Way of the Wicked (Pathfinder) Recruitment Thread

Started by Pointless Digression, December 10, 2012, 05:49:47 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Shjade

Quote from: ExisD on December 12, 2012, 01:58:40 PM
On the flip side, once a certain level is reached they won't be able to do anywhere near as much compared to the casting classes.

The goal of a tankier character is just to ensure the big guns stay alive anyway. As long as that function still operates later on the tank doesn't need to directly do the heavy lifting, only keep bad things off the casters so they can do their thing.

Which also means the tank has political leverage in the group. They might have all the theoretical power in combat, but if the beefcake decides to hold a grudge against somebody in his party, well...they're probably gonna have a bad time.
Theme: Make Me Feel - Janelle Monáe
◕/◕'s
Conversation is more useful than conversion.

ManyMindsManyVoices

#76
Quote from: ExisD on December 12, 2012, 01:58:40 PM
Inexperience with the system I've found only matters a lot when you're playing a caster. For more martial characters choices are a bit more obvious and it's much harder to make a character that's bad statistically. On the flip side, once a certain level is reached they won't be able to do anywhere near as much compared to the casting classes.

"That's less true in Pathfinder, not entirely untrue, but less true. However, the interest in this game is already pretty high, I imagine we'll be full to capacity by the end of the day, or maybe tomorrow."

"As for the necromancer thing, I thought so as well, but I considered that it might be the effects of the artifact, rather than the character. In DnD/Pathfinder, the word Artifact is not used lightly. Someone stumbling onto one might be more a pawn of it than it is a pawn of the wielder, especially at level 1."

Quote from: Shjade on December 12, 2012, 02:03:02 PM
The goal of a tankier character is just to ensure the big guns stay alive anyway. As long as that function still operates later on the tank doesn't need to directly do the heavy lifting, only keep bad things off the casters so they can do their thing.

Which also means the tank has political leverage in the group. They might have all the theoretical power in combat, but if the beefcake decides to hold a grudge against somebody in his party, well...they're probably gonna have a bad time.

"Notably, as well, in DnD, the word 'Tank' really has no meaning until 4th edition. Nothing is making creatures attack the tanks, so that depends on how the GM plays 'aggro'. In the same way that the tank has 'leverage' so does the healer, and probably moreso, every role fulfills a purpose, though. You don't want to be without a crowd controller or damage dealer if you can help it. The person with the most leverage is the person who knows how to convince people to like them the most."
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Shjade

From my limited understanding of combat mechanics in D&D, I think of a "tank" role in it as being more akin to how tanks operate in a game like League of Legends rather than an MMORPG with agro tables. It's not that things are forced to attack the tank mechanically, rather that the tank positions and behaves in a manner that causes the enemy to be forced to deal with it before they can focus on more vulnerable targets. For instance, positioning such that attempting to bypass the tank to reach the casters forces attacks of opportunity from the tank onto them which, combined with something like Stand Still, forces the enemy to be delayed in getting beyond the wall of flesh refusing to permit passage; or rushing toward magic/ranged attackers to grapple them if they don't focus their destructive power on the oncoming threat before it can reach them, leaving themselves open to the adventuring party's own nukes first.

Unless I'm completely misunderstanding how these things work, which is more than likely.
Theme: Make Me Feel - Janelle Monáe
◕/◕'s
Conversation is more useful than conversion.

CrazyIvan

#78
Final Character Sheet
Elizabeth Vancrest Stromlord
Heir of a Fallen Empire

Character History
-Crime-
Her crime, the reason that she must die, the reason why the kingdom fears her, is no more than that she was born, that she came into existence is reason enough for her to die. That her family name is something to be feared and hated by those that live in the Kingdom of Albion and even beyond, but that is what history merely recorded, which isn't always the truth. To find the truth of this conflict and ideas one must look further into the past then most can remember or care too, or into old history books that are often illegal.

-Common History of the Stormlords-
Before the rise of the Kingdom of Albion and even larger powers of the current era one of the largest empires to exist was the Empire of the Storm, ruled by the Stormlords. They controlled large swathes of land, especially in the northern reaches where their personal castle stood, the Frozen Spire, which was said to be encased in a perpetual blizzard that was so strong that it blocked out all light. That this black storm protected the castle from any form of invasion and only with the help of the Stormlord or if you were a Stormlord yourself could you navigate through the never ending storm. It was from this castle that they ruled over the lands that stretched from the "Crown of the World" and even down into the central reaches of "Avistan".

