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2 years ago ::
Sep 14, 2008 - 6:31AM
#281
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The history of the Seven is long, tragic, and rather complicated, but I'm curious to hear more about these di'vers gods. What makes them similar to the Seven other than the regeneration bit? Well it's been a while since I read the book with them in it, but like the seven, I think there was seven of this god aswell, but like them he was locked up, although unlike these gods he isn't truly immortal, since he is eventually killed before he can rengerate after he was released by the cult. Like Gabryl said, I don't know if you've ever read the book but basically he's a god of shapeshifter, but is several different bodies with a single mind, like a hive of bees; and the creature is never fully desribed but think of a hug reptillian dog. But as far as I recall the god was locked away using different warrens of magic (like necromancy, evocation, etc) by the elder gods before they vanished.
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2 years ago ::
Sep 15, 2008 - 11:30AM
#282
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What? This thread is halfway down the page? This will not do! The Ten-Minute Background of The Artificer's and Enchanter's GuildStep 1: "The lessons of the past have been hard-earned. Let's ensure they've also been well-learned."Background
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1) The Coralton Artificer's and Enchanter's Guild is a trade union for those who have decided to turn the workings of Arcane Magic into practical applications, instead of simply contemplating the theory of magic as so many wizard schools do. 2) The Guild is the outgrowth of a movement in modern dwarven society that started after the ancient kingdoms of old crumbled during the Hundred Years' Chaos. The dwarves of Kelsenon had retreated to their tunnels and cut themselves off totally from the outside world, relying on their long-held traditions and stoicism to see the dark times through. However, this proved short-sighted, when dwarven food stores were destroyed in a natural disaster and a famine gripped the kingdom, slaying thousands more than would have died in open conflict. The death knell came when the Great Beast Gruumsh, mad from Vecna's manipulations, chose the mountains of the dwarven kingdoms to manifest himself and begin his rampage. The survivors were forced to unseal their halls and flee their ancestral homes forever. 3) Most modern dwarves believe that it was the myopic clinging to old traditions and a fear of the changes in the world outside that lead to the catastrophic collapse of their once-mighty kingdom. Vowing to be a part of the world instead of apart from it, these bands of dwarves began to turn their legendary industriousness to furthering innovations, using human ambition as a model. 4) The modern Guild is an extension of this philosophy. Formed in the wake of a series of Trade Wars, the dwarves of Coralton banded together under the banner of Cyrus Greyforge, a revolutionary thinker who espoused the philosophy of taking the magical theory that the Coralton Wizard's Conclave had been sitting on for decades and finding practical applications for magical devices. 5) Today, the Artificer's and Enchanter's Guild stretches across Coralton, and there is a branch of the guild in almost every major city and town. The guild is open to any spellcaster and mundane inventor as long as they can further the cause of progress and innovation. The Guild has turned out many wonders, including the Warforged race, and is one of the best places to go for unique magical items, which draws adventurers like flies. The Guild wields considerable influence, and in some places has the power to regulate the magic item trade. The A&E Guild seems poised to change life across the face of Erithor. Step 2: "We are building Tomorrow's World today!"Goals
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1) I like Eberron, though I have sadly never gotten a chance to play in that setting. So I wanted a way of bringing some of Eberron's Magitec to my world, as well as justification for the Warforged race's existance. Making the Guild a haven for mad magical inventors seemed like a good way of doing this. 2) I also have a problem with generic wizard's guilds. You know the kind: the mysterious "tower of exaggerated sorcery" that has a whole bunch of high-level casters who never do anything except be Deus Ex Machina, or the university-style wizard's guild that brings back all the memories of college life but never seems to do anything else. So while that sort of wizard's cabal might have a place in my campaign somewhere, I liked the idea of a wizard's guild that was dedicated to the actual craft instead of the theory, which also can justify having magic items available for the party to purchase. Step 3: "There is sometimes a price for innovation. You would do well to remember that." Secrets--Players Keep Out!
