Session Zero

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Jan 21, 2019 8:40 pm
The name is on the tin. Lets start dicussing your characters and their backstories. Both will be really important to the style of DMing that I want to try for the game. Feel free to add elements to the world as part of your characters backstory and include some gameable material as well, plot hooks etc. Finally, I am keen to find out what each of you are hoping to get from the game or what you are most looking forward to.
Jan 21, 2019 9:02 pm
Thanks for having me on Whistler.

As far as character mechanics go, you wanted us to roll our stats, will that be straight 4d6, 4d6 with aces rerolled, or 3d6?

You might want to create a new thread (or sub-forum) just for setting details, I'm planning on the Gnome community to be nothing outlandish for Svirfneblin: Hides in the underdark, bent on acquiring knowledge (and precious stones). You mentioned there is far less danger compared to Faerun underdark, which leads to more devotion to study. Warriors are still required, which is what my character is, at least for their "day job", they are just as knowledge-hungry with their spare time. Depending on the geography, I think it would make sense for the Gnomes to be aware of humans, ultimately deciding to keep to themselves. (of course I am open to changing this). I am skimming details or haven't considered some, please ask any questions.

How will you handle languages? Every race can speak common RAW, which I'm assuming is the language of humans as well, will you be playing that straight or have a language barrier in play?

Regarding what I'm looking forward to: probably just how things will turn out, big fan of seeing a story/worldbuilding come together. I do wonder in particular how our characters will first meet.
Jan 21, 2019 9:44 pm
Since this is my first time doing this lets just go straight 4d6 but you can take the standard array if you are unhappy with the results. Just keep in mind that the deep gnome population at this point would be two to 5 small family units at most, we arent talking Blingdenstone here. The Underdark is still relatively safe at the start of the game, posing no more danger than the deep places of our own world. With languages, the humans speak common and I will leave it up to you as to whether you are up for the RP challenge of a language barrier (being a Linguistics grad, it does appeal to me). If you would prefer the deep gnomes to remain hidden from humans for now that is certainly doable but your character will need to have a reason to travel to Esterwyn. All the characters will meet up there during an...event.
Jan 21, 2019 10:10 pm
Okay, I think I won't impose a language barrier because the challenge seems irritating to work around. For travelling depending on the distance it could be to explore in the pursuit of knowledge about the surface.

This has been asked before, but to what extent are humans aware of other races, and the fantastical races to each other?

Edit: Hot rolls.
Last edited January 21, 2019 10:13 pm

Rolls

Stats - (4d6)

(4152) = 12

Stats - (4d6)

(3636) = 18

Stats - (4d6)

(6541) = 16

Stats - (4d6)

(3231) = 9

Stats - (4d6)

(3265) = 16

Stats - (4d6)

(6364) = 19

Jan 21, 2019 10:19 pm
Hmm let's see how this goes...

So thats 8,8,10,12,15,17. I think I can work with that!
Last edited January 21, 2019 10:20 pm

Rolls

Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (1512) = 9

4d6 : (3263) = 14

4d6 : (1231) = 7

4d6 : (3616) = 16

4d6 : (2665) = 19

4d6 : (3512) = 11

Jan 21, 2019 10:58 pm
Humans know nothing about the other races outside of legends and the like. The other races know what they have been able to gather about humans since they reawakened.
Jan 21, 2019 11:11 pm
My idea for the elves is that there was a mass exodus of the elves a thousand or so years ago. They magically traveled to this universe's version of the feywild (I'm thinking the Primal Wilds for the name) to reconnect with their fey roots or to escape from some long forgotten conflict. Upon reaching the Primal Wilds, they started to settle there, but the nature of the plane made creating a civilization almost impossible. The elves split into several groups. The High Elves embraced their magical nature and carved out civilized patches in the Wilds, protected by powerful shields to prevent them from being reclaimed. The Wood, or Wild, Elves, who embraced the magic of their new home and lived in small nomadic groups who explored the plane. And finally, the Dark Elves, who embraced the darker, more savage, denizens of the Wilds and brought them under their rule. The Wood elves became guardians of the Wilds, protecting it from their destructive and controlling cousins.

Wynn came from a family group of Druids and Rangers who protected their lands from the mages of a nearby High-Elven city. One day, one of their scouts came into the camp reporting that the High-elves were attempting to reach out to the mortal realm. It was decided that if they contacted the Humans, they may enlist them as reinforcements in defeating the other Elves. Calling on their abilities and allies in the Wilds, Wynn and his family assaulted the city in the dead of night. Their plan was to reach the enemy portal and close it, and if the opportunity presented itself, one of them would go through to utilize the High Elves's plan against them.

