[4e] New Campaign Discussion Thread


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hafrogman - I hope you're ok with me tying in Atrius into my backstory, let me know if you aren't.
Looks fine to me. I'm still trying to figure out all the details of my history, but your part would be just the most recent stuff, so it can fit. I can see us actually choreographing parts of our fight to up the excitement.

Sparky - I don't know if my PM went through last night. If so, I apologize for duplicating it, but people seem to be posting their questions here anyways.

A couple of questions:

1. How civilized is Nerath? Does it have royalty and cities and whatnot, or is it just a region filled with various human barbarian tribes? How far has humanity gotten?

2. I assume the arena's civilization is TBD because it hasn't been chosen yet, and not because it's a secret. But did you have any idea how brutal/oppressive the civilization itself is supposed to be? Your original post just said that the players were unwilling gladiators and wanted to escape. Are most of the gladiators unwilling, or just most of the PCs? Is there an extensive industry in enslaving random people for the arenas, or is it just that slaves that have combat training (see: the characters) get sent to the arenas?

Basically, I'm putting together my character's history, and I don't want him to be a guy who loved being a gladiator while killing little old ladies who got thrown into battle with him. So the goal is for him to have been facing worthy opponents. I came up with a couple of options, depending on the answer to #2.

A - For a darker arena civilization, he was probably originally a gladiator in another place before ending up here. In which case, I need to pick a civilization where he was originally fighting, but that means I need to know where we are currently. =)

B - For a more "civilized" set-up, there could be tiers of gladiators. At the top are atheletes, free men or pampered slaves, professional gladiators fighting against each other for fame and glory. Then come the slaves, people with combat training who are too dangerous for normal duties, pitted against each other, perhaps with a chance to win their freedom or a promotion to the top tier, if they don't die first. And at the very bottom would be prisoners, basically glorified executions Christians v. Lions style. Then my character would have been demoted from the top tier through mishap or political machinations.

(B could work with Renau1g's story. The David v. Goliath fight was actually meant to be the bottom tier, a public execution. But when the victim actually won, the crowds forced the arena masters to move him up to the next tier, becoming a gladiator slave instead of a condemned man. Not much of a step up, but a little.)
 

Yeah, I assumed B as well. Was thinking of the Roman Empire as the basis (and the movie Gladiator as my main source of info).

Ha, that'd be great if our PC's "set-up" our moves in advance, we'd be like modern day wrestlers ;)
 

Yeah, I assumed B as well. Was thinking of the Roman Empire as the basis (and the movie Gladiator as my main source of info).
Yeah, I've been leaning towards that myself. So I put together a rough background that works with that. If the answers end up changing my mind, I can switch it around as needed.
 

These are some intriguing concepts. If I were truly a Rat Bastard DM (TM), I'd pit you all against eachother in the ring and let the dice sort it out.

For my sanity, right now I'd like the concepts to all be reposted in this format:

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Stan, Halfling Rogue
"Never bet against the little guy with nothin' to lose."

Stan got deep into debt trying to make ends meet. His debts were eventually sold to a noble with stake in the Arena. The interest on Stan's note is so high, he despairs of ever paying it off.

In the Arena, Stan fights dirty. he has a reputation for fighting single-mindedly for his own survival. He doesn't have or seem to want any friends. He is the very definition of 'ruthless.'
[sblock=Background]Put your background here.[/sblock]
[sblock=Levels]Brief map of history as it relates to character levels.
Level 1 - Wandering caravaneer.
Level 2 - Apprentices in another caravan. Finds a wife. Returns to home caravan.
Level 3 - Hard times. Takes work in the city. Wife returns to her clan.
Level 4 - Gets deeply in debt while waiting for wife to return.
Level 5 - Debts sold to noble with Arena interests. Forced into gladiatorial combat. Survives. Fights. Survives. Wife has still not returned.
Level 6 - Fights. Survives. Fights. Has become bleak and bloody shadow of his former self.[/sblock]
[sblock=Description]Put a description of your character here. Physical (appearance), demeanor, mannerisms, his personality, tone of voice, etc. You guys know the drill.

In addition, call out any specific differences between his arena appearance vs. his out-of-arena appearance. Remember that gladiators don't really own much of anything.