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1) Cyrus Greyforge, the ultimate head of the A&E Guild, has more sinister motivations than most realize. He is ambitious and power-hungry, and he has a grudge against the Coralton government for getting his people involved in the Trade Wars (especially after an explosion at a shipyard which killed many of his friends and family, caused by some unknown terrorists trying to destroy Coralton's navy). He would, in fact, like to gain enough power to become a "man behind the throne," as it were. 2) The A&E's biggest project right now is the construction of a prototype airship. Cyrus is convinced that such a discovery will change the world forever, and give him the leverage he craves to carve out his own fiscal empire. Spoiler:
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3) The White Fox Society is aware of Cyrus's designs, though not the extent of his megalomania. They were responsible for the destruction of the shipyards during the Trade Wars, as part of their plot to keep Coralton relatively weak. They are also responsible for acts of sabotage and vandalism, as well as espionage geared towards getting at juicy guild secrets. The A&E Guild and the White Foxes are engaged in a shadow war, with both sides striking and counterstriking through acts of "discreet warfare". These spy games have not yet turned "hot", but it's only a matter of time before political power plays and espionage turn into assassinations and golems clanking through the streets. Step 4: "The wonders we create are nothing without a market."Contacts
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1) The A&E Guild maintains a healthy working relationship with many merchant and adventurer's guilds across Coralton, since these have the primary markets that the A&E Guild caters towards. In St. Clarice, for instance, The A&E Guild works with the Merchantmen and the Draconic Brotherhood to regulate magical arms and items. 2) The Guild has somewhat tenuous relations with various government agencies. Not every Lord Mayor trusts the motives or methods of a pack of mad scientist wizards, so the Guild takes pains to present a good public image. Several city watches have been gifted with Warforged soldiers to supplement their forces, and some of these warforged actually manage to rise up the ranks. The warforged Jack Brass of Coral Town and Nimblewight of Ellisdale have even made it to the rank of sheriff. 3) No matter how they try, though, the Guild cannot win over the Wizard's Conclave. This arcane "ivory tower" resents the dwarven upstarts, and has ideological differences on the proper use of magic. That the highest echelons of The Wizard's Conclave are primarily Eladrin doesn't help matters. Design Notes
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I've never been that fond of the traditional university-style Mage's Guild. All the ones that I've made up in the past wound up feeling rather generic. So one day I was poking around in the Eberron book, and wondering how I might be able to use some of the cool things presented in that setting (such as elemental-powered vessels, warforged, and other magitec), and I thought--why not make a guild of Artificers? They would probably run a wizard guild more like a mad scientist's paradise, and it would give me a one-stop shop for cool utilitarian magic.
Originally, the A&E Guild was run by gnomes, going along with the whole "tinkerer" vibe that gnomes tended to get, but when they announced that 4e gnomes would be moved to the monster manual (and my subsequent decision to focus on the "vicious fae bastards" aspect of gnomes instead of "crazed inventor" gnomes, I found myself needing a replacement. This was when I decided to tie the Guild to the Dwarves. It made sense to me...the only dwarves to appear in my game were the stereotypical gruff miners you see all the time, and they hadn't appeared in any great numbers. So I got to thinking...what if the dwarven mining kingdoms of old, full of Tolkinesque cliche, had lead to a ruinous collapse, and the dwarves had decided to become progressively practical in response? The Dwarven ideal of permanence would turn from honoring old tradition to becoming the forefront of the future and crafting a lasting legacy though their reputation for quality mixed with the exciting new possibilities in practical magic.
I liked this idea a lot. What do you think?
When the Cat's a Stray, the Mice will Pray
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2 years ago ::
Sep 17, 2008 - 4:19PM
#283
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The Ten-Minute Background of The Artificer's and Enchanter's Guild Stray, that was awesome. I love it! The idea that the dwarven society, as we know it, has collapsed, and they had to find a new route for survival is absolutely ingenious.
Also, I like the touch of added quotes before each section. Opens the flavor up that much more. :D
edit: What's up with the guy posting those oversized pictures and undersized backgrounds, without a touch or hint of the Ten-Minute Background, you know.. the whole basis of this thread?
2nd edit: Nevermind.. he's threadjacking and advertizing for his website/business.
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2 years ago ::
Sep 17, 2008 - 8:45PM
#284
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Stray, that was awesome. I love it! The idea that the dwarven society, as we know it, has collapsed, and they had to find a new route for survival is absolutely ingenious.
Also, I like the touch of added quotes before each section. Opens the flavor up that much more. :D I'm contemplating going back and adding quotes for all my previous characters, but given I have over 20 different TMB posts on this thread, that task is a little daunting.
edit: What's up with the guy posting those oversized pictures and undersized backgrounds, without a touch or hint of the Ten-Minute Background, you know.. the whole basis of this thread?
2nd edit: Nevermind.. he's threadjacking and advertizing for his website/business. Well, I asked him to post a few of his characters...I was rather hoping he'd post a few characters with art in TMB format. Instead he just C/Ped. Oh, well.