History only records them as villains, as tyrants, that ruled over their land with an iron fist. That they killed anyone that opposed them and were nothing but bloodthirsty, greedy, humans that would not hesitate to kill you for merely looking at them. That it was virtuous kingdoms like Albion that brought this empire to its knees and freed themselves, and maybe the world from the darkness that they wanted to encase the world in. Albion's even have historic tales of their fights against the Empire of the Storm, even though by the time that Albion came along the Empire had fallen apart and was already in ruins, due to those that came before it. Albion though, was originally part of the traditional lands of the Empire and was actually at the heart of where the house of the Stormlords started. Due to this fact any Stormlord or anyone claiming to be a Stormlord was arrested and put to death as the name and house was designated to be wiped from the face of Golarion.

That fear and hatred of family exist even to this day, and shows just how evil they must have been, at least that is what most believe. There are a few that don't believe the old tales and look further back and even look forward to the return of the Stormlords, but they are often considered evil. They hide themselves and some of them are in fact evil, but some know the true history which is even worse, as they hold the sercets of something more. Though to most it is a name that is best forgotten and eliminated as soon as someone with it appears, whether it be true or not.

-True Pre-History of the Stormlords-
The true history of the Stormlords is actually much deeper and longer than even their own records could record. They don't even know the exact date when they rose to power, outside of another kingdom, and when the first member of the Stormlord house decreed they ruled over their ancestral lands. What is known is that for a long time, maybe within the 1st millenium of the Era of Enthronement the house came to claimed its ancestral lands. The location of these lands, was not in the frozen north, as most would believe, but was in fact near the kingdom of Albion and within its boarders as they stand now. During which they were part of one of the large empires/kingdoms that ruled over its land and they were a respected house.

They came to power to fill a rapidly growing power vacuum that was left over in the region after the great wars of that time. Larger kingdoms and empires were falling around them, and in there wake was left nothing but in fighting, death, and war. Before this the Stormlords were apparently, according to their records, one of the vassals of one of the larger kingdoms and were trusted amongst the old guard. Though the old guard was now hated and the nations split in who should rule, who should be have what land, and all the peace that they had worked so hard was falling to ruin.

During the time of "The Great Fall" as it was known then the Stormlords were actually not within their castle walls, which helped to save them, they were historically noted to be out on a campaign for their king. Along with them were other respected and even noble houses that the king of the time sought to protect from the fall he saw coming. They were told to march south to quell a rebellion that was happening within the lands of one of the kingdoms allies, but when they arrived there was not only no rebellion, but they were greeted with open arms. It turns out the king had talked with his allies and setup a way of saving the families by giving them a chance to swear fealty to the neighboring lord, if they so choose. Many did, the currently ruling house of Albion remained behind, but a few house, the Stormlords among one of them, choose to remain loyal and took their armies and marched back north.

When they returned the houses found their lands in ruins, their king dead, and everything they had worked so hard for in flames. The peace they fought for, the respect they earned, and the people they had spelt blood for dead and buried underground left them angry and gave rise to a goal. That they would reunite the lands of their king, that they wouldn't allow this injustice to go unpunished, and it was with the help of a few other house that the Stromlords began this quest. Though before they could start it, they had to regain the power they had lost as well as build up a castle that could withstand more than any nation could throw at them. To do this they headed north, beyond the reaches of their ancestral land, towards what was thought of as a legend at the time.

The Frozen Spire, actually predates the Stormlords as a house, but it was little more than a tiny thing in recorded history. It was a legend of a place in the frozen north that was but a single tower that held within its small walls the ability to protect those that could claim it. It was a joke, or something that no one really ever thought was real, but the Stormlords had records dating back to near it founding from a member of their house that claimed to have seen it when he was exploring the north. It would be the Stormlords and their allies that would turn the small tower into the castle that came to be feared and known as the home of the Empire of the Storm.

-History of the Frozen Spire-
Within the books of the Stormlords there are a few that record specifically the history and changes to the Frozen Spire from them they first arrived to when they were forced to leave. Whether they are 100% factual is left to some debate still, but as they are the only records that remain they are mainly taken as fact at face value. When they first arrived the Frozen Spire was but a single tower that stood against the snowy white iced cliffs of the north. It was alone in a barren wasteland of snow and ice and though it was cold, no blizzard protected it at this point. The tower barely had enough room for a few dozen build and thus made a lot of men have to huddle in the caves that were near the base of the tower. This had to be the worst possible place to be during this time, but it was also the only safe place to be at the time, as if they left this waste land they would be hunted for their names.

