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Locked: Recruitment: Five From Fellenor
10 months ago  ::  Aug 07, 2012 - 9:35PM #1
LordManshoon
Date Joined: Jul 21, 2009
Posts: 3,978

FIVE FROM FELLENOR



Read Me Show
The Silverlands - a wide stretch of terrain extending from the Ghost Sea in the north to the mountain ranges of the south and west, the Demonspine and Winterkissed. They have, for untold ages, existed as a land cut off from the outside world. With each passing generation, travel into and out of the region dwindled, until the Silverlands wholly turned inwards and abandoned the mountain passes to the large bandit clans that called the Demonspine and Winterkissed home. In this place of devastating winters and short-lived summers, amidst the thick forests and the sobering plains, kingdoms and villages have risen and fallen, proud men and women reduced to beggars and corpses while ambitious others rose to great heights.

Once, one such great kingdom called the west its domain. This kingdom was Thaharnol, and it was ruled by the stern King Asric Olovern. The Oloverns had claimed the west as their own for centuries, but the passage of time brought only more and more enemies. The War of the Pretender saw the Thaharn armies drive back their neighbors, only to exhaust themselves in the process. Amidst cries of a sundered military, widespread destruction, and failing crops, King Asric passed away, prompting his sons Ascon, Hodof, and Melled to squabble amongst themselves and carve the kingdom into thirds - Teshior for Ascon, Barycal for Hodof, and Fellenor for Melled.

That was two centuries ago. Time was not kind to House Olovern. Teshior has become a proud kingdom in its own right, but Ascon's line was cut down along the way, and in its place came that of his grandson's treacherous Queen. Barycal struggled to ward off the wolves at its doorstep; it was swallowed up by its neighbors, who claimed what they had sought in the War of the Pretender. Fellenor, meanwhile, eventually rose up, her people shouting for freedom and fairness. When Melled's line refused to acknowledge the people's will, the revolt was bloody, and the name Olovern was no longer uttered beyond a recitation from a history text. An oligarchy arose in its place, and the people found their prayers answered. There was peace and stability at last.

Now, however, Fellenor finds that their beloved peace might be approaching its demise. Fall has turned to winter, and the people pray for mercy from the elements, but amidst the falling snow, some have reported seeing strangers in the woods, blurs of man-shaped shadow that fade from sight as quickly as they appear. Odd noises have been heard in the night by many a farmstead, and there has even been talk of disappearances amongst those hamlets closest to the Wolfwood. Some have even spotted what they claim are unusual tracks, and animals that appear to have been butchered for mere sport. As winter descends upon Fellenor, so too does a growing sense of fear and suspicion.


  

Set-up: Fourth Edition game for 5 players, run in a homebrew setting. I welcome both experienced players and those new to play-by-post. Players need to have a working knowledge of 4E rules; I'm more than willing to help out inexperienced 4E players, but I expect players to have at least a basic grasp of how 4E works.

Deadline: August 29 22, Midnight EST (In the event I receive 15+ applications, I will likely bump up the deadline)

Starting Level: 1

Stats: Use 22-point buy method

Races: Any, reskinned as human. In the region in which this game takes place, non-human peoples are creatures of legend, and curious speculation as to their possible existence in other lands has been a subject of much discussion amongst the folk of the isolated Silverlands. That being said, non-human racial abilities can be reflavored as you like. I encourage people to be creative with how they wish to represent these traits when reskinning a non-human character.

Classes: Any published class (this includes Essentials)

Themes and Backgrounds: All themes are allowed, with proper reflavoring in certain cases. Backgrounds can only offer a +2 skill bonus or open up a skill for training. You are not obligated to use a theme if you would prefer not to, but the option is there, all the same.

Feats: Anything is fair game, but setting-specific feats like Dragonmarks will need reflavoring.

Starting Gear: You begin with the typical gold amt for a Lvl 1 character.
******************************************************

Submissions: There are four components for a complete submission:
a) Character Sheet - A PC's mechanics, in an easy-to-read form
b) Background - A PC's history and story; this would include such things as noteworthy NPCs, upbringing, and life-changing experiences
c) Appearance - A PC's physical description, including stature, dress, and facial features [A pic of your character can take the place of a written description, if you so desire]
d) Personality - A PC's nature; this would include such things as ideals, beliefs, and habits

General Hook: In this game, each PC hails from the sleepy town of Caragane, in Fellenor. The five met one another in the local militia, as each of them served in the same unit for a two-year period, as per the mandatory-service laws of Fellenor. During this time, the PCs got to know one another and became familiar, if not outright close. It has been three years since each of the heroes completed their service and each found him/herself free to do as s/he pleases and follow personal pursuits. In that time, it is up to you to decide what happened. Maybe your PC decided to do some traveling. Maybe s/he went to a monastery, or took to the streets of the capital. Maybe s/he settled down in Caragane. However, amidst the growing concern and mounting rumors, each character finds him/herself returning home to Caragane once more, for reasons that are yours to decide.

* Background and Personality should each be at least two paragraphs. Appearance should be at least one. I would encourage you, when writing your background, to contribute to the world-building process: create a village, guild, deity, geographical feature, organization, etc. Be creative. Take advantage of the blank canvas as you see fit.*

General Rules:
* Only 1 submission per person. You can alter your submission at any point before the deadline, even scrapping one and submitting an entirely new effort if you so desire, but you're still limited to just one.
* Anything from DDI is legal.
* The PCs are heroes, whether they're comfortable with that label or not. At the end of the day, the characters don't have to be goody-two-shoes or ooze virtue and sunshine from every pore, but they are still the good guys. Anything especially dark or outright evil will be rejected.
* We will be using an inherent bonuses system when dealing with enhancements/magic items. That way, everything stays equal and no one gets left behind for lacking a magic item.
* The gods and other supernatural entities of this setting are not the core gods. You can refluff a god from another setting if you so desire, but don't be surprised when the sun god isn't Pelor.