The battle was long and hard, but they reached the portal. Wynn and his brothers fought against the Elven ambassadors, slaying all but one who managed to slip through at the last second with Wynn on his heels. Wynn and the ambassador were whipped through the cosmos, and when he awoke, he was lying in a field with sore ribs and a dead elf beneath him. He buried his enemy and set off to the nearest Human settlement, hoping to get aid for the war that must be being waged back home.

(An accomplished Druid in his home plane, Wynn discovers that his powers a greatly diminished in the mortal realm. Here, he has to exert much more energy to perform even the simplest of Druidic magic.)
Jan 21, 2019 11:15 pm
Here go my stat rolls

I think I'll stick with standard array.
Last edited January 21, 2019 11:17 pm

Rolls

Stat 1 - (4d6)

(4546) = 19

Stat 2 - (4d6)

(1331) = 8

Stat 3 - (4d6)

(2522) = 11

Stat 4 - (4d6)

(5543) = 17

Stat 5 - (4d6)

(2125) = 10

Stat 6 - (4d6)

(4423) = 13

Jan 21, 2019 11:15 pm
That sounds pretty good to me and the ideal of an elven civil war is interesting. You would have left the plane as there was not enough magic to sustain the race. Moving to a different plane with a greater connection to magic makes sense.
Jan 21, 2019 11:52 pm
Hey all! Proper post to come tomorrow! Rolls for now.

Rolls

Stats - (4d6)

(6326) = 17

4d6

(6431) = 14

4d6

(1651) = 13

4d6

(3362) = 14

4d6

(4234) = 13

4d6

(1355) = 14

Jan 21, 2019 11:56 pm
So 15, 13, 12, 12, 11, 13. I can work with that!
Jan 22, 2019 1:48 am
Rolling up some stats:

So 15, 15, 15, 11, 10, 5.

Ouch on the 5, this character's clearly had some kind of deformity, mishap or disease that's seriously affected them. The rest of their stats are nice and strong, so I can work with that. :)
Last edited January 22, 2019 1:52 am

Rolls

Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (5463) = 18

4d6 : (2121) = 6

4d6 : (2245) = 13

4d6 : (4536) = 18

4d6 : (6245) = 17

4d6 : (5132) = 11

Jan 22, 2019 2:44 am
My character grew up in Esterwyn. Her parents were moderately successful merchants, and she loved talking with the traders and ship's captains who visited about their travels around the world. Sadly, at the age of nine she was afflicted with a wasting disease that left her weak and bed-ridden for most of her childhood. In order to help her pass the time, her parents started bringing home books. She became a voracious reader, and over time showed a particular interest in tales of mythology and magic. Indulging her, her parents used their trading connections to track down ever more esoteric tomes of obscure magical rites.

Eventually she recovered from her illness well enough to rejoin the wider world. Her quest for further knowledge led her to Esterwyn University, where she studied history and, at her parents' urging, law. She wrote her Master's thesis on the influences of occultism and magical thinking in common law.

One day, she was working on a particularly difficult translation of an ancient text with an unusual idiolect, and grew increasingly frustrated. On a whim, and mainly to relieve her tension and refocus her mind, she performed a ritual recalled from one of her childhood books, and felt a strange tingling power flow through her. On completing the ritual, she found she was able to read the text as easily as if it was written in her own words. This was a total paradigm shift in her entire outlook - magic was undeniably real.

Immediately, she began searching for other magical evidence: strange events reported in newspapers and magazines, investigations of purported miracles in religious journals, and even the tavern stories of sailors visiting the city. Everything she found she kept, catalogued and cross-referenced in meticulous detail. She practiced her magical rituals diligently, and gradually put together a book of everything she had mastered.
OOC:
What I'm mainly looking for in the game is an exploration of how magic might affect the development, direction and pace of social change. This character is sort of a magical innovator with an academic focus on social structures - she will be doing everything she can to use magic to make the world a better place.

Hooks-wise, she'll be all over any news of a magical nature, including the discovery of any non-human people. She desperately wants to be a part of whatever is going on. :)
Jan 22, 2019 5:44 am
I like the backstory and don't worry she will be part of what is happening :)
Jan 22, 2019 8:00 am
Rolling my character's stats:

Rolls

4d6

(4521) = 12

4d6

(4641) = 15

4d6

(5443) = 16

4d6

(3563) = 17

4d6

(3163) = 13

4d6

(6445) = 19

Jan 22, 2019 8:59 am
My character, Elendin, is a young human female from a family of prominent stone artisans in the small city of Glossmire. Her talent is considerable - far superior to that of her older or younger brother - and her all-consuming desire is to become a renowned sculptor rather than take her expected place as a craftswoman in the family business. After many fights, copious pleading, and more than a few tears, Elendin had convinced her parents to send her to Esterwyn to study with her hero, master artist Leonin Morelli. The bargain stated that she could spend two years studying with Master Leonin, and if after that time, he pronounced her to have a real future as a fine artist, she could pursue her chosen path. If the Master's judgment was less favorable, however, she would return to Glossmire to resume working as the family's most accomplished stone artisan.