It was in the caves that they found ancient manuscripts and other texts detailing what the tower could be and the magic that was hidden inside. It was over the next two centuries that the Stormlords reconstructed their power and along with the houses that followed them created a castle that would protect them for millenia and come to frighten children long after. The caves became carved out and that became where people lived all the time, the magic of the Spire awakened and protecting them from the elements so long as they had the protection of the Stormlords. The original Frozen Spire became part of the outer wall of defense and upon the frozen cliffs above is where what would be known as the Frozen Spire stood. It over looked all the frozen waste and the warm city that was sheltered from it by the magic and blood of the Stormlords.

It is written somewhere that the Stormlords played a blood price and bonded forever with the spire such that their kin and allies would always find warmth and comfort within her walls. That so long as a Stormlord still lived and breathed no one else may take the oath and the Frozen Spire must obey to serve its true lord. Though whether it is actually true is left up to debate as there hasn't been a Stormlord to set foot in it for nearly a millennium since they were last forced out of the castle.

It was also them that made the blizzard with the same pact that offered them an fortress whos walls would never be breached, sadly for them this did not hold true. It was also known that they experimented with their defenses and the rumors of monsters and other great beasts protecting the exterior do indeed seem to be true, according to the records. Most of them beasts were actually fairly friendly and they were often provoked by invaders who some them and became frightened at the sight of them. Either way it was under the Stormlords that the Frozen Spire became a safe place for their allies and a place of freezing death for their enemies.

-History of The Empire of The Storm-
It is around the late 2nd millennium of the Era of Enthronement that the Stormlords reappear and begin to mark a large swath of land as theirs. Many of the ruling houses who remember their name did willingly swear loyalty as the long and bloody wars had left them defenseless and they needed someone to protect them. It was only the few remaining revolters that posed any sort of real problem to their return, and from them that some of the cruel stories come, though not always true. It is true the Stormlords didn't real give second chances, but it wasn't often times them that started the conflicts. The Stormlords tried to minimize the amount of blood that had to be spilled and tried to do things politically, but when that failed they would come in and crush the other force.

It wasn't pretty, but it brought back peace and a larger empire then had existed before. It is true that they did bad things, but overall they were generally loved by the people that they ruled and for a long time this peace lasted. Far longer than under the previous kings and empires that had existed. Though the older noble houses wanted to come back in and rule, the ones that had fled and run away when times were tough. They wanted the Empire of the Storm to give back the lands that they claimed were rightful theirs, though by this point the people enjoyed the rule of the Stormlords over their previous lords. The Stormlords were fair, if cold at times, but they were equal and fair in how they ruled, they were unlike another noble that had ruled in the land. It was the nobles that began to spout of the cruelties of the Stormlords, not to the people, but to themselves. That they were nothing but selfish and greedy bastards that stole the land and now claimed it as their own.

The Stormlords were fine with them coming back, but not giving up land, especially when the people didn't want to be ruled by the other side. It was this tension that would eventually bring down the Empire. Though for nearly two millenia the Empire of the Storm would exist and rule the land with loving care and justice for all. they were far from the monsters that they would eventually painted out to be.

-Small note on the rulers and health of the Stormlords-
All Stormlords, after the founding and bonding to the Frozen Spire were blessed with unusually long life spans. It is never actually recorded of one of them dying of old age, they often died in battle, fire, or some other cause. They lived well into beyond their 100s, with the oldest being nearly 170 before he died due to boulder. Some records even say that the original founding member that did the oath with the tower lived until the fall of the Empire, though that is considered myth by most. The tower did seem to have some affect on their bodies and slow the aging, but after the lose of the Spire they seemed to age normally again, though still a bit slower than most. Not really anything of note though.

-The Fall of The Empire of The Storm-
The fall of the Empire came from both within as well as from outside of her boarders. The foreign nobles had promised power to certain key nobles if them helped them in reclaiming their old lands. Thus in the late 3rd, early 4th, Millenia the last snow fell upon the ground of the Frozen Spire and the Empire fell. It was then that the foreign nobles did unspeakable acts and pinned it upon the Stormlords, but since they won they wrote history and it became fact. It was at this time that they would be branded, hunted, and exiled from all the lands they once owned. It was also now that they ruined all foreign ties they had and spoiled the name, making sure they would never come back.

The fall was a brutal and bloody affair and those who swore loyalty to the Empire wouldn't go down and merely fled into the shadows with their rulers till the day they could come back and reclaim the empire they had. This was a horrible mess that left the north angry and caused discontent that still remains today in the northern reaches. Some say that there are still agents of the Stormlords at work, but most people just pass it off and think nothing of it. For most they are nothing but a passing nightmare, which was untrue, it is their current lords that are worse.

-After the Fall-
After the fall of the empire a massive power vacuum, larger than the one that lead to the Empire, occurred as each house and noble sought to claim what they saw as theirs. It was nearly half a millenia before the fighting and chaos started to die down and let some semblance of peace return to the region. It has now been a millenia since the last of the Stormlords claimed the Frozen Spire, since the Empire fell, and since anything good has been said about them in public.