Submissions Show

Controllers:
a) Liramek, Wizard (Arcanist) [by ArlimoftheSpellguard]
http://community.wizards.com/play-by-po … #522830725
b) Maria Juvianni, Warlock (Binder) [by Blanket_Thunder]
http://community.wizards.com/play-by-po … #522947043
c) Tamierian Spellblade, Bladesinger [by Shadow-Geist]
http://community.wizards.com/play-by-po … #522824209
d) Belen Traekson, Druid (Protector) [by TheSalmonofDoubt]
http://community.wizards.com/play-by-po … #522806861

Defenders:
a) Wilhelm von Trahl, Knight [by TheWalrus42]
http://community.wizards.com/play-by-po … #522801953
b) Kithas Swordhand, Fighter [by Kalis5]
http://community.wizards.com/play-by-po … #522805627
c) Mentath Pioth, Paladin [by WhisperMagellan]
http://community.wizards.com/play-by-po … #522909083

Leaders:
a) Ehlana, Druid (Sentinel) [by Harn_Winterfell]
http://community.wizards.com/play-by-po … #522789889
b) Jacqueline Longstride, Artificer [by PapaMidnight]
http://community.wizards.com/play-by-po … #522803869
c) Alexander Dros, Bard [by SNIPER4HIRE7]
http://community.wizards.com/play-by-po … #522833507
d) Dossk Wjeltekamr, Warlord [by GROMkill]
http://community.wizards.com/play-by-po … #522934941

Strikers:
a) Reznik Callahan, Ranger/Druid Hybrid [by CALEBROBERTS]
http://community.wizards.com/play-by-po … #522763725
b) Samuel Tong-Mei, Barbarian/Warden Hybrid [by Pashalik_Mons]
http://community.wizards.com/play-by-po … #522808855
My Sig Show
Reality is but the sum total of all illusions.
Proud Hand of Karsus, now and forever
Mess with one Hand, mess with 'em all
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

"just do what LM the lord of magical might does, and you'll be fine" - sfdragon, 10/12/09


My Ravnican Loyalties Show


Board Snippets Show

Jul 3, 2012 -- 2:15PM, ruttentud wrote:

"I don't like X, they should remove it."
"I like X, they should keep it."
"They should replace X with Y."
"Anybody that likes X is dumb. Y is better."
"Why don't they include both X and Y."
"Yeah, everybody can be happy then!"
"But I don't like X, they should remove it."
"X really needs to be replaced with Y."
"But they can include both X and Y."
"But I don't like X, they need to remove it."
"Remove X, I don't like it."

Repeat.

Obstinance?

Jul 4, 2012 -- 6:32PM, greatfrito wrote:

Until you've had an in-law tell you your choice of game was stupid, and just Warcraft on paper, and dumbed down for dumber players who can't handle a real RPG, you haven't lived.

You haven't lived.

Jul 15, 2012 -- 11:19AM, wrecan wrote:

Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!

We're using standard edition war rules.  No posts of substance.  Do not read the other person's posts with comprehension.  Make frequent comparison to video games, MMOs, and CCGs.  Use the words "fallacy" and "straw man", incorrectly and often.  Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory.  If you're getting tired, just declare victory and leave the thread.  Wait for the buzzer... and....

One, two, three, four, I declare Edition War
Five, six, seven eight, I use the web to

Go!

Aug 5, 2012 -- 8:28PM, Rustmonster wrote:

D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.


Sep 14, 2012 -- 2:52PM, Grizley wrote:

Just a quick note on the MMORPG as an insult comparison...

MMORPGs, raking in money by the dumptruck full.  Many options, tons of fans across many audiences, massive resources allocated to development.

TTRPGs, dying product.  Squeaking out an existence that relys on low cost.  Fans fit primarily into a few small demographics.  R&D budgets small, often rushed to market and patched after deployment.

You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad.  Lets face it, they make the money, have the audience and the budget.  We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.


Nov 14, 2012 -- 8:11AM, Mand12 wrote:

Adding options at the system level is good.
Adding options at the table level is hard.

Removing options at the system level is bad.
Removing options at the table level is easy.

This is not complicated.


Mar 7, 2013 -- 6:57PM, Alter_Boy wrote:

Mar 7, 2013 -- 2:23PM, EnglishLanguage wrote:

Mar 7, 2013 -- 1:52PM, Rory wrote:

Something like Tactical Shift is more magical than martial healing.


Telling someone to move over a few feet is magical now? :|

I weep for this generation.



Given the laziness and morbid obsesity amongst D&Ders, being able to convince someone to get on their feet, do some heavy exercise, and use their words to make them be healthier must seem magical. 


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10 months ago  ::  Aug 07, 2012 - 9:43PM #2
TheWalrus42
Date Joined: Jan 10, 2012
Posts: 974
Oh man, I've been waiting for another fantasy (as opposed to sci-fi) adventure to open up, and I always love reskinning things as human. You can count me in, I'll start working on an application. First, though, a couple questions:

1) What is the general level of magic in this setting? Is it fairly common, so that one of the arcane clases would appear fairly normal (if still viewed differently by people), or is it more on the uncommon side?