That was almost two years ago, and Elendin's talent has further blossomed under Master Leonin's tutelage. In fact, it was widely considered a given that she would be living out the rest of her days as a visionary sculptor and not toiling back home in Glossmire. But that was before the Magic of Old returned to the world.

Elendin still isn't sure exactly what happened, or why it happened to her. She knows only that she was in the Master's studio, working with several other apprentices under his direction on his latest sculpture, when a strange sensation of heat formed in her belly and quickly built in intensity until she feared she would spontaneously combust. With a strangled shriek, she had thrust out her hands without even intending to do so, and a burst of fiery energy erupted from her palms. She collapsed to the floor, and when she was able to lift her head, she was astonished to see that half of the sculpture - a life-size marble horse in mid-gallop - now lay as rubble on the floor.

Master Leonin's other students had taken cover and now looked at Elendin in abject terror, but Leonin himself was more livid than fearful, banning her from the studio immediately. A few weeks later, he had summoned her back. By now, stories were arriving with incoming travelers of other strange events, and people were starting to talk about the return of gods and the Magic of Old.

Had it happened again since the incident in the studio, he asked. She quickly said it hadn't, but under his stern glare, admitted that she had accidentally set fire to the curtains in her room at the inn. In her sleep.

Leonin was as kind as a hugely famous and arrogant artist could be, but he made it clear that he couldn't keep her on as an apprentice. Art is a delicate undertaking, and whatever was happening to her was uncontrolled and destructive.

And just like that, Elendin's dreams were shattered. Her family have sent several letters, having heard about the wild incident in the studio, but she has burned all the letters and refused to respond. She won't go back to Glossmire, no matter what her parents say. She's been cheated of her destiny, and all she wants in life is to find out how to rid herself of these horrible and inconvenient powers.
OOC:
I'm looking for a roleplay-heavy experience with lots of interaction between characters. And a pony. But I'll settle for the roleplay and interaction.
Jan 22, 2019 11:08 am
Hey Whistler! In order to get going on backstory, could i bounce a few questions off of you?

I can totes work with the amesiac angel angle. But how did I come into the world? Was I born naturally, or did I arrive as a fully formed adult?

What's the social/political/economic dynamic of the region like? Are we on a generally Earth like society with a monarchy, powerful noble families, merchants, and peasants? Is there one major church /politically powerful religious institution a la the Catholic Church and the Papacy?

Dnd can be a combat heavy system. Are we going to be more fighty, or more politicky in this arc of the game?

My general instinct for the character would be him having a driving impulse to assess and infiltrate the political / religious power structure of the region with a goal of preparing it to welcome back the gods - or failing that to be able to brief the gods on the strengths and weaknesses they need to target to win over the populace.

Alternatively he could be a rabble rouser type working to bring faith to the poorest and at the same time destabilising the church/political institutions that have hijacked religious trappings to buttress political power.

Finally, if the gods are coming back, are the monsters back too? I could take the Cassandra angle and be a prophet of dire tidings that everyone ignores... until it's too late.
Jan 22, 2019 3:20 pm
Just going to put up the stats here and say the character is a human Cleric who worship the goddess of magic so will also have the ability to use low level magic spells. More later.

That should work. 16, 16, 11, 11, 14, 13
Last edited January 22, 2019 3:22 pm

Rolls

Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (6643) = 19

4d6 : (6641) = 17

4d6 : (5133) = 12

4d6 : (3262) = 13

4d6 : (3536) = 17

4d6 : (4245) = 15

Jan 22, 2019 6:19 pm
Backstory is complete, not terribly original but I had fun with it. I imagine Balara would be discovered not too long after arriving in Esterwyn.

Born and raised in the Underdark, Balara knew little of the outside world. Her family survive by intuition and intelligence, using what meager resources they had to sustain their way of life. Everyone contributed to success; learning together, fighting together, or building together. Other creatures existed within the depths, some smart some primal, but her family had no interest getting involved.

Over the years Balara herself took an interest to learning and understanding the ways of those who came before. She saw the symbols carved on rock, the lost manuscripts left by people long before her, they were her guide, her teacher. They spoke of history, ancient magics, and most importantly: the world above, of it's wonder and life; this was simply too important to ignore. Presenting her findings to her family was met with opposition. "Why should we? We can thrive down here, the world above harbors nothing but destruction." Their words cut her deeply, but no matter, in the end she would see it done.

She would sneak out, finding the ancient highways to the surface. Eventually she made it, and at the time her emotions were almost too much to bear. What is this? Or that? How does it work, what purpose does it serve? This wasn't her last visit, and over time she felt the surface calling her. But the humans, that was the danger. Such fearsome creatures, as dangerous as her family claimed. She was eager to discover their way of life. She took quite a liking to their weapons in particular, as unwieldy as some were.