-The House of Storm-
After the fall and the chaos started to die down, the Stormlords started to rebuild their first ancestral lands, within the lands of the kingdom of Albion. They had slightly changed the their name kept who they were hidden from the rest of the world. In fact the kingdom of Albion had let them come as long time allies and friends as a way of saving them from the rest of the world. It was here that they found some peace, they didn't want to retake the world, just to live in peace and see peace return to the region.

The intention of the Albion nobles was originally to keep them safe, but it couldn't last as either outside forces wanted them to be gone, or wanted to see them return to power. Either way the house lasted for a few hundred years before it fell into its current state and the last of the Stormlords was born.

-The last of the Stormlords-
Liz was raised inside the castle walls of her family, she was the last child born to the House of Storm, the last of the Stormlords. She was raised like a noble and is well versed on both the public and private history of her family. She was loved by her servants and was actually a rather nice child. She was a quick learner and was quick with a sword and like the rest of her family good in a fight. But that childhood didn't last long as the armies of Albion closed on their walls, sacked the castle, and took away everything she loved. She watched her servants die, those stories of her family burned, and the supposed "good guys" destroy everything cause of their last name.

She had to watch as everyday one of her family members were killed in front of her, as she was the youngest she was the last to die. One by one everything she had was taken from her, but those that claimed to be just and good. She vowed she would escape, she vowed she would avenge them, and she vowed she would go make them all regret what they had done. If the Stormlords were villains she was going to show them just what type of monster they had reawakened, a beast that was fine to just stay out of everyone way. First she needs to free herself, then take over Albion, then go back to the Frozen Spire, and from there, who knows maybe the world this time.

------------------------------------------------------------------------------------------------------------------------------------------------------

Character:
Name: Elizabeth Vancrest Stormlord
Nickname: Liz
Race: Human
Alignment: Neutral
Class: Rogue
Sex: Female
Age: 21
Height: 5' - 8"
Hair Color: Red
Eye Color: Green
Character Appearance

-Personality-
Liz is a somewhat dark person, though it is not all that uncommon considering her past. She longs for what she once had and will do anything to get it back. She bears a lot in common with her first ancestors that headed north, in that she will reclaim what is hers and if she has to will wait her time to get it. She enjoys the finer things, and even enjoys helping others sometimes if you earned her trust. She is very loyal to those she can trust and that put their faith in her. She carries a deep hatred though of most nobles and would gladly see their holds burn to the ground and their crops wither to nothing. She has a dark twist to her ethics and codes, but she can still be a nice person, she just will do anything to get what she wants. She is not truly evil, nor good, she is grey as her family has been taken from her and she has been left with nothing for merely existing.

Character Sheet:
http://www.myth-weavers.com/sheetview.php?sheetid=482798

This should be my final character sheet I think I did everything right and I decided to take my rolls for my stats instead of using the point buy system. Also might there be a way for me to create a flaw, crime, or other such things to my character and background since if it is accepted just having her name would be sort of a bonus and a negative.

Edit: though if I did do something wrong please tell me as I created half the character yesterday, and half today so something might have slipped through, sorry if they did I will be happy to correct them.

ManyMindsManyVoices

"We have a lot of characters with 'J' names... Didn't notice that before."
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

PaleEnchantress

Quote from: Shjade on December 12, 2012, 02:13:31 PM
From my limited understanding of combat mechanics in D&D, I think of a "tank" role in it as being more akin to how tanks operate in a game like League of Legends rather than an MMORPG with agro tables. It's not that things are forced to attack the tank mechanically, rather that the tank positions and behaves in a manner that causes the enemy to be forced to deal with it before they can focus on more vulnerable targets. For instance, positioning such that attempting to bypass the tank to reach the casters forces attacks of opportunity from the tank onto them which, combined with something like Stand Still, forces the enemy to be delayed in getting beyond the wall of flesh refusing to permit passage; or rushing toward magic/ranged attackers to grapple them if they don't focus their destructive power on the oncoming threat before it can reach them, leaving themselves open to the adventuring party's own nukes first.

Unless I'm completely misunderstanding how these things work, which is more than likely.