2) Just out of curiosity, how would you want fluff to be redone for something like a hengeyokai or changeling, whose mechanics are actually tied to the ability to alter ones apperance? 

3) Since the gods aren't core are we free to create one, like with towns and whatnot, or do you have canon gods of your own that we will be using? If canon of your own, can you describe them?

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10 months ago  ::  Aug 07, 2012 - 10:14PM #3
LordManshoon
Date Joined: Jul 21, 2009
Posts: 3,978

Aug 7, 2012 -- 9:43PM, TheWalrus42 wrote:


1) What is the general level of magic in this setting? Is it fairly common, so that one of the arcane clases would appear fairly normal (if still viewed differently by people), or is it more on the uncommon side?


It's fairly common. In the more rural areas, there may be a bit more prejudice, because it's less understood than in the larger towns and cities, where you might find arcane organizations and buildings dedicated to magic. Still, you don't have to worry about arcane magic - or any magic that doesn't involve human sacrifice or vile deeds, for that matter - being persecuted.

2) Just out of curiosity, how would you want fluff to be redone for something like a hengeyokai or changeling, whose mechanics are actually tied to the ability to alter ones apperance?


I actually need to read up on the hengeyokai; my knowledge of its fluff is sorely lacking. I would say any ability that allows you to change your shape can be attributed to an innate magical gift/experiment/divine blessing/supernatural occurrence, even if you are not a spellcaster by class definitions. Of course, adopting the form of a non-human is a nice big red flag for anyone looking, but sticking to human characteristics, you have free run of the gamut.

3) Since the gods aren't core are we free to create one, like with towns and whatnot, or do you have canon gods of your own that we will be using? If canon of your own, can you describe them?


You are free to create them as you like. I think I'll insert that into the background tip bc I realize it is a tad confusing as it is written.

My Sig Show
Reality is but the sum total of all illusions.
Proud Hand of Karsus, now and forever
Mess with one Hand, mess with 'em all
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

"just do what LM the lord of magical might does, and you'll be fine" - sfdragon, 10/12/09


My Ravnican Loyalties Show


Board Snippets Show

Jul 3, 2012 -- 2:15PM, ruttentud wrote:

"I don't like X, they should remove it."
"I like X, they should keep it."
"They should replace X with Y."
"Anybody that likes X is dumb. Y is better."
"Why don't they include both X and Y."
"Yeah, everybody can be happy then!"
"But I don't like X, they should remove it."
"X really needs to be replaced with Y."
"But they can include both X and Y."
"But I don't like X, they need to remove it."
"Remove X, I don't like it."

Repeat.

Obstinance?

Jul 4, 2012 -- 6:32PM, greatfrito wrote:

Until you've had an in-law tell you your choice of game was stupid, and just Warcraft on paper, and dumbed down for dumber players who can't handle a real RPG, you haven't lived.

You haven't lived.

Jul 15, 2012 -- 11:19AM, wrecan wrote:

Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!

We're using standard edition war rules.  No posts of substance.  Do not read the other person's posts with comprehension.  Make frequent comparison to video games, MMOs, and CCGs.  Use the words "fallacy" and "straw man", incorrectly and often.  Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory.  If you're getting tired, just declare victory and leave the thread.  Wait for the buzzer... and....

One, two, three, four, I declare Edition War
Five, six, seven eight, I use the web to

Go!

Aug 5, 2012 -- 8:28PM, Rustmonster wrote:

D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.


Sep 14, 2012 -- 2:52PM, Grizley wrote:

Just a quick note on the MMORPG as an insult comparison...

MMORPGs, raking in money by the dumptruck full.  Many options, tons of fans across many audiences, massive resources allocated to development.

TTRPGs, dying product.  Squeaking out an existence that relys on low cost.  Fans fit primarily into a few small demographics.  R&D budgets small, often rushed to market and patched after deployment.

You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad.  Lets face it, they make the money, have the audience and the budget.  We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.


Nov 14, 2012 -- 8:11AM, Mand12 wrote:

Adding options at the system level is good.
Adding options at the table level is hard.

Removing options at the system level is bad.
Removing options at the table level is easy.

This is not complicated.


Mar 7, 2013 -- 6:57PM, Alter_Boy wrote:

Mar 7, 2013 -- 2:23PM, EnglishLanguage wrote:

Mar 7, 2013 -- 1:52PM, Rory wrote:

Something like Tactical Shift is more magical than martial healing.


Telling someone to move over a few feet is magical now? :|

I weep for this generation.



Given the laziness and morbid obsesity amongst D&Ders, being able to convince someone to get on their feet, do some heavy exercise, and use their words to make them be healthier must seem magical. 


Quick Reply
Cancel
10 months ago  ::  Aug 07, 2012 - 10:54PM #4
TheWalrus42
Date Joined: Jan 10, 2012
Posts: 974
Thanks for the quick response. Those were mostly the answers I was expecting, but I wanted to ask just to make sure. Alrighty, time to begin the process of character creation.
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10 months ago  ::  Aug 07, 2012 - 10:59PM #5
CALEBROBERTS
Date Joined: Mar 11, 2010
Posts: 3,667

Reznik Callahan


Warden of the Wolf's Wood



Background Show
Chapter 1 Show
Reznik Callahan entered the militia, as all youth do, at the age of sixteen.  He was just a boy then, his eyes wide and ready to see the world.  His parents tried to warn him but their words fell on deaf ears.  For the first six months, everything went great for the boy.  He made many friends, the best hailing from Caragane like himself.  Their little band never had a name but in Reznik's mind they were his Pack.  Up until this point in his service he had done a perfect job of hiding his true nature from all.  Each full moon, when the Change must happen, he would slip from camp.  Folding his clothes neatly and stashing them in a tree he would give in.  He was always back before dawn, slipping back into camp on silent feet, then waking with the rest at revelry in the morning.