Too much time was invested in this venture, and her family confronted her about such activities. Balara saw anger and disappointment, but understanding too. And so they helped her, preparing her in whatever way they could for a proper journey. The next step will be her boldest yet: Infiltrate a settlement. The community of 'Esterwyn' seems ripe for such a task...
Jan 23, 2019 6:00 am
We are just waiting for a few character sheets and some backstories and we'll get started.
Jan 23, 2019 6:52 am
Need to roll for gold to have the character possess logical items...

Rolls

4d4 times 10 - (4d4)

(2321) = 8

Jan 23, 2019 7:18 am
While we finish up characters and the like, I wanted to tell you a bit about my DMing style. I will stress that while I am by no means a killer DM, the NPCs will act in ways that make sense for what they are and the dice will land where they may. If you do something that is...ill-advised, you will more than likely be rolling up a new character. If you guys overcome a challenge, I want it to be because you legitimately overcame it, not because I fudged a roll or some such.
Jan 23, 2019 7:46 am
The warforged rebooted in a strange dark place. Restored to factory standard, well mostly. It seemed that a defect acquired on their travels was robust to the reboot. From their configuration and personal effects it is clear that they are a surveyor, though for who it is hard to tell. Finding a tinderbox and a torch allowed for further details to unearthed, a dusty and decayed tome indicated that they used the name Venture, and from further examination of what could be found in the text they had been deployed by the Athelarian empire to survey a newly uncovered, seemingly unoccupied land. Venture had found evidence of previous habitation on their travels, in the form of old ruins. In one of them, they had found a strange alter, it seemed to be to the peoples deity of fate. An artefact recovered from the site; a simple purple gemstone of about 20 chips value. This stone appears to be the source of the defect, as after it's acquisition the logs speak of strange and new found abilities manifesting. From here the text becomes nigh on impossible to recover.

Venture re-explored the sight that they had found themselves in. It was hard going; it seemed that the sight had experienced some decay, many walls caving in. They finally found a path that led into a vast natural cave network, a strange find considering that they had been mapping the surface. The caves led to a settlement of smallfolk, who spoke two tongues, one wholly strange but the other similar enough to one of the languages they had been built with. The smallfolk taught them the new tongue, as they said it was common to all creatures who lived in this region. They asked the smallfolk if the map of the local area was still current, but the smallfolk informed them that it was completely unknown to them. Feeling the drive to remap the area Venture struck out fort the surface again...
Jan 23, 2019 7:47 am
@Whistler: Sounds good to me. Once we're out of the early levels, it should become a lot harder to die accidentally. :P

What sort of tone are you going for with the world? For example, how's the general standard of living - are we looking at a time of prosperity and growth where most people can find work and support themselves, or a period where the super-wealthy are living like kings in gilded castles and most of the population is starving? How is the political scene - expansionist, progressive, authoritarian, corrupt? What's the role of religion in common people's lives, and how beneficial, divisive or parasitic are the churches?

I guess that's a roundabout way of asking "What are the prominent social ills of the time?"
Last edited January 23, 2019 7:47 am
Jan 23, 2019 8:47 am
To give you a brief rundown, it is a bustling port city with the masses able to make a comfortable enough living. Technology-wise, it is fairly typical for the Renaissance but its values and ideas come from the late Renaissance, so think the Three Musketeers and similar swashbuckling novels. Romance, honour, glory and vengeance are all very common motivations for the populous. Patronage also defines the city and represents the main method of social movement between the classes, though the upper limits is still very firmly hereditary.

It is ruled by an Oligarchy, a Great Council is overseen by the Potentate and the Council of Ten. The Council of Ten and the Potentate decide the business that is presented to the Great Council, which acts as a legislative body. The Potentate has a veto vote and the Council of Ten is lately seen as his advisors. Both the Potentate and Council of Ten is elected by the Great Council, they are lifetime positions but cannot be passed onto relatives. Being the leadership for the capital, they also have the ability to elect local governors to rule the rest of the country on their behalf. In extreme circumstances, such as war, the Potentate and Council of Ten can disband the Great Council and take the mantle of leadership directly.

Esterwyn relies on the shipping trade from all over the country and even further to fuel it. Banks are common through the city, boosting the trade in the city even further. Esterwyn is famous for its entertainment and merchant districts, while its seafront quarter never sleeps with vessels coming and going at all hours. The government district rings the Watergardens, an area where the nobles establish their villas, both districts combine to form the centre of the city. Major roads are not common in the floating city of Esterwyn, instead canals snake their way through and divide the districts, as such gondolas and other boats are seen through the city. The city does contain a slum area where crime is high but the Potentate and the Council of Ten seem content to contain the issue to the district and ensure that it doesn't spread. Theological concerns aren't really an issue in the city, with most people remaining deeply atheistic but indviduals and the government are generally content to live and let live. At most a devoute and open follower of a god may be scorned, shunned or snubbed but it is unlikely they would become the victim of any targeted violence.