It's close to what you say yes, Some of the best tanks are druids actually using forms that can swallow whole. Stand still is another great one, as you mentioned. A lot of the time AoO's just mean that who ever goes past you pays a "tax" to get to the squishies.
" class="bbc_img" class="bbc_img" class="bbc_img

ManyMindsManyVoices

"It's not long before that becomes a game of 'rock-paper-scissors' where the tank has to build themselves to be a tank in a way that really reinforces a mechanics over character mindset that I don't care for... In the end, good tactics is better than good building, and interesting gameplay is better than both, as far as I'm concerned. In other words, I'd rather play a situation like Jack Sparrow. To me, the great benefit of a non-caster character comes from being able to do stuff without prep time. If we get thrown into an ambush, I'm still quick, still strong, and still smart. My job is to hold the fort down for a few rounds while the caster takes their time getting ready to demolish the field, or to remain useful even without spell slots."

"Anyway, the point is, bypassing the tank isn't that difficult if the villains are smart. I prefer to assume they are, and benefit when they aren't."
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Anon315

Forgive me if the question has been answered and I just didn't read it, there have been a great many applications and long posts regarding crimes, houses, and other things, but in this kingdom, are there a great variety of races or is it generally monochromatic? Just wondering in the event I should like to post someone of a stranger race.

Pointless Digression

#83
Quote from: Shjade on December 12, 2012, 01:56:07 PM
I was considering something of a tanky-ish Monk, if such a thing is possible, but looking over the player interest so far I think I'd be too inexperienced to keep up with this crew, having played a grand total of one session of Pathfinder before. x.x;

Write him/her up and I'll be happy to give you some commentary and talk about working the character into the game.

Quote from: Shjade on December 12, 2012, 01:56:07 PM
Just an aside: these characters are all supposed to be level 1? I ask as, well, I mean...is it normal for a level 1 necromancer to have enough minions to kill multiple adventuring parties by himself? Or to raid a village? I don't really know how power works in D&D in general or Pathfinder specifically; it just sounds like a pretty strong starting point if things only get better from there.

Some of the background elements you may have seen are not in line with the capabilities of a 1st level character in D&D or in Pathfinder, it's true. However, it's not outrageous compared to some of the plot developments I have planned. For instance, by the end of 3rd level, the characters are going on a mission to sabotage the watch wall in the north, in effect bringing about the overrun of the northern part of the kingdom by an army of bugbears and orcs. And then they're going to be tasked with unleashing a demonic plague across the islands...

Even if the beginning stuff seems like more than typical 1st level characters should do, there's even bigger villainy planned from there.

Quote from: Ryuka Tana on December 12, 2012, 01:31:44 PM
"Damn, this is a squishy party. A Necromancer with a penalty to HP, and a Cleric with practically no physical scores to speak of... Plus the only two other sheets up for review are more squishies. Good thing I don't need armor to be fully protected, that will probably come in handy early on."

Oh ye of little faith. I'm going to challenge you brutally, but I'm not going to explicitly penalize you for lacking big guys in armor at the front of your lines. The publishers of the original Way of the Wicked modules actually have appendices in some of the later volumes for how you could run the story as an arcane-only game, or a cleric-only game, or even as a magic-free party game, and how to adapt the encounters and scenarios to challenge them.  Your lack of a front-line fighter thus far is NOT something I want you to worry about. I want you to come up with the characters that YOU want to play, and I'll make the game work for you.

Quote from: Ryuka Tana on December 12, 2012, 02:07:23 PM
"That's less true in Pathfinder, not entirely untrue, but less true. However, the interest in this game is already pretty high, I imagine we'll be full to capacity by the end of the day, or maybe tomorrow."

Whoa there, tiger.

I said that we're not starting this until after Christmas. I don't plan to complete the group selection until the middle of next week. The ones that are in are in either because they gave me a character that I can completely use to advance my plots, proactively lobbied for through messages and accommodated my vision of the story to help themselves fit in, or have promised me a large cash payout.

But you're right. There IS a lot of interest, and I am going to cut most of the people that have expressed interest or pitched characters. 6 is a hard limit, I'm afraid.

Quote from: Anon315 on December 12, 2012, 03:48:46 PM
Forgive me if the question has been answered and I just didn't read it, there have been a great many applications and long posts regarding crimes, houses, and other things, but in this kingdom, are there a great variety of races or is it generally monochromatic? Just wondering in the event I should like to post someone of a stranger race.

I haven't done a post on the geography and demographics because I didn't know if there was interest in that. To answer your specific question: the primary races that make up the "civilized" portions of Albion are humans, dwarves, half-elves, and elves, in the order listed in terms of percentage of the population. There is a wild northern part of the realm on the other side of Hadrian's Wall the Watch Wall where many monstrous species of humanoids live. What did you have in mind for your stronger race?
         

