(Restart) DnD 3.5 All Wizard Game (Looking for GM)

Started by Cerebellum von Doom, May 27, 2011, 11:20:22 AM

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Cerebellum von Doom


Tom

Here's my first draft for a game outline. Of course, I'm barely scratching the surface of things here, to get a framework established. Your characters will either be wizards (just out of apprenticeship) of Hadém (with the benefits and obligations of such an affiliation) or traveling there on errands as free wizards. I'll get back to character sheets and character creation in my next post. Sometime soon I will also set up the necessary threads. Anyone have experience with keeping such a large game in single threads or should we divide the game up according to location, chapters, people, subplots or any thing of that sort?

Anyway, I welcome your comments. Here's my game introduction:

City of Wizards

The City of Wizards was not a city at all. It was a massive castle, situated on an island in a small lake next to an actual city. The city's name was Armanan, which in the ancient local tongue had meant something like 'eternal' way back when. It was not very appropriate, as the city had been sacked, burned and rebuilt several times. The current population and their officials had pretty much given up on sovereignty, honoring the nearby kingdom of Raan now. In return for giving up their badge as a free city and some substantial taxes, Raan provided quality military protection.

Most of the wizards, however, cared little for local politics. A few spent time on city councils and enjoyed the benefits of memberships in city guilds of different kinds, but most spell casters had another agenda. The wizards were focused on a grander scheme; namely the development and protection of knowledge and magic. They gathered books from throughout the world and the known planes. As an academy, they recruited the best and brightest to their ranks, be it man, elf or any of the other large and small creatures of the lighter realms or the dark worlds.

Hadém was their name for it; enormous towers rising from the rocky island, joined by walkways and bridges in the sky. Guards patrolled the high battlements night and day, although their purpose could not be the same as any other common city watch. They were almost without arms and armor, and such a might castle of wizards would surely have many sorts of magical protection.

The history of the Hadém went back thousands of years, a seat of power that reached across the world and the planes. Their wizards had fought the most grisly undead, the most evil demons and the most gruesome aberrations imaginable. They had spawned heroes and, sadly, villains from their ranks. And the City of Wizards would doubtlessly do so again.

Cerebellum von Doom

My only question is is this setting High Fantasy?  Your description, while fun and unique, doesn't quite show a lot of openings for the concept this proposal was originally founded on.  This is not necessarily a bad thing, of course, but I was curious how much of what we've already put together you'd looked over, and what your expectations of us as players are.

Miroque

I would assume High Fantasy, as demons, plane travelling, openly magical school and undeads were mentioned...

I think that setting is all good, for this game. (has faith in GM... and brown tongue)

Tom

I think it's impossible to not define a 3.5 d&d game as not being high fantasy, without tearing out a lot of pages from the books. Spells that involve plane travels and demons are just a few levels off. Of course a few levels could be years away in real time. The undead are basically there already from level 1.

With that being said, I realize my description did not make it clear that this setting will have a 'renaissance clockwork' influence. I guess my take on this will be a little more subtle; with most of these elements a little beneath the surface (metaphorically speaking). To me, it's more the mindset of the subgenre that's interesting; with the advent of young technology in the first days or marriage with ancient magic.

Let me just add my main lesson over the years from roleplaying online. The game will naturally be more focused on description and interaction than rules and technical aspects. Playing that perfect prestige class build you had in mind from 5th to 18th level is just not going to happen. Spending hours and hours to tweak characters for certain benefits that you'll never use is not necessary.

What I'm expecting from players are to bring original characters that have goals and purposes, clearly defined personalities and detailed physical descriptions. Obviously a technical character sheet will be required, but I'm not keeping track of your number of torches and how much ink is left in our vial. I might be counting those healing potions though.

Zaer Darkwail

Okay, setting looks interesting and I do not need change much my char background at all. Just that add he went attend at city of wizards for further education so he would be a graduate from said school. Also as conjurer I would already had entered master specialist PrC but also I have interest in effigy creature crafting (so effigy master is one PrC which I enter into also). But as you said it is unlikely we get to 18th level but it is all matter how fast progress chars are making during or between adventures.

Either way I am interested to see how the game will go :).

Sekhmet

Hmmn. A planned plot, or a fairly open setting where characters have to set things in motion I wonder?
What roles will the characters take? Full fledged wizards pursuing their own goals in the  City of Wizards? Will they have a history there, or is their history in there that of students?

Curious to know, so one know what one should adapt from the initial character concept. ^^

Ryven

Sounds good.  I love the description, and I think my character can fit in well already.

Chocolate Sin

Love the setting, and it looks my my character will fit in just fine. Holding off on any actual character sheet/build ideas until I know what books are allowed, but I'm in no rush.

Tom

Quote from: Sekhmet on June 12, 2011, 04:51:26 PM
Hmmn. A planned plot, or a fairly open setting where characters have to set things in motion I wonder?
What roles will the characters take? Full fledged wizards pursuing their own goals in the  City of Wizards? Will they have a history there, or is their history in there that of students?

Curious to know, so one know what one should adapt from the initial character concept. ^^

At fifth level your characters would have just become full fledged wizards, taking their place in a hierarchy of people with different goals and motivations. There will be room for the pursuit of personal goals as well as dealing with orders and instructions from the higher ranks.