A few quirks of the city is that any firearms are forbidden in the city, after a failed uprising against the Potentate centuries ago. When travellers arrive, they any such weapons to the nearest storehouse that are overseen by the city guard. If this type of equipment is purchased it is sent to a storehouse, to be collected when the individual leaves. In both instances, they are provided with paperwork to prove their ownership that must be presented to the storehouse.

There is also a monthly flat tax for everyone in the city Visitors are required to register in an official tavern or inn when staying and when they do are provided with visitor’s documentation. These papers are used to determine the length of your stay in the city and payment must be made each month or part thereof to the owner of the inn or tavern. One month payment must be made in advance. The city guard can ask for these papers at any time and failure to produce them can see you arrested for tax evasion.

That's all general knowledge stuff that your characters would know entering the city. If you have any other questions, just ask.
Jan 23, 2019 11:24 pm
Hey, I was wondering what to do about the two extra languages my character is supposed to know, as part of her background and class. Since the world as she knows it is human, she wouldn't know any of the non-human languages.
Jan 23, 2019 11:35 pm
I was wondering the same thing. Since any other races (than human) are relatively new to this region, none of us human characters would have had time to learn anything new.
Jan 23, 2019 11:45 pm
We could leave them open to represent our potential to learn new languages?
Jan 23, 2019 11:51 pm
Yes, I think that's the best way to handle it. It will add some realism, too.
Jan 24, 2019 1:03 am
@Genisisict Do you want our characters to know each other in some way? Also does Venture talk?
Jan 24, 2019 1:08 am
DarkReaver1998 says:
We could leave them open to represent our potential to learn new languages?
Sounds good to me!
Jan 24, 2019 1:14 am
@Whistler: At the start of the game, to what extent is the general population aware of the reemergence of magic and the old races? Is it still at the level of wild stories that nobody (except Margaret) believes, is it in the fringe media and mentioned but scoffed at by the mainstream, or is it a full-blown story with major newspapers sporting headlines like "MAGIC IS REAL!" and everybody talking about it?
Jan 24, 2019 1:38 am
Wild stories that no one believes at this point.
Jan 24, 2019 2:00 am
@Moonbeam: Elendin's explosion and expulsion from the sculptor's apprenticeship is exactly the sort of weird event Margaret is looking out for, and she'd be trying to track her down to find out what really happened (as opposed to whatever story was used to explain it publicly). How difficult would Elendin be to find?

@Whistler: Would it help for these characters to have met before the game starts, or is that something you'd rather cover in-game?
Jan 24, 2019 3:21 am
I'd rather cover it in game. I have something in mind to bond the party pretty quickly. Also while I think about it, can everyone make me a constitution check?

@Jovin: We are just waiting for a character sheet from you.
Jan 24, 2019 3:34 am
Margaret's constantly vigilant about her health, so her constitution is pretty decent. Let's see how that goes...

Edit: Bam, healthy as a horse. :)
Last edited January 24, 2019 3:35 am

Rolls

Constitution check - (1d20+1)

(17) + 1 = 18

Jan 24, 2019 3:40 am
I'm starting to have certain issues by things raised here with regard to magic and religion. My character is a Cleric of the goddess of Magic. If no one believes that magic is real and no one is religious, how would a young street urchin be drawn to magic and ever be aware of a goddess of any kind let alone magic? I'm not even sure if I can continue with this game with the religious and magic restrictions I'm hearing about.
Jan 24, 2019 3:44 am
OOC:
**Takes a note**

Are you?
Jan 24, 2019 3:47 am
OOC:
Here's my check.

Um.

Damn.
Last edited January 24, 2019 3:48 am

Rolls

Constitution check - (1d20+3)