ManyMindsManyVoices

Quote from: Pointless Digression on December 12, 2012, 03:49:12 PM
Oh ye of little faith. I'm going to challenge you brutally, but I'm not going to explicitly penalize you for lacking big guys in armor at the front of your lines. The publishers of the original Way of the Wicked modules actually have appendices in some of the later volumes for how you could run the story as an arcane-only game, or a cleric-only game, or even as a magic-free party game, and how to adapt the encounters and scenarios to challenge them.  Your lack of a front-line fighter thus far is NOT something I want you to worry about. I want you to come up with the characters that YOU want to play, and I'll make the game work for you.

"I'm not saying it won't work, I agree with your last sentence entirely. Doesn't change how damned squishy the party looks so far. We're going to bruise like overripe fruit."

QuoteWhoa there, tiger.

I said that we're not starting this until after Christmas. I don't plan to complete the group selection until the middle of next week. The ones that are in are in either because they gave me a character that I can completely use to advance my plots, proactively lobbied for through messages and accommodated my vision of the story to help themselves fit in, or have promised me a large cash payout.

But you're right. There IS a lot of interest, and I am going to cut most of the people that have expressed interest or pitched characters. 6 is a hard limit, I'm afraid.

"Six is good, I hate to drop people off, but in the end, I've already seen the player I wanted to play with most on the 'accepted' list. My apologies for jumping the gun, I figured at the speed you were getting interest and accepting people, we'd be all selected pretty quick."

"On that note, what are your thoughts on us spending a little time getting to know one another in character before the game. I'd say that even if you don't plan on starting for a while, it might be a good idea to open that up as early as possible, so it's all done and ready to go and we aren't holding you up when you really are ready to start."




"On the note of character interaction, I'd like to make a note ahead of time that Janus is designed to be a bit confrontational. I absolutely know the value of teamwork, and I intend to be a team player, but I also know that conflict is the driving force behind a story. He won't be outright villainous, and while killing people is entirely, 100% A-Okay by him, there are a number of behaviors he's willing to confront party members over."
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Pointless Digression

Quote from: Ryuka Tana on December 12, 2012, 04:31:42 PM
"On that note, what are your thoughts on us spending a little time getting to know one another in character before the game. I'd say that even if you don't plan on starting for a while, it might be a good idea to open that up as early as possible, so it's all done and ready to go and we aren't holding you up when you really are ready to start."

Sorry, I missed your question. I was too busy giving you guys a chance to do some voluntary roleplaying before starting the game over in this thread.

https://elliquiy.com/forums/index.php?topic=159932.0
         

ManyMindsManyVoices

#86
XD "Great response."

EDIT: "Shouldn't this game be in 'Human-*System* Small Groups'?"

EDIT2: <Man, I do that alot... Always have something to say I guess...> "Huh... you posted about how many characters and stuff before you posted all the crime traits and I missed that post... I dunno how, ah well, all the things mentioned there I've figured out since then. Man, with a 6 character limit, there are definitely going to be some tough cuts to make."
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Anon315

Quote from: Pointless Digression on December 12, 2012, 03:49:12 PMI haven't done a post on the geography and demographics because I didn't know if there was interest in that. To answer your specific question: the primary races that make up the "civilized" portions of Albion are humans, dwarves, half-elves, and elves, in the order listed in terms of percentage of the population. There is a wild northern part of the realm on the other side of Hadrian's Wall the Watch Wall where many monstrous species of humanoids live. What did you have in mind for your stronger race?

Was looking at Catfolk. Barring that, I can always gnome, halfling, etc. It's not a big deal, just figured I should ask before applying with such.

Pointless Digression

         

ManyMindsManyVoices

"A catfolk is welcome, but I'd love to have a halfling... I could benefit from some halfling hair... By the way, they'd find some halfling hair and a scale from some kind of amphibious or aquatic humanoid among Janus's stuff. If you want to know why, I'm happy to answer, but the notable answer is that I like to be prepared for everything."
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Shjade

#90
Quote from: Pointless Digression on December 12, 2012, 03:49:12 PM
Write him/her up and I'll be happy to give you some commentary and talk about working the character into the game.

Thanks, but I mean...I don't even really know where to start. The history on the ruling class was helpful, but all I know about the setting aside from that is that we're apparently on an island nation? What's Albion? It just seems like most people have a sense for what's going on from a point of reference I'm not seeing...but maybe I'm just reading too much into it!
Theme: Make Me Feel - Janelle Monáe
◕/◕'s
Conversation is more useful than conversion.

Pointless Digression

Because it was asked: the geography:

Albion is an archipelago consisting of more than a hundred islands. This archipelago may be divided into six regions each with their own unique character: The Cambrian Ports, The Heartland, the Borderlands, the Dark Briar, the Savage North and the Land of the Yutak.