But only the full moon change was not enough, just as his parents had said.  They warned him that he would need to find ways to let his Wolf out more often.  As the time passed he began to have waking dreams of running through the militia camp, tearing out throats and entrails from his fellow soldiers.  These "dreams" disturbed him to a great degree, mainly because he so loved his fellow conscripts.  They were his pack and he would never do anything to harm a single one.  He repressed the Change and the Desire more and more, and consequently his temper grew short.  He became irritable and jumpy.  Occasionally his eyes would flash a bright ice blue, the color of his Wolf's eyes.

Poor Reznik had made it through a year and half of suffering and self-repression when it happened.  He simply Changed in his sleep.  He had no control of the Wolf this time.  It was like watching the world through the wrong end of a telescope.  He could see what was happening but was unable to affect anything.  The Wolf squirmed out of his sleeping skin and cloak, then tore out of the tent.  Lucky for Reznik (and his tent mate), he was alone in the tent since his bunk mate was on watch.  In the light of the watch fires the militia watch cried out when they saw Reznik's Wolf.  The huge shape a blur as is sprinted for the horse picket lines.  The poor horses, so terrified and surprised ripped their line from the ground and tried to bolt into the nearby forest.  They were all still attached by the line and became tangled at once.  Several fell, screaming.  A few even broke a leg and had to be put down the following day.  The wolf, however, just sprinted past, and into the woods.

In the commotion, no one noticed that Reznik was missing.  He was found gone at roll call the night following the commotion.  His things were all in place except for his disturbed sleeping skins.  Any trace of tracks had long been wiped out from those running to free the horses.  Ironically, Reznik could have found the wolf's tracks still, his skill as a tracker unmatched.  

Reznik wandered back into camp several days later.  He had found some rough spun clothing on the farm where he had awoken as himself.  When he woke it was just before dawn and he was laying in a barn, just a few feet from  a cow that had it's belly torn open.  Instantly he knew what had happened.  He sprang to his feet, naked and covered in blood and hair.  He slipped from the barn, stealing some clothes from the wash line, and began his trek back to the militia camp.  Along the way he cleaned off the gore.  He thought about what had happened, trying desperately to recall the events.  Only small, fragmented images returned.  The smell of the horse's fear, the wonderful feeling of warm blood on his snout, the contentment of running free once more.

He was dishonorably discharged a week after his return.  He was found to have deserted at a time of need.  The officers concluded that he had taken the opportunity to slip camp when the commotion started.  He was sent home with no pay and the shame of failing the most basic service he could perform for his land and the Over Pack that was Fellenor.  As soon as he was out of sight from the camp he Changed.  He ran and ran and ran. 

Eventually he made it back to the Wolf's Wood.  The familiar smells and sounds of his home forest greeting him like a warm embrace.  His parents also greeted him warmly.  They were also Changed, patrolling the forest that had been the Callahan families charge for over three centuries.  The two older wolves nuzzled and sniffed Reznik.  He dropped low in a gesture of submission, his father and mother being the Alpha's of the greater Fellenor pack.  For a time they ran together, not caring about the problems of the human world.
Chapter 2 Show
The rest of the Caragane militia returned six months later, bringing great stories, but also the tale of Reznik's dishonor.  The townspeople already knew about the matter of course.  News and gossip travels quickly in the lands.  People were content to let the Callahan's be in their woods on the Western edge of the town.  They had always kept the game plentiful and shown people the best places to harvest firewood.  By this point Reznik was no longer very welcome in Caragane.  No one would push violence against him, or his family but neither would they deal with them in a respectful manner.  His parents they would talk with but Reznik they simply ignored.

In the intervening time, Reznik had joined his parents in their life's work.  Centuries ago the Callahan family was entrusted with the protection of the Wolf's Wood and the people of Caragane when the previous Alpha pair had died.  Each year at the Summer solstice all the wer-creatures of Silverlands (ironic, huh?) would come to the Wolf's Wood.  Deep in the giant forest they would gather for the Veihsammalen at a natural amphitheater of rock.  There they perform the rites of the spirits they believed protect the Land.  Often mated pairs were joined during this time and children conceived.  The Wolves had honor of guarding the forest, its secrets, and its humans.  The mated Alpha pair were the guardian's for life.  When they passed on a new Alpha was chosen at the Veihsammalen.  The Callahan clan has remained Alpha, and the guardians, for centuries now.

Despite his shunning by the people of Caragane, Reznik is still their protector.  Since he is ignored by most folks, he hears a great many things.  He has heard the rumors of things in the night and of people missing.  His pack has encountered disturbing things in the woods.  He knows that trouble is coming.
The Parents of Reznik Show
Karl Callahan:  The Alpha male of the Wolf's Wood.  Karl's father was Warden before him, his Grandfather Warden before that.  All told the Callahan's have been the Warden's of the Wolf'r Wood for over 250 years

Karl is a stubborn man who has come to resent the humans that use "his" woods.  The way he sees it, the humans have done a great job of protecting themselves.  Nothing but some minor infighting has happened in the last several hundered years.  Karl wishes to leave the humans to their own devices and leave the Silverlands.  He dreams of finding a land of unending forest where his Wolf can run free for the rest of his days.  His only two reasons for not leaving are Josie and Reznik.