In the Arena:

Out of the Arena:[/sblock]
[sblock=Character Sheet]Paste your character sheet here.[/sblock]
[sblock=On Things Gladiatorial]Why Stan Fights: Reasons that keep Stan going.
What Stan Would Do If Free: Description of what he'd do if his debt were paid.[/sblock]
[sblock=On The Gladiators]In character comments on the other PCs.
Caged Fury: I'm glad this one's cell is far from mine.
Q'ynn: Keeps to himself. Smart man.
Pirx: Who?
Rodeh: Mush-for-brains. If he's any example, it's no wonder the dwarves've been slaves for centuries.
Atrius: Glory hound.
The Scholar: Creepy know-it-all.
Kadaj: Watch out for this one. He's got murder in his eyes.[/sblock]

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Answers to some questions I see cropping up, sorry they're not specifically addressed.

[sblock=Bonded Mounts]The bonded mounts will be fantastic creatures introduced relatively shortly after the game begins. I'm hoping it will be clear what/who they are when they appear. An affinity for animals in your PC's background is not a requirement (just so you know). I'm putting an emphasis on Player interest in the concept, so that you guys don't go 'what? I didn't sign up for this!' when they're introduced.[/sblock]
[sblock=Dwarves]Dwarves are still, by and large, slaves of the giants. The giants range from civilized barbarous clans (Norse) to savage, barely sentient hermits and a variety in between. The giants who have enslaved the dwarves are of the more civilized variety and dominate an inhospitable region of stepps and mountains Storm March. Dwarven strongholds (too small for the giants) riddle the area, but Drow have sabotaged, displaced and or claimed the subterranean castles for their own. Some dwarf clans have managed to escape the Storm March and have had a variety of fates thereafter.[/sblock]
[sblock=Arena Locale]Arcosia is home to the starting Arena.

I was really rather torn.

Arcosia (spelling deliberate) works because their Arena system is likliest to be extremely varied with slaves who are property, but not chattel.

Bal Turat (spelling deliberate) works because bloody Arenas support well the agenda of a demonic theocracy (not to mention a certain capriciousness that would lead noble houses or businesses to keep a stable of slave-fighters on hand for amusement and certain... jobs.

I don't see Nerath having anything that compares to Arcosia or Bal Turat, but they'd have Arenas and Fighting Pits here and there. There isn't any slavery proper in Nerath, though there is feudalism and debtor's prison. So Nerath would be a market for gladiators from Arcosia and Bal Turat.

So. Arcosia. It was close, Bal Turat's definitely go 'I want the hell out of here,' going for it, and I like the culture and all, but Arcosia wins out because I think they've probably got the widest possible variety of backgrounds available to hapless PC gladiators (as folk have noted).[/sblock]

I'm sure I missed some things, please let me know if you've asked something I missed. I've gotta run for the moment.
 
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Atrius, Half-elf Bard
"Strength is having the courage to act."

Atrius was born into slavery, the child of a human slave and an unknown elf. He chose to train as a gladiator in a chance to rise from his origins, and follow his dreams. But now he has found himself on a steep trip back down.

Atrius fought for the crowds with flashy swordplay and graceful movements. His fighting style still mimics this, but in the brutal fights for his life he will use any tactic he can get his hands on, be it swordplay, magic, or simply making friends with his opponents.

[sblock=Background]"Gather round and listen! Hearken to the tale of Atrius the Bold, champion of the ring! A mighty warrior! A legend in his own time! Men feared him! Women desired him! And many had him, truth be told. Many women, a great many women. . . but I digress. . .

From the humblest of beginnings he strode forth with blade in hand to carve his own destiny! Every warrior knows that real strength lies not in the body, but in the mind. Having the courage to strike when it is needed, that is true power! And when opportunity came for this fey-marked son of man, Atrius met the challenge head-on. He was a mere stripling when he defeated the legendary Grimhammer! A mighty orc warrior from the frozen north, humbled by a lowly slave boy. It was a mighty dual! Grimmhammer roared fierce defiance at"


My words were cut short as I ducked out of the way of a boot thrown across the room, nearly clipping my head. The boot was followed by a short burst of cursing. I stared down my critic, an aging veteran who quickly dropped his gaze. But I remained silent nonetheless, my rhythm broken. I looked around the dingy slave quarters and sighed deeply.

It is odd how certain moments in time continue to shape your life so long after they have passed. Barely remembered taunts from my youth still sting me today. Other humans who sneered because I was part elf, everyone else who sneered because I was part human. All of them looking down at me because I was small, weak, unimportant. Even from my earliest days I could feel the fey blood flowing within me, prompting me to unleash it's potential. But I did not desire a life of magic and study, I longed to be a warrior, a hero from the fireside tales; sword in hand, a man alone, pitted against the world. They mocked me for my dreams. But I knew that I would not stay a household slave forever. I swore that I would not spend my life sweeping floors.