The Cambrian Ports
This is the center of the nation of Albion and the apex of its culture and power. This region is defined by three great metropolises – the capital Viconium, the northern city of Ghastenhall, and the western port of Daveryn. Each of these three cities will receive more detail later.

The Heartland
This is where most of the population of the nation of Albion lives and works. Seemingly one quaint village after another, this is a land of endless farmlands broken up only by small stretches of well-managed forest.

Those who truly understand the nation understand that the Heartland is Albion’s strength. The cities may create its riches and culture, but without the stalwart yeomanry, country knights and hearty folk of the field, Albion would be only a dream.

The Borderlands
Located between the Heartland and the Savage North, this border region represents the limits of Albion’s power. Unable to fully conquer the north after centuries of incursion and brutal conflict, it was King Hadrian of House Obeah called the Architect who constructed the first version of the Watch Wall. In more educated circles it is still called the Hadrian Line. Hadrian constructed nine castles guarding the border.

Later Darius I, called the Victorious, would add three more. Whoever controlled these castles could effectively prohibit access to the Heartland from the North. The Watch Wall was intended to contain the monsters and savages so that eventually the rest of the isle could be conquered and pacified. It was never meant to be the permanent measure it has become.

The success of the Watch Wall has bred complacency. Why invade the north when the south is so prosperous? The Watch Wall does such a fine job of repulsing the various assaults of the barbarous humanoid invaders. Thus today, the Watch Wall is little regarded as a pressing military concern. The twelve castles are garrisoned and maintained but little is done to capture the Savage North.

The Dark Briar
The Western frontier of the island is dominated by the massive forest that gives this region its name. Small Albion’s border towns flourish in the less wooded south, but the north remains a land of mists and legends. The Dark Briar is reputed to be haunted and filled with monsters.

There are tales of dragons and ancient evils that still haunt the woods. The only ones who are able to travel here with impunity are the barbaric Pechts, a primitive human tribe that reveres the spirits of the woods.

The Pechts neither revere Sol Invictus nor pay homage to the king, instead preferring their own crude animistic faith and barbaric chieftains. Worse, in times of hardship the Pechts can be quick to turn to banditry against Albion’s settlements. Thus their relationship with Albion is strained at best. Still, beside the occasional raid or skirmish, there has never been large-scale warfare between the Pechts and Albion.

The Savage North
Beyond the Watch Wall lays the Savage North. Often this land is said to be nothing but an empty waste of ice and monsters. This is a complete fiction. The north is dominated by forests and plains rich in life. Here dwell three peoples long demonized or ignored by the more civilized folk of the south – the brutal burabar (the name the bugbears call themselves), the naatanuk (intelligent polar bears) and the mysterious ice elves.

Though little is known about the North, this is certain – it is largest unexplored region on the island. Many a Albion’s king has dreamt of conquering the North. So far, those dreams remain unfulfilled.

The Lands of the Yutak
This chain of islands is inhabited by the Yutak, short swarthy black-haired humans. These islands are cold, inhospitable places unsuited to farming or grazing, so the Albion have left the Yutak to their own devices. Where the southerners see wastelands, the Yutak see oceans teaming with fish and seals. In their one-man kayaks and larger umiaks, they ply the open oceans hunting for fur and blubber. Occasionally, several small bands will unite to hunt a whale.

Rarely, an umiak will appear out of the mist loaded with ivory and furs. These Yutak umiaks will sail into one of the western ports (a few have made it as far south as Daveryn), conduct their business and then disappear once more. The Yutak never trade for gold instead prizing steel, leather and strong drink. Wise merchants keep a stock of steel harpoon heads in case they encounter a Yutak trader. The Yutak will trade much ivory for a finely made harpoon.

Few Albion speak the strange musical Yutak tongue and few Yutak understand common. The Yutak , much like the savage Pechts of the Dark Briar, have their own gods and their own way of life. Still, where the Pechts are secretive and xenophobic, the Yutak are a gregarious people. Travellers along the western coast tell tales of Yutak who without invitation join Albions around a campfire. The Yutak share their seal meat and sing strange but beautiful songs with strangers with whom they share no tongue. It is said that if you are polite and share your own food, the Yutak may leave a gift to mark their passing.
         

PaleEnchantress

Quote from: Shjade on December 12, 2012, 06:18:20 PM
Thanks, but I mean...I don't even really know where to start. The history on the ruling class was helpful, but all I know about the setting aside from that is that we're apparently on an island nation? What's Albion? It just seems like most people have a sense for what's going on from a point of reference I'm not seeing...but maybe I'm just reading too much into it!