Karl's Wolf is entierly white with black eyes.  As a man he looks to be in his fourties (but is really about 85).  He has greying hair that is also deeply receeded in male-pattern baldness.

Josie Callahan:  The Alpha female of the Wolf's Wood.  Her family was a roaving band of gypsy like people.  The band was made up of three families of Lycanthropes.  A Werebear couple led the small caravan.  Josie's parents and brother, Werewolves all, were generally protectors and hunters.  A large family of Wereowls were the brains behind the operation.  They bought and sold goods and trinkets, also repairing machinery and farm implements.

During the most recent Veihsammalen, Josie encountered Karl as a lithe black wolf with ice blue eyes.  There they danced mated beneath the fullest of moons.  Reznik was conceived that night and they have been the Alpha pair ever since.

Josie does not agree with Karl's opinions of the humans and the lack of threat.  She ventures into town more often then he and has heard the disturbing stories and rumors.  She wishes to stay and fight.  Secretly she hopes to unite the Were-creatures into a single nation.  From the Wolf's Wood they could strike at any malevolent force trying to attack the Silverlands.

Appearance Show
Human Form
Reznick is a tall, lithe young man, much like his parents (and all Werewolves of the land).  He is lanky yet muscles formed of work and running ripple under his skin.  His chest is broad and deep, housing lungs developed by years of running.  He, like all of his kind wears long sleves and pants year round to hide the extreme amount of hair they posses.  It is not fur like an animal but it is eveywhere.  He wears a close cropped black beard that is so thick you can barely find the skin underneath.  His black hair is unremarkable except for a streak of white that runs stright up the middle of his head and ends at the top.  His eyes are an ice blue.  His face is hard and thin, almost gaunt, yet he looks healthy enough.  His ears come to small points that most people either do not notice or just chalk up to the Callahan line.  More hair then normal grows inside his ears but he works hard to keep it in control.  His cannine teeth are just a bit longer and sharper then a normal persons, but not enough to seem overly strange.

He dresses in supple leathers and a vest of black sheeps hide.  Around the young man's neck hangs a small wolf charm carved of a polished black stone.  On his back is a quiver, full of yard long arrows, fletched with goose feather and tipped with steel broadheads.  His great Ash bow slung through it's loops on the quiver, unstrung.  The wood is a silvery white, smooth and streaked with thin dark rings.  A large hunting knife sits on his hip.  Oddly, it looks somewhat unused.

Wolf Form
The Wolf is huge but very thin.  It is all black except for a white streak betwwen the eyes that runs up just past the ears.  The eyes are Ice blue, pale and unnerving.  The Wolf stands three and half feet tall at the shoulder.  Other then its size, it looks just like a wolf.  Anyone seeing it wols exclaim that they saw the largest wolf in the Silverlands but would not think it was anything but that.

Personality Show
Rolen is a guarded young man with strangers, much as a wolf might be with others not of its pack.  He holds his cards close, saying little but always observing with every sense.  Once people become familiar to him, part of his pack they see the real Reznik.  He is a generous and genuinely helpful person.  He is not stupid but would lay his life down for a pack member if it came to that.  The pack mentaility has been ingrained in Reznik's instincts since birth.  In any group he will be subservient to the "Alpha" pair in all things.  He will eat after them, he will tend their needs beore his own, he will keep watch while they sleep.  His ambition is not that he becomes Alpha of all packs he might associate with.  He knows that one day he will be Alpha of the Wolf's Wood pack, and that is plenty for him.  In truth he dreads the time when he must lead.

He takes his future role as Guardian of the Wolf's Wood deadly serious.  The duty is not his in whole yet.  It will not be until his mother and father pass from this world.  If the duty fell wholly on him he would have to drop anything that he was doing and venture home rapidly to assume the mantle.  As it is now he is able to enjoy his freedom as much as he would like.

Lore Show
The Lycanthropes of the Silverlands Show
The Truth Show
Ages ago, in what was to become known as the Silverlands was yet unnamed by man, a race of sentient beasts roamed.  They were as lords then, ruling over their domain, and holding the power of life and death within their claws.  Then man came.  They brought fire and steel.  Worst of all they brought silver which was anathema to the Beasts.  A few fierce battles were fought but the beasts did not have a chance against the weapons and silver of man.  The few that remained fled deep into what is now called the Wolf's Wood.  Human superstition and fear of the unknown kept them safe until there successors were able to come.

During the battles many men were bitten by the great beasts.  Most died of fever several days later.  A few, less then 1 in 100 survived, and eventually went about their lives.  They farmed or ranched like everyone else, eking out a life amidst their new lands.