Tom

I believe there was a majority in favor of Myth Weavers, among those who voiced an opinion. So we'll go with that. As for character creation I suppose many of you have fully or partially complete characters already. However, before you submit your complete character sheet (via Myth Weavers) I would like the following from each of you:

Character name:
School of Magic:
Class build:
Short description of concept:

For the build, if you're going to use prestige classes, feats, spells or anything not in the SRD, I will require the full textual description and details via PM.
For the concept a single paragraph will do, and should summarize the essence of your character idea.

Ryven

Do you need this posted here or do you want a PM?

Also, what does SRD stand for?

TheGlyphstone

The System Resource Document.

http://www.d20srd.org/

Pretty much everything in 3.5's core books with a few exceptions (product Identity monsters like Beholders, Mind Flayers, and Gith, the Wealth By Level Charts, and some spells renamed to not break copyright).

Ryven

Ooooh, okay.  I've only ever played tabletop, and never used that online resource before.  Thanks!

TheGlyphstone

I mostly play tabletop, and I use the SRD all the time if I have internet. The entire thing is hyperlinked, so it's incredibly easy to look stuff up...for example, checking the text of Black Tentacles shows that it grapples enemies, and has a convenient link right to the Grappling Rules, rather than making you root through the hardcopy book to find the correct page.

Ryven

I hadn't heard of it until joining this game.  I shall have to use it when I start up tabletop again.

Cerebellum von Doom

Character name: Consulo (will be determined later as part of personal plot development)
School of Magic: Illusionst (dropping Evocation and Necromancy)
Class build: Half-elf Wizard
Short description of concept: To create the ultimate illusion, artificial life undetectable to even his sister.  To do this he must understand life and reality, the sciences, magic, and everything in between.  Ultimately he struggles with his own darker desires, but is determined to be free and prove his own good to the world, and find the good in his sister.  Consulo is the 'good' twin, in constant balance with his sister's 'evil', though perfectly capable of fluctuating in motivation, action, and intent.  Consulo was born twin of Iss to a wealthy Grey Elf Lord and equally powerful Human Lady.  The Lord’s and Lady’s relationship was a blight to both the elf and human communities around them, in particular to their own families.  Racism and rivalry had kept both communities from working together for centuries, and to have such bastard children show up was unforgiveable.  At birth the twins were sent a whole continent away to be raised and tutored at boarding schools, both families having come together on only one thing in their entire history.  The children must never be heard from again, and the taboo offenders to their social order be executed in secret.


My character's twin, Iss, is played by Sekhmet.  If you need more or less details, please let me know.  If concept needs tweaked for setting, that is possible as well.

Zaer Darkwail

Character name: William (Will) Fhauldrich
School of Magic: Conjuration (Forsaking Evocation and Necromancy)
Class build: Human Wizard 3/Master Specialist 2
Short description of concept: A nobleborn wizard student with three dark secrets (check first page for details). Aiming to master magic and create constructs (may change forbidden schools after checking what spells effigy creatures and constructs asks in general). Also practical prankster to test his and others abilities in good way.

Miroque

Character name: Yesim Dwreian
School of Magic: Focused Enchanter (Banned Necromantic, Abjuration, Evocation)
Class build: Human Wizard 3/Master Specialist 2
Short description of concept: Daughter of an Nobleman (Count) and "arabian" princess. Her mother´s bloodline was mised with feyblood and she carries the mark aswell. Obidien daughter, yet she has started to feel the pressure of the golden cage pressing on her, as she´s coming to an age.

Ryven

Character Name: Tym Solarkald
School of Magic: Evoker (banned Necromancy and Illusion)
Class Build: Half-Elf Wizard
Short Description of Concept:  Son of a lower class stable owner, Tym met the first wizard he'd ever seen when he was ten.  His father had sold a horse to the rather flamboyantly dressed fellow.  After seeing the wizard create light from nothingness, it lit a spark inside him which grew to the yearning for control over such power.

Aether


Character name:  Marcus Long
School of Magic:  Abjuration (Denied Evocation & Transmutation )
Class build:  I think I may need to go 3 Wizard and 2 Specialist?
Short description of concept:  Building towards a mentioned prestige class that sounded fun, the Veils one.


Cerebellum von Doom

I'm suddenly scratching my head on what a specialist is?

Ryven

Initiate of the seven-colored veil?  Nice!  I played one a couple of years ago.  They can be fun.

Zaer Darkwail

Quote from: Cerebellum von Doom on June 16, 2011, 10:18:12 PM
I'm suddenly scratching my head on what a specialist is?

Aether probably means Master Specialist PrC from Complete Mage.

Tom

Ok, so far we have:

Consulo the Illusionist
William the Conjurer
Yesim the Enchanter
Tym the Evoker
Marcus the Abjurer

We seem to be missing the Diviner, the Necromancer and the Transmuter. I'll give those players a little more time to post their basic concepts. In the meantime, the five of you may complete your character sheet on Myth Weavers and post the links to me for approval. 32 point buy should be your entry value, average hit points per level (4+2+3+2+3), GP worth of coins and items as listed per level. You can post additional questions on character creation here - or to me via private messages.