I often find that in such a situation making up a background and being vague with actual locations is a great start. The DM can fill in any specifics with what fits.
" class="bbc_img" class="bbc_img" class="bbc_img

Anon315

#93
He was from beyond the town. They branded him as a heretic, preaching of gods other than their own. He had preached of all gods as paths to divinity, to the faith in a being higher than oneself. He revered all deities for their power, their ability to serve as an example of what to strive for, regardless of personal ideologies. Wanted to be a miserly curmudgeon? There is a god for that. Sought to be a pillar of virtue? There is a god for that. Here however, speaking of any god beyond the one locally accepted was Heresy. He'd never known when he came to town that it would cost him far more for proselytizing than he would ever have considered.

The trial was something of a joke, a conviction ready-made for him by the state. For preaching only the possibility of other faiths he would be purged in "righteous fire". Self-righteous fire was more like it. So they would attempt to kill him. He could deal with that. He was ready to die for his beliefs, but were they ready to die for theirs? It is only the worst person who is a hypocrite. If they were willing to kill for their god, then he should be just as prepared to kill in the name of his, and his were many. For each of the gods he revered, he would have one of them before they took him. The only question which remained was how, and a Cheshire smile crossed his features as he considered the possibilities. They could take his books, his robes, and all his earthly possessions, but they had not trimmed his claws and they could not take away his connection to the divine. That connection was taking a new path, a sinister path. He didn't mind though, it would be necessary to have the aid of certain darker deities in the times to come.

ManyMindsManyVoices

"There's a map of 'Albion' (called Talingarde in the adventure path he's using), I dunno how accurate it is to this version of the game's depiction, but it does seem to include much of the things he's describing."
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

TheRaven

So, my character's concept has morphed radically since my first post. In any case, the pitch.



Azat Vergia

A former slaver turned clergyman of Asmodeus, Azat Vergia is a half-orc originally from beyond Albion's borders. He washed up on Albion's shores about a year ago after some of the crew aboard the ship he served aboard mutinied and threw him overboard before being put down by the captain. After rousing himself back into action, he wandered for a bit before he joined the church of Asmodeus, became an inquisitor, and was later busted by one of the kingdom's anti-slavery patrols when  he was caught turning over a captive to some of his old buddies. He was indicted on the charge of slave-taking, and is awaiting his beheading in Bleakguard's cells.
"Hey," said Shadow. "Huginn or Muninn, or whoever you are"
The bird turned, head tipped, suspiciously, on one side, and it stared at him with bright eyes.
"Say 'Nevermore,'" said Shadow.
"Fuck you," said the raven.

Shjade

Quote from: Ryuka Tana on December 12, 2012, 06:41:10 PM
"There's a map of 'Albion' (called Talingarde in the adventure path he's using), I dunno how accurate it is to this version of the game's depiction, but it does seem to include much of the things he's describing."

Super helpful :D

*also Googles Asmodeus since that seems like need-to-know information*
Theme: Make Me Feel - Janelle Monáe
◕/◕'s
Conversation is more useful than conversion.

PaleEnchantress

Quote from: Shjade on December 12, 2012, 07:05:23 PM
Super helpful :D

*also Googles Asmodeus since that seems like need-to-know information*

Azzy is a fun one, though I might change my allignment to NE and worship Socothbenoth.
" class="bbc_img" class="bbc_img" class="bbc_img

Roketto

Quote from: Ryuka Tana on December 12, 2012, 12:01:01 PM
@Roketto "I must be missing something, you have a number of abilities, and I can't figure out where they all came from. Before I note any of that, though, based on what I can tell, your Charm Person spell DC is 17. Charm is not a compulsion."

"So, I don't understand where Undead Servitude comes from, but I presume the denotation with it implies that your flaw gives it to you, as well as Expanded Arcana. However, you then have 3 other feats, Spell Focus, Iron Will, and Skeletal Summoner... Shouldn't you only have 2, even if your flaw(s) gives you two more abilities?"

The two flaws give me the Undead Servitude and Expanded Arcana, and I'm not sure where you're getting Skeletal Summoner from, since I swapped that out after getting the okay on the Flaws/Undead Servitude.  And I'm still working on hammering out the math/details.  I also GM a lot, and I take a significant amount of time character building to make sure everything's the way I want it before I play the character, but I do appreciate you pointing out the Charm Person DC as I'm a bit of a space-unit sometimes.

ManyMindsManyVoices

Quote from: Roketto on December 11, 2012, 10:50:33 PM
Racial Features: Human

  • Ability Score Racial Traits: +2 Charisma.
  • Size: Medium.
  • Base Speed: 30 feet.
  • Languages: Common, Draconic, (and another to be determined)
  • Bonus Feat: Skeleton Summoner
  • Skills: +1 skill rank per level.

Points at 'Bonus Feat'.
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.