These survivors began to feel the pull of the Moon just as the Beasts did.  But where the beasts became savage, unthinking animals, men became thinking Beasts.  Many were killed by their neighbors and families during the Change.  Some survived and made the journey into the Wolf's Wood.  Their they joined in the frenzy with their unitended creators.  When both Beast and Man were released from the Pull they found themselves able to communicate.  The Beasts saw frightened, kindred spirits in these men and women.  They taught them of the Land and the Spirits within.  They helped them to master thier inner beasts.  After a century of so, all of the Beasts had died off and joined the Spirits.  The Were-men as the people now called themselves took up the mantle of protector of the Spirits, but they also took on a second task.  They became protectors of man.  They could not protect man from himself but they could protect him from the elder Evils in the world.  The Beasts had talked often of the Demons that sought dominion over the world.  They had been the protectors then and the Lycanthropes would be protectors now.
The Legends Show
The people of the Silverlands have never known their protectors except as monsters.  They are feared as Beasts.  The history of the settling of the Silverlands is only legend now.  The Beasts of the legends have become the same monsters people see the Lycanthropes as now.  They were the terrible creatures that the heroes of the stories liberated the Silverlands from.
No matter what religion or belief system the peoples of the Silvelands practice, almost all of them keep a small piece of silver on the outside of their front door.  It is often in the shape of a crescent moon.  No one steals this silver.  Even the most blackhearted theives would not dare of stealing it.  A fence would never dream of taking one in, nor of selling it.  Most "Moons" have been passed down through families, rich and poor, for many generations.
The Wolf's Wood Show
Caragane lies on the North-Eastern (location subject to DM needs) edge of the Wolf's Wood.  The trees of the great forest mingle with the outskirt houses.  The exact border between Caragane and the forest is impossible to pinpoint, one simply melds into another.  A significant portion of the Caragane population makes their living around and in the Wood.  A great deal of wood is harvested, both timber for construction and fire wood.  Any harvesting is done with the blessing of the Wardens (Reznik's parents).

The forest it self is gargantuan.  Only one road crosses the dark green expanse.  From Caragane it drops down into the wood, skirting a range of wooded hills to the West.  It then bends quickly around the southern edge of the hills and follows the Glittering river upstream to Barëndorf.  The small trading and fishing town of Barëndorf sits at the Western exit of the Glittering river (and also the road) from the Wolf's Wood.
Barëndorf and a brief history of the Barën Show
This small village has a rich place Lycanthrope history.  Before human habitation of the Silverlands, Barëndorf was the home of the Barën, or, Bear people.  The Barën people were the royalty of the Beasts, if any species could have been considered so.  In council, theirs was the deciding vote.  The Barën prized contemplative thought and raw strength above all other traits.  They were a slow to anger people but once their ire was raised they were a ferocious enemy.  Barën lead the charge against humanity when their incursion was deemed a real threat by the council of Beasts.  Legends of rampaging bears tearing through men are still told around military campfires, passed down from sergeant to their privates in a time honored tradition.  Most think it's simply some sort of parable to the contemplated.  Few realize that the legends are primarily truth.

Eventually the newly spawned Werebears re-settled Barënsdorf, probably with guidance from the last remaining Barën.  Today the townspeople are entirely werebears.  Only those of Were heritage know this.  Outsiders would have little to suspect.  The people of Barënsdorf all place false silver "Moons" on their doors to present a feeling of normalcy.  In the salmon migration seasons of Spring and Fall the town stands mostly empty.  The werebears spend an extended amount of time changed during these seasons, fishing the Glittering river.  During the winter the town and road are closed in by snowfall.  The werebears go into a hibernation like state then, holing up in their stout houses, mainly sleeping.

Character Summary Show
Reznik Callahan (Hybrid), level 1
Wood Elf, Ranger/Druid

Hybrid Ranger Option: Hybrid Ranger Fortitude
Hybrid Druid Option: Hybrid Druid Reflex
Inherent Bonuses
Occupation - Hunter (+2 to Nature)
Theme: Werewolf

FINAL ABILITY SCORES
STR 10, CON 13, DEX 18, INT 8, WIS 18, CHA 11

STARTING ABILITY SCORES
STR 10, CON 13, DEX 16, INT 8, WIS 16, CHA 11

AC: 17 Fort: 12 Ref: 15 Will: 14
HP: 25 Surges: 7 Surge Value: 6

TRAINED SKILLS
Athletics +4, Nature +13, Perception +11, Stealth +8

UNTRAINED SKILLS
Acrobatics +3, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +0, Heal +4, History –1, Insight +4, Intimidate +2, Religion –1, Streetwise +0, Thievery +3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Werewolf Utility: Wolf Shape
Elf Racial Power: Elven Accuracy
Hunter's Quarry Power: Hunter's Quarry
Druid Feature: Wild Shape
Druid Attack 1: Savage Rend
Ranger Attack 1: Twin Strike
Ranger Attack 1: Two-Fanged Strike
Ranger Attack 1: Sure Shot

FEATS
Level 1: Bow Expertise

ITEMS
Hide Armor
Short sword
Adventurer's Kit
Cold-weather clothing
Longbow
Arrows
Totem

Note Show
Reznik is a druid in class name only.  The Druid half is the Werewolf.  He will never be casting spells.  Right now Reznik is almost all Ranger.  This is going to change to a more even split as he levels up and his Wolf gets more powerful.
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PCs Show
Big John Barleycorn Show
Big John Barleycorn

Big John Barleycorn, Level 5
Human, Knight
Human Power Selection Option: Heroic Effort
Languages: Common, Dwarven
Theme: Mercenary

VITALS
AC: 25 Fort: 19 Ref: 15 Will: 17
HP: 38/54

Surges: 8/11
Surge Value: 13

Initiative: +8
Speed: 5

CURRENT ABILITY SCORES
STR 19, CON 15, DEX 11, INT 10, WIS 15, CHA 8

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9, Endurance +7, Heal +9, Intimidate +8

UNTRAINED SKILLS
Acrobatics +0, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +4, History +2, Insight +4, Nature +4, Perception +4, Religion +2, Stealth +0, Streetwise +3, Thievery +0