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

The first of these moments burns in my memory above all others. The day I reached out and took what the world refused to offer me. The master's son wished to start his own stable of gladiators, and his father had gifted him with his choice of the slaves, and the retired champion, Kerak Grimmhammer to train them. The announcement was made, and several of the stronger boys chose to take the offer, dreaming of a chance at a better life. Then I stepped forward. I stared upwards as Grimmhammer scowled down at me.

"You, boy? A mere twig could never last in the arenas! Come back when you can stand up in a stiff breeze!"

And then he laughed. And everyone laughed with him. At me. Laughed at the idea that I could ever be a warrior. They all expected me to simply give up, to run and hide behind my mother's skirts, to live a life of no consequence. But I had other ideas. I felt my hands tighten around the broom in my hands as I gripped it like a sword, screaming my defiance I darted forward and swung as hard as I could, shattering the wood against Grimmhammer's head. Silence dropped like a stone across the room as everyone stared at me. I stood there, still gripping the broken broom and staring unflichingly at my own doom. Grimmhammer slowly reached up and rubbed his jaw as he regarded me.

And then he laughed. But this time it was a very different laugh.

"Oh I LIKE you! You really don't understand fear, do you? Very well, let's see what we can make out of you."

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I recall the first time I set foot on the arena sands. The fight itself is a mere blur, but the moments leading up to it are firmly etched in my mind. I stood just inside the ring, staring upwards at the throngs of people. Grimmhammer, stood behind me, my trainer, my mentor, my friend. I was about to put to the test everything he had taught me over the past years. I stood transfixed by the roar of the crowd, an intoxicating sound. Grimmhammer clapped me on the shoulder and gave a short laugh.

"It is a wonder to behold, isn't it? In my homeland there is a mountain, riddled through with caves. The wind whips through the mountain, and to stand within it is to hear the gods play the world as their instrument. It is an incredible noise and the only thing I have ever heard that can rival the crowd in their glory. Now, go and discover what it feels like when it's your name they are chanting!"

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

Thus began my life as a gladiator. I had learned much from Grimmhammer. How to fight, how to win, but most of all how to look good while I did it. A gladiator's career hangs on his ability to draw a crowd's attention. Be good, be bad, it doesn't matter. If you do it colorfully enough, they will love you. I was a champion, and I loved every minute of it. I wanted for nothing. Wine, women and song flowed past in an endless stream of pleasure, which still couldn't compare to the thrill I got hearing the roar of the crowds as they chanted my name. Nobody dared laugh any more.

I spent less time with Grimmhammer in those days. I had learned all he had to teach, and it was painful to watch him succumb to the ravages of time. He was already far past his prime when he became my trainer, and the intervening years had not been kind. To see the once proud warrior so weak was frightening to me, and I shamefully avoided him in favor of my own glory. But one day, he called me to his side, and I answered.

"Ah, my proudest achievement. I wish to ask something of you. I have reached the point in my life where I must face the fact that certain dreams will never come true. Long ago, when I first came to this land, I often dreamed of returning to see my homeland once more. Now it is far too late for me to make any such journey. But you, you are still young, with many years ahead of you. I would ask this of you. If ever you should find the chance, I would ask you to go in my stead and take a memory of me with you to leave there."

He pressed a small stone pendant into my hand, and closed my first around it.

"That was given to me by my father. Take it with you if you find a way."

I glanced down at the unassuming piece of stone and told him I would remember the promise, should I ever have the chance to visit his homeland. Then I placed it in pouch, tossed it in my chambers and forgot about it. Some months later, he passed away without us having spoken again.

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

When the fall came, it was sudden. Some debts were called in, some business ventures failed, some gambling went badly. For a while, I had been Atrius the Bold, beloved champion. But I was first and always a slave, given away in exchange for a debt forgiven. The arena masters themselves would now hold my contract. No more for me were the priveleges of a champion. Everything that was mine, was never truly mine. I was thrown into the slave pens with a few scattered possessions, and a pouch containing a forgotten stone pendant.