When the Cat's a Stray, the Mice will Pray
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2 years ago ::
Sep 18, 2008 - 2:28PM
#285
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Alathea, human female ranger trapped in a warforged body: Step 1: Character Information
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1. Alathea and her husband were members of an adventuring group. After months and months of fighting against the forces of a mad prophet, the adventurers raided the mad prophet’s hideout. Nearly overwhelmed by the mad prophet’s minions, in a desperate bid to save her husband, Alathea shattered the mad prophet’s source of dark magic, a gem called the Azathoth Stone*. Alathea awoke sometime later, the dark temple in ruins and no signs of any life. Her human body had been disintegrated and somehow her “soul” became trapped in one of the displays of armor that had been present in the room in which she had fought. 2. Alathea views herself as responsible for the deaths of her husband and her adventuring companions. She views her entrapment in the suit of armor punishment for her transgressions. 3. Alathea’s loss of her husband and trusted friends has left her emotionally detached towards others. She is emotionally “dead” and this has given others the impression that she is callous. 4. Furthermore, Alathea keeps people at a distance because the feeling of a warm breath, of soft skin, or even a wet tear keep fresh the pain she feels trapped in a skin of iron. By keeping people away she can spare herself feeling the pain of a construct’s body. Step 2: Goals
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1. Alathea seeks to redeem herself, rightfully earning her death that has, in her mind, been denied to her. 2. Alathea hunts sinister cults, her anger and desire for revenge the basis for her motivations. Step 3: Secrets
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1. Alathea is a human female “condemned” to live in a warforged body. Both her past and her condition are kept secret from everyone. 2. Unbeknownst to Alathea, her husband survived the attack on the mad prophet. He awoke to find no sign of her and believes her to be dead. 3. DM Secret: Alathea’s body survived intact. It became the host of the mad prophet’s spirit. The mad prophet escaped in Alathea’s body and is rebuilding “his” power base. Step 4: Allies & Enemies
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1. Alathea does not have many friends, given her callous and distant nature. However, if desperate, she could rely on Thistlewind, a Halfling shaman she met during her earlier days as an adventurer. Thistlewind lives in the Talenta Plains but would be willing to travel with Alathea – providing she tell him the truth about her condition. 2. The Mad Prophet knows Alathea survived and is trapped in a warforged body. He has supplied this information to parties that would be interested in such a specimen (see House Cannith and Lord of Blades). 3. House Cannith: House Cannith is very interested in studying a human whose soul has been trapped in a warforged body and thanks to an anonymous tip, Alathea’s condition has become known. House Cannith is currently looking for Alathea. 4. Lord of Blades: The Lord of Blades also received news of a human trapped in a warforged body. He considers it an abomination to his people and is hunting Alathea to put an end to her heresy.
* Azathoth Stone: A reference to Cthulu and thus can be easily related to Dalkyr, the Lords of Dust, or even the Cult of the Dragon Below. The character was built as a Warforged with her human past being nothing but fluff background material.
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2 years ago ::
Sep 18, 2008 - 3:03PM
#286
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Nifty! Someone posted while I was editing!
Overall, very solid concept. I take it this is for an Eberron game?
Note to others: I've been editing a few of my older entries to add flavor quotes. So far I've done Gerard LeVaine, Robin Redcap, Sheriff Bulrick, and Yebin Thistledown, though I plan to (eventually) cover them all.
When the Cat's a Stray, the Mice will Pray
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2 years ago ::
Sep 18, 2008 - 4:41PM
#287
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Yeah, relic, that's really nice. It's an emotionally stunted character, but she won't be, by the time her background's through with her. I likes.
Note to others: I've been editing a few of my older entries to add flavor quotes. So far I've done Gerard LeVaine, Robin Redcap, Sheriff Bulrick, and Yebin Thistledown, though I plan to (eventually) cover them all. I think I'll do likewise, as it adds to the flavor significantly. And I enjoy stealing your delicious ideas, too.
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2 years ago ::
Sep 18, 2008 - 9:25PM
#288
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Indeed! Good Idea - I'll post the quotes too, when I get a chance - at the moment my network has been going through a major upheaval and I only get access on a borrowed computer. Relic: I like this idea, someone trapped in a false body, there's the whole possibility of an identity crisis thing going on in the background if you so choose, (as she possibly begins to identify with the body - it being closer to her emotional state after all - or even better, if her state improves, she will naturally come to terms with the armor, and then if she were to realize that...well DRAMA) as well as the pennance angle. Very solid.
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2 years ago ::
Sep 19, 2008 - 3:54AM
#289
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Character Quotes upgrade is now complete. Check out The Stray's list on page 1 for the links.
Boscombe now has no step descriptions, and proper spoilerboxes, just like a real boy!:D I added a little writers commentary here and there, and some thoughts on vocal styles for those of you who hear with an accent. If you don't, just ignore 'em. All due credit to The Stray, who took a great concept and made it even better!
Update 1. Added Osiris' goals quote, and fixed some stylistic and redundancy issues. Fixed some redundancy issues. Hariani had some paragraph issues, now resolved. Ditch now has a voice suggestion included. 1.1. Zimri has a better reason for editing. Quotes are streamlined. Boscombe now has race and alignment info in his relationships. Removed a few abbreviations and grammatical errors. 1.2 Ditch's link is no longer a capslocked monstrosity!
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2 years ago ::
Sep 19, 2008 - 6:52AM
#290
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Added Quotes to The White Fox Society, The Republic of Coralton, and St. Clarice.
I've started a movement! :D
I like what you've done, Elfstar. Though Osiris is missing his quote for his goals.
When the Cat's a Stray, the Mice will Pray
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