POWERS
Standard Action
Melee Basic Attack
   Vicious Longsword +1: +12 vs AC, 1d8+6 damage
   Khopesh: +10 vs AC, 1d8+5 damage (Brutal 1)
Ranged Basic Attack
   Javelin (10/20): +10 vs AC, 1d6+5 damage

Minor Action
> Active < Knight Feature: Defender Aura
Knight Feature: Battle Guardian
> - < Fighter Utility: Defend the Line Stance
> - < Fighter Utility: Hammer Hands Stance
[] Level 2 Utility: Glowering Threat

No Action
[] Human Racial Power: Heroic Effort
[X] Mercenary Theme Power: Takedown Strike
[][] Attack Power: Power Strike

FEATS
Class Feat: Shield Finesse
Racial Bonus Feat: Master at Arms
Level 1: World Serpent's Grasp
Level 2: Improve Initiative
Level 4: Superior Will

ITEMS
Longsword +1
Khopesh
Shield of Protection
     [] Item Daily Power
Delver's Plate Armor +2
     [] Item Daily Power
Javelin x3
Adventurer's Kit
1 Opal
235g 172s 50c
Tsubasa Shou Show
Tsubasa Shou iplay4e link

Tsubasa Shou, level 2
Human Euphoric Ardent
Theme: Windlord
Languages: Common, Elven
Origin: Elemental

VITALS
AC: 19 Fort: 16 Ref: 14 Will: 18
HP: 32/32
Power Points: [][]

Surges: 6/9
Surge Value: 8

Initiative: +2
Speed: 5

CURRENT ABILITY SCORES
STR 13, CON 15, DEX 13, INT 8, WIS 10, CHA 18

[X][ Action Point
      Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9,  Diplomacy +10, Endurance +8, Heal +6, Intimidate +10

UNTRAINED SKILLS
Acrobatics +4, Arcana +0, Bluff +5, Dungeoneering +1, History +0, Insight +1, Nature +1, Religion +0, Stealth +2, Streetwise +5, Thievery +2

POWERS

Standard Action
Melee Basic Attack
     Greatspear: +7 vs AC, 1d10+2 damage
Human At-Will Attack  (Augment 0 only): Focusing Strike
At-Will Attack: Demoralizing Strike
At-Will Attack: Energizing Strike
[]Encounter Attack: Wind Fury Assault
[] Daily Attack: Battleborn Acuity

Move Action

Minor Action
[][] Encounter Utility: Ardent Surge

Immediate Reaction
[] Daily Utility: Healing Bond

No Action
[]Encounter Utility: Ardent Outrage

FEATS
Bonus Feat: Improved Defenses
Human bonus Feat: Polearm Expertise
Level 1: Weapon Proficiency: Greatspear
Level 2: Armor Proficiency: Scale

ITEMS
Magic Scale Armor +1
Flute
Silk Rope - 50 ft
Torch x2
Sunrod
Lantern
Oil (pint) x3
Tent
Bedroll
Backpack
Trail Rations x 10
Grappling Hook
Climber's Kit
Flint & Steel

0 g - 0 s - 0 c
Reznik Callahan Show
iPlay4e link

Reznik Callahan, Level 1
Human (Elf), Ranger/Druid
Languages: Common, Elven
Theme: Werewolf

CURRENT STATUS:

VITALS
AC: 17  Fort: 12  Ref: 15  Will: 14
HP: 25/25

Surges: 6/7
Surge Value: 6

Initiative: +4
Speed: 7

CURRENT ABILITY SCORES
STR 10, CON 13, DEX 18, INT 8, WIS 18, CHA 11

[X][] Action Point
     Milestone: 2/2
[] Second Wind

TRAINED SKILLS
Athletics +4, Nature +13, Perception +11, Stealth +9

UNTRAINED SKILLS
Acrobatics +3, Arcana -1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +0, Heal +4, History -1, Insight +4, Intimidate +2, Religion -1, Streetwise +0, Thievery +3

POWERS
Standard Action
At-Will Attack Twin Strike
At-Will Attack Savage Rend
At-Will Attack Wolf Shape Attack: Useable only in Wolf Form
[] Encounter Attack Two-Fanged Strike
[X] Daily Attack Sure Shot

Minor Action
At-Will Utility Hunter's Quarry
At-Will Utility Wild Shape
[] Encounter Utility Wolf Shape

Free Action
[X]Encounter Utility Elven Accuracy

FEATS
Level 1: Versatile Expertise
          Bow Expertise
          Totem Expertise

ITEMS
Longbow
Hide Armor
Short Sword
Totem
Cold Weather Clothing
Adventurer's Kit
Bharhas Show
iplay4e sheet

Bharhas, Level 3
Human, Warlord | Sorcerer
Human Power Selection Option: Bonus At-Will power
Languages: Common, Elven
Theme: Gladiator

CURRENT STATUS:
Phase of the Sun:
*At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier.
*You also gain resist 5 cold.