(4) + 3 = 7

Jan 24, 2019 3:54 am
Aldrusian says:
I'm starting to have certain issues by things raised here with regard to magic and religion. My character is a Cleric of the goddess of Magic. If no one believes that magic is real and no one is religious, how would a young street urchin be drawn to magic and ever be aware of a goddess of any kind let alone magic? I'm not even sure if I can continue with this game with the religious and magic restrictions I'm hearing about.
The whole idea is that you are at the forefront of the resurgence of magic as the world moves no magic to low magic. As to how your character learns about magic, they will have a very close relationship with Tinel. The simplest answer as to how your character was drawn to the God of Magic is that you received a divine portent of some sort or perhaps one night you simple came back to your hovel and found a spellbook in your bedroll, pinned to that spellbook was a note with a name on it, Tinel. Also, as the game progresses you won't be the only one and as the doctrine of the Archmage of Heaven spreads, his religion will be founded. Converting people becomes a lot easier when you start showing people with a little study, they can start slinging fireballs. As the most learned of Tinel's followers you will be in a position to be the leader of the church once it is established. I expect that by level 5, the world will have moved forward and there will be established religions and the world will be something more akin to a regular DnD setting, even if the monster density is a little thinner on the ground. I hope this helps somewhat but if you have more questions just let me know.
Jan 24, 2019 3:55 am
@Aldrusian: How about a mentor who was part of a secret tradition? Since whatever religions exist seem to be largely practiced in secret anyway, it makes a lot of sense for devoted individuals to exist at the fringes of society, and to recruit followers from disenfranchised groups, e.g. impressionable street urchins. You'd probably start out just joining in so you could get a meal, but over time develop that deep and abiding love for your god that led you to be inducted into the mysteries and carry on the traditions.
Jan 24, 2019 3:55 am
Moonbeam says:
OOC:
Here's my check.

Um.

Damn.
OOC:


Thanks :)

Jan 24, 2019 3:57 am
kadeton says:
@Aldrusian: How about a mentor who was part of a secret tradition? Since whatever religions exist seem to be largely practiced in secret anyway, it makes a lot of sense for devoted individuals to exist at the fringes of society, and to recruit followers from disenfranchised groups, e.g. impressionable street urchins. You'd probably start out just joining in so you could get a meal, but over time develop that deep and abiding love for your god that led you to be inducted into the mysteries and carry on the traditions.
That would work too just keep in mind that you would have essentially been worshipping a dead god until one day surprise he's back! That sort of faith wouldn't go unnoticed.
Jan 24, 2019 4:00 am
Imagine keeping your faith for years while people look down on you for it, then one day you're saying your prayers as usual and your god literally answers you. What a moment!
Jan 24, 2019 4:08 am
Also, the interesting thing about Tinel is that given he is the God of Magic, Knowledge and Truth primarily I could see his church sweeping up the foremost scientists, mathematicians, scholars etc of the time. Imagine a church that combines the arcane, the divine, science all under the one wheelhouse. Imagine what that could do for society.
Jan 24, 2019 4:50 am
@kadeton I think Elendin would be pretty easy to locate. After the expulsion from her apprenticeship, she moved from the room she'd been renting to another, cheaper place - primarily to make it harder for her family to reach her to demand she return home - but she stayed in the arts district. She's been consulting everyone who will give her the time of day - doctors, scientists, etc. - to try to get them to investigate what's happening to her. She wants to believe that it's some sort of medical condition that, if properly diagnosed, could be cured.
Jan 24, 2019 4:58 am
@somebox I think it would make sense if we knew each other. Ventures actually quite chatty, they’re trying to figure out what’s happened since they last turned on.
Jan 24, 2019 5:07 am
I have no issue if you some of you want to have an established relationship :)
Jan 24, 2019 6:04 am
Depending on how you want to run the initial meet-up, Elendin and Margaret could have corresponded, and arranged to meet at some neutral location? Then whatever you have planned could occur around or on the way there. It's just an easy way to skip some of that initial "So who are you and why should I trust you?" stuff.

Whatever you think would work best with your current plans is good. :)

I really like the idea of the warforged's first encounter being with svirfneblin - that's got to give you some weird ideas of what the world is like. And then the two of them travelling to the surface together is really sweet.
Jan 24, 2019 6:13 am
@Genisisect Nice, it would be like meeting an old friend in such a strange place. Balara is generally cautious and curious, and would be interested in helping Venture in his mission. (I asked if they spoke because of Fluchschmiede ;P)
Jan 24, 2019 6:40 am
You should have all of this sorted before we start. The event we start with wont be the kind of thing where you can have an idle conversation.
Jan 24, 2019 7:30 am
@ Somebox I figured that's why you were asking. Most of my characters do talk, I just liked the idea for that particular character to be mute as it seemed to fit with their backstory and would present an interesting role-playing challenge. It would easily work out that your village was the one that Venture turned up in, maybe you were the first living thing they bumped into and the two of them really hit it off...
Jan 24, 2019 9:23 am
I'd imagine that since my character just arrived in this world, he'd have no established relationships.

Con check coming up.
That should have been a 1d20 + 2, so consider that a 14.
Last edited January 24, 2019 9:47 am

Rolls

Constitution Check - (1d20)

(12) = 12

Jan 24, 2019 9:30 am
I didn’t even notice the call for con checks...

Rolls

Constitution Check - (1d20+3)

(15) + 3 = 18

Jan 24, 2019 5:58 pm
Good thing everyone mentioned it.

