reality is merely an illusion, albeit a very persistent one."
Indeed, information would be minimum at best. I would find it likely that the other players will be very surprised, when your oddly shaped wand unleashes flames, noise and smoke. Not to mention death and destruction.
Thanks Moranica. I mention it only because both Drake and Ilya have made references to Aretor carrying a fire arm, while planning the defense of the structure, and I never posted anything IC about him even carrying his musket open to view. For the record, it has been safely tucked away amongst his other possessions in a felt lined carrying case wrapped in tarpaulin until my last IC post where he began to take care of its needs.
I don't blame you guys or anything, and it is the kind of thing one needs to know when planning a defense, but I'd appreciate it if we went forward from here separating IC and OOC knowledge where it comes to Aretor and his firearms. At this point, all he's revealed about himself is that he's an arcane spell caster and an architect/engineer of some kind. It breaks the immersion a little bit when other players start talking about fire arms when the character with the fire arm hasn't even mentioned he owns one yet.
__________________
Favorite Things Mr. Welch can't do during an RPG:
My monk's lips must be in sync.
Collateral Damage Man is not an appropriate concept for a super hero.
No longer allowed to recreate the Death Star Trench Run out of genre.
When accepting a challenge for a duel, I must allow the other guy time to find a pistol.
Check the door means to listen at it, not put several rounds through it.
We will not implement any plan that includes the words "And hope they miss a lot"
Sure. Melianthe's comments were originally intended regarding range (the musket reaches 40 feet compared to the longbow's 100+), but it reads just as well, or even better if she has no idea what a firearm can do.
Sure. Melianthe's comments were originally intended regarding range (the musket reaches 40 feet compared to the longbow's 100+), but it reads just as well, or even better if she has no idea what a firearm can do.
Exactly, I figured she was just speaking regarding Aretor's apparent lack of any sort of ranged weapon, but possibly in reference to his spells.
__________________
Favorite Things Mr. Welch can't do during an RPG:
My monk's lips must be in sync.
Collateral Damage Man is not an appropriate concept for a super hero.
No longer allowed to recreate the Death Star Trench Run out of genre.
When accepting a challenge for a duel, I must allow the other guy time to find a pistol.
Check the door means to listen at it, not put several rounds through it.
We will not implement any plan that includes the words "And hope they miss a lot"