VITALS
AC: 18 Fort: 18 Ref: 15 Will: 17
HP: 40/40

Surges: 6/6
Surge Value: 10

Initiative: +1
Speed: 6

CURRENT ABILITY SCORES
STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +8, Bluff +9, Diplomacy +9, Intimidate +9

UNTRAINED SKILLS
Acrobatics -1, Arcana +1,  Dungeoneering +0, Endurance -1, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1, Stealth -1, Streetwise +4, Thievery -1

POWERS
Standard Action
Melee Basic Attack
   Longsword : +9 vs AC, 1d8+5 damage
   Katar: +9 vs AC, 1d6+4 damage
Warlord Attack: Wolf Pack Tactics
Warlord Attack: Viper's Strike
Sorcerer Attack: Storm Walk
[] Gladiator Theme Attack: Disrupting Advance
[] Level 1 Warlord Attack: Diabolic Stratagem
[] Level 1 Sorcerer Attack: Cosmos Call

Minor Action
[] Level 2 Warlord Utility: Shake It Off
[] Level 3 Sorcerer Attack: Lightning Cuts
[] Warlord Feature: Inspiring Word

Free Action
Dark Sun Arcane Feature: Arcane Defiling

No Action
[] Warlord Feature: Battlefront Shift

FEATS
Racial Bonus Feat: Mastery of Knives
Level 1: Hybrid Talent
Level 2: Sorcerous Blade Channeling 

ITEMS
Longsword
Katar
Cloth Armor of Sudden Recovery +1
     [] Item Daily Power
Heavy Shield
Cloak of Distortion
Adventurer's Kit
Survival Day x10
427g
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10 months ago  ::  Aug 08, 2012 - 8:14AM #6
TheSalmonOfDoubt
Date Joined: May 14, 2012
Posts: 314
Looks neat, but I'll wait on posting an actual submission for now. I've got to make sure I actually have space in my schedule... And then I want to see what the group's going to need as it starts to take shape.
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10 months ago  ::  Aug 08, 2012 - 9:54AM #7
TheWalrus42
Date Joined: Jan 10, 2012
Posts: 974
Okay, one other question. If they all served in the military by law, then are you wanting all of the characters to be roughly the same age (and fairly young)?
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10 months ago  ::  Aug 08, 2012 - 10:09AM #8
LordManshoon
Date Joined: Jul 21, 2009
Posts: 3,978

Aug 8, 2012 -- 9:54AM, TheWalrus42 wrote:

Okay, one other question. If they all served in the military by law, then are you wanting all of the characters to be roughly the same age (and fairly young)?


I'll give some leeway and say that the law stipulates you can do your two-year stint anytime between the ages of 16 and 30 (Fellenor has perhaps grown lax in the face of enduring peace and good relations with neighbors). Social pressure and potential stigma encourages the majority to do it earlier in life rather than later. So, somewhere in that ballpark would be the norm.

Of course, if someone has an interesting backstory that could revolve around breaking that norm, I'd be all ears.

My Sig Show
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Mess with one Hand, mess with 'em all
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Board Snippets Show

Jul 3, 2012 -- 2:15PM, ruttentud wrote:

"I don't like X, they should remove it."
"I like X, they should keep it."
"They should replace X with Y."
"Anybody that likes X is dumb. Y is better."
"Why don't they include both X and Y."
"Yeah, everybody can be happy then!"
"But I don't like X, they should remove it."
"X really needs to be replaced with Y."
"But they can include both X and Y."
"But I don't like X, they need to remove it."
"Remove X, I don't like it."

Repeat.

Obstinance?

Jul 4, 2012 -- 6:32PM, greatfrito wrote:

Until you've had an in-law tell you your choice of game was stupid, and just Warcraft on paper, and dumbed down for dumber players who can't handle a real RPG, you haven't lived.

You haven't lived.

Jul 15, 2012 -- 11:19AM, wrecan wrote:

Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!

We're using standard edition war rules.  No posts of substance.  Do not read the other person's posts with comprehension.  Make frequent comparison to video games, MMOs, and CCGs.  Use the words "fallacy" and "straw man", incorrectly and often.  Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory.  If you're getting tired, just declare victory and leave the thread.  Wait for the buzzer... and....

One, two, three, four, I declare Edition War
Five, six, seven eight, I use the web to

Go!

Aug 5, 2012 -- 8:28PM, Rustmonster wrote:

D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.


Sep 14, 2012 -- 2:52PM, Grizley wrote:

Just a quick note on the MMORPG as an insult comparison...

MMORPGs, raking in money by the dumptruck full.  Many options, tons of fans across many audiences, massive resources allocated to development.

TTRPGs, dying product.  Squeaking out an existence that relys on low cost.  Fans fit primarily into a few small demographics.  R&D budgets small, often rushed to market and patched after deployment.

You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad.  Lets face it, they make the money, have the audience and the budget.  We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.


Nov 14, 2012 -- 8:11AM, Mand12 wrote:

Adding options at the system level is good.
Adding options at the table level is hard.

Removing options at the system level is bad.
Removing options at the table level is easy.

This is not complicated.


Mar 7, 2013 -- 6:57PM, Alter_Boy wrote:

Mar 7, 2013 -- 2:23PM, EnglishLanguage wrote:

Mar 7, 2013 -- 1:52PM, Rory wrote:

Something like Tactical Shift is more magical than martial healing.


Telling someone to move over a few feet is magical now? :|

I weep for this generation.



Given the laziness and morbid obsesity amongst D&Ders, being able to convince someone to get on their feet, do some heavy exercise, and use their words to make them be healthier must seem magical. 


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10 months ago  ::  Aug 08, 2012 - 12:54PM #9
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801
>>Ehlana Submission Withdrawn<<

 


 

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10 months ago  ::  Aug 08, 2012 - 2:15PM #10
Shadow_Geist
Date Joined: Aug 1, 2012
Posts: 392
I would love to be able to submit something soon! Can't wait to go home and start working on something. Cool
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