Rolls

Constitution - (1d20+2)

(11) + 2 = 13

Jan 24, 2019 6:07 pm
@kadeton How do you see Margaret approaching Elendin to arrange a meeting? You mentioned correspondence, so I'm thinking you mean some version of written mail. I would say that Elendin would probably not respond to the initial inquiry if it appeared to be primarily research- or knowledge-oriented. El is seeking a way to get rid of what is afflicting her; she's not interested in being someone's case study. So if Margaret's initial correspondence doesn't at least hint at a possible path to Elendin's goal of a "cure," it would be ignored.

If, however, Margaret drops hints that a medical (or even magical) resolution is possible, that's the hook that would motivate El to respond to her. Eventually, if extermination of her powers doesn't seem likely, she'll be looking for a way to sublimate them, or to control them sufficiently to continue her pursuit of an artistic career.
Jan 24, 2019 8:11 pm
Well, everything that has been said about the god of magic and building the temple from scratch sounds great. It's like taking an upper when you're really down. Yeah, I know I'm dating myself but if you knew how old I really am you'd get faint and fall down. I'll stay away from the spellbook with the note but I'm sure I can come up with something reasonable.

Oh, and here's the con check.

Rolls

Con check - (1d20+1)

(8) + 1 = 9

Jan 24, 2019 9:43 pm
Aldrusian says:
Well, everything that has been said about the god of magic and building the temple from scratch sounds great. It's like taking an upper when you're really down. Yeah, I know I'm dating myself but if you knew how old I really am you'd get faint and fall down. I'll stay away from the spellbook with the note but I'm sure I can come up with something reasonable.

Oh, and here's the con check.
Thank you I will make a note. I am just really glad you decided to stick with it. I like the idea of having someone that has been around these games for as long as you have around. I may have been playing for close to ten years but I have only really been into dnd for about 6 months. So experience is a good thing to have.

In other news, I have decided to put a timeline on this since most people have submitted sheets. We're going to kick off tomorrow. Please make sure you roll a constitution check before play starts....because of reasons. Could you all do me one last favour and add your backstories to your character sheets? It will just make it a lot easier for me to refer to at short notice.
Jan 24, 2019 10:13 pm
OOC:
Sorry for the delay! Intro story below.
"Fog. Bloody, stupid, fog."

Rorin’s curses were swallowed up by the opalescent mists that were swiftly descending about the caravan as it crept towards Esterwyn. After days of hard travel overland towards that fabled port, the merchant company had just sighted its outermost walls over the horizon as the sun began to set. Sore from long days sleeping rough, Rorin and his men had decided to cast caution to the winds and press on into the night; hoping that with a little luck they could finally sleep in warm beds.

Then, out of nowhere, the fog. Gossamer wisps falling about the company like spider silk one moment; the next a fog so think you could barely see your hand in front of your face.

"All halt!" cried Rorin. "We’re likely to fall and break a neck in this murk. Bloody hell. It’s sleeping rolls again tonight, lads." Faint groans and mutterings could barely be heard.

"Right strange weather, this" muttered Derrin as he sidled up to Rorin’s wagon. Faithful Derrin was an ox of a man – standing some six feet tall and nearly as broad. The captain of Rorin’s guards was ever watchful and more than a little paranoid. "Any manner of bandit or ruffian could lurk about in this, m’lord, and we’d not see his steel ‘til it was buried in our breasts."

Rorin laughed at that. So close to Esterwyn there was little to fear. "Take heart, good Derrin. The Oligarchy may be greedy, but it pays its soldiers well. The roads are well patrolled and we’ve naught to fear here. But all means, have the men circle the wagons if it pleases you."

Derrin grunted sourly at that, "As you say m’lor…"

FWOOSH

Sudden heat cascaded through the night, as thunder exploded and tempestuous winds blasted into the wagons. Rorin watched in horror as from the mists a lighter wagon came tumbling end over end; slamming into Derrin with bone crushing force.

"Cannon!" shouted Rorin as his wits returned to him. It could be naught else. His men were screaming; or was it the horses? The hideous caterwauling of beasts in mortal agony drowned out all else.

Suddenly there was silence. The mists were gone – scattered by the incredible concussion. Rorin cast about frantically, trying at once to find some shelter from the deadly cannon fire and take stock of his men.

Faint groans rose all about him as his men recovered themselves. The horses had fled in terror. His wagons were strewn about and his precious cargo of silks and spices lay spread out over the muddy road. Derrin was… Rorin shuddered and looked away.

A short distance ahead of them a man lay sprawled in the road. Not one of his. He was… glowing. No, a trick of the eyes. The afterimage of the explosion. The man was battered. His fine silks rent and muddied. A fellow merchant caught in the blast? He lay face down.

"Jacob! Rime! Get your asses moving! See to the men! Tanner! Secure the cargo! Whatever the blazes that was, it could come again! Get moving! Go!"

Rorin stalked forward towards the strange man. He would not leave a soul to die if he could help it. Carefully Rorin reached down and turned the man over. With a practiced hand he felt for a pulse. There! Faint, but strong. The man might live.

"Whoever you are, you’re one lucky bastard." Rorin muttered. "Jenkins! Attend me. Help me lift this man into a wagon."

"This night brings ill fortune," thought Rorin, "mayhaps this man is noble. Or rich! In saving him, I may have made something of value out of this mess."

_____

Hallion groaned, squinting against the piercing light.

"Carefully, now. You’ve had quite the night."

The voice was cheerful, painfully so. Hallion’s head throbbed. Gingerly he opened his eyes. He was abed, stripped to the waist. The room was well appointed and smelled faintly of pipesmoke. His ribs were carefully bandaged, and at his side sat an older man. Red hair fading to silver framed a grizzled face.

"Rorin. Found you face down in the road last night. You’re lucky to be alive. Some asshole was playing with a cannon, and we caught the blast end of it."

Hallion began to sit up, but sharp pain lanced through his side.

"Damn!" he gasped. "You have my thanks."

Rorin grinned at that. "Your thanks I humbly accept stranger; but your name I would have. Saving you cost me a pretty penny. Can you repay?"

Hallion paused at that, searching. Moments ticked by before he replied, "Hallion. I am called Hallion."

Rorin leaned back in his chair. "Hallion. No surname? From whence do you hail, good sir? What brings you to Esterwyn?"

Panic began to well in Hallion's breast. He was… lost. Incomplete. Something was missing. Gods! What? He could remember nothing! His name alone was left to him.

A memory bubbled to the surface.

"I remember the stars. Ten thousand brilliant pillars of flame, blazing in incandescent glory in the endless void. I was one of them, once… I think. Something – no, someone! – drew down upon the flames. The agony of it! The ecstasy! Lashing tendrils of celestial flame drawn and spun into… this."

Rorin stared at Hallion deadpan. "Aye. Well. You’ve had a rough night. Mayhaps the head wounds were worse than it appears. Excuse me."

"Damnit. He’s addled. I’ll not see so much as a bleeding copper in recompense." He thought sourly as he saw himself down the stairs to the tavern's common room.

Rorin made straight for the innkeep.

"The man upstairs? He’ll live, but he’s none of mine. Mad as a hatter, it seems. I’ll not chase bad money with good. You’ve money for his stay last night. I’ll pay no more."

With that, Rorin tromped out of the Wiley Whistle inn. He owed Hallion nothing, and frankly, he had no time for fools or madmen. He had a fortune to restore. Hallion could make his own way in this world.
Last edited January 24, 2019 11:14 pm
Jan 24, 2019 10:21 pm
@Jovian83 Just a heads-up: your narrative - which is excellent, btw - seems to be confusing Derrin and Rorin in a few places. You have Derrin speaking and acting after he was killed, so I think you're accidentally using his name in place of Rorin's.
Jan 24, 2019 11:12 pm
Moonbeam says:
@Jovian83 Just a heads-up: your narrative - which is excellent, btw - seems to be confusing Derrin and Rorin in a few places. You have Derrin speaking and acting after he was killed, so I think you're accidentally using his name in place of Rorin's.
D'oh! Thanks for the spot. Have fixed, I think.
Last edited January 24, 2019 11:16 pm
Jan 24, 2019 11:15 pm
Con check as requested (assuming character is approved!)

Rolls

Con check - (1d20+1)

(20) + 1 = 21

Jan 25, 2019 1:27 am
@Moonbeam: Margaret isn't sure what the situation is, she's just going on hunches and educated guesswork. Her initial correspondence would just be a simple offer of help, along these lines:

Dear Miss Quayle,

I read of the recent events at Master Leonin's workshop. It is my suspicion that the causes of this incident involved energies that are difficult for your former Master to comprehend, and that you are being unfairly blamed for its outcome.

I imagine that you are feeling confused and angry about this sudden turn in your fortunes. I believe that I may be able to offer some unique insight into the phenomena you have experienced, or at least to hear your side of the story with a willing ear and an open mind.

Yours,
Margaret Ashdown

(contact details also provided)
Jan 25, 2019 1:28 am
Okay well, I think that is everyone. So lets get this thing rolling.
Jan 25, 2019 1:28 am
Okay well, I think that is everyone. So lets get this thing rolling.
Jan 25, 2019 1:40 am
Really looking forward to this, thanks Whistler!
Jan 25, 2019 2:11 am
The first post is up and we are off to a hot start, good luck everyone!
Jan 25, 2019 2:15 am
I am also going to go ahead and lock this off now. If you would like to have a chat about anything OOC related, head on over to the tavern.

Thread locked