The love of the crowd is a fickle thing, and the only thing they love to see more than a champion at the top, is to see one ground into the dirt. My fights have become more and more brutal. No more clashes between two brave challengers, now I am thrown against anyone and everyone. My blood flows daily, I fight for my life. Some of my fellow slaves are with me, organizing impressive but survivable matches. Others long to be the one who finally puts me in my place and ends the legacy of Atrius. I have fallen a long way. The crowds laugh as I scrabble for survival. The time has come to leave this place and once again seize a new destiny. I must forge a path for myself. I must find my chance for glory once again.[/sblock][sblock=Levels]Level 1 - Household slave.
Level 2 - Volunteers for gladiator training.
Level 3 - Training under Grimmhammer, first steps into the arena.
Level 4 - Rise of a champion, glory is heaped upon him. Death of his mentor.
Level 5 - Sold to clear his master's debt. Arena degrades into bloody fights for survival. Priveleges lost. Fall from favor.
Level 6 - He tries to keep his spirits up, and works with other slaves, but the conditions and constant battles are wearing on him.[/sblock][sblock=Description][imagel]http://www.enworld.org/forum/attachments/talking-talk/41481d1253135574-d-d-4th-edition-new-campaign-discussion-thread-atrius.jpg[/imagel]Atrius is of average height for a half-elf, which makes him seem quite short when pitted against many of his arena foes, but he is fairly broadly built. His fey blood shows through in the cast of his face and eyes, blending with his human features in a fairly appealing exotic appearance. His shoulder-length black hair was once his pride and joy, but since his fall has become somewhat tattered.

In the Arena:Even now, Atrius strides onto the sands of the arena as if he owns the place. He faces with defiance the jeers from the once adoring crowds, and stand unfliching as the opposing gate opens to reveal his opponent.

Out of the Arena:Atrius after a fight is a much different creature. Sometimes it will have gone well, a flashy confrontation between two showmen. This Atrius will be invigorated, smiling and proud. And glimpse of the old champion. But recently, it has all to often been a different Atrius who has returned, a man who has just killed for his own survival, soaked in a mix of his own blood and someone elses. Until he gets clean, he remains silent.[/sblock][sblock=Character Sheet]Atrius, level 6
Half-Elf, Bard
Bardic Virtue: Virtue of Valor
Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group)

FINAL ABILITY SCORES
Str 13, Con 16, Dex 14, Int 10, Wis 10, Cha 19.

STARTING ABILITY SCORES
Str 13, Con 13, Dex 14, Int 10, Wis 10, Cha 16.


AC: 20 Fort: 17 Reflex: 17 Will: 19
HP: 58 Surges: 10 Surge Value: 14

TRAINED SKILLS
Arcana +8, Bluff +12, Intimidate +12, Acrobatics +9, Athletics +8

UNTRAINED SKILLS
Diplomacy +10, Dungeoneering +4, Endurance +6, Heal +4, History +4, Insight +6, Nature +4, Perception +4, Religion +4, Stealth +5, Streetwise +8, Thievery +5

FEATS
Bard: Ritual Caster
Level 1: Arcane Implement Proficiency
Level 2: Melee Training (Charisma)
Level 4: Toughness
Level 6: Weapon Focus (Heavy Blade)
Feat User Choice: Mounted Combat
Feat User Choice: Focused Expertise (Longsword)

POWERS
Bard at-will 1: War Song Strike
Bard at-will 1: Guiding Strike
Dilettante: Eyebite
Bard encounter 1: Shout of Triumph
Bard daily 1: Slayer's Song
Bard utility 2: Song of Courage
Bard encounter 3: Charger's Call
Bard daily 5: Stirring Shout
Bard utility 6: Mighty Sprint

ITEMS
Ritual Book, Vicious Longsword +2, Magic Hide Armor +2, Breach Bracers (heroic tier), Amulet of Health +1, Everburning Torch, Pouch, Belt (empty), Dagger, Potion of Healing (heroic tier), Alchemical Reagents (Arcana) (20), Drum
RITUALS
Traveler's Chant, Explorer's Fire, Battlefield Elocution[/sblock][sblock=On Things Gladiatorial]Why Atrius Fights: Originally, it was for the crowds. Now it is more a matter of survival, they may have dragged him down, but he won't give up. And even at his bleakest moments, when placed on the sand, with a sword in his hand. . . losing is still anathema to him.

What Atrius Would Do If Free: Fame is and always has been his desire. He wants the stories of future generations to be about him. He sought his fame through the arenas, but has realized now the futility of that path. The old stories are always of heroes who did things, righted wrongs, protected the weak. If he escapes, his ultimate goal will be to find someone who needs him, so that he can start his climb once again.

But for now he will be content to escape, and get free of this city. The arenas have brought him in contact with peoples and races from across the world. He has only ever heard of these places, perhaps it is time to see them.

Given complete free reign, his first stop will be Grimmhammer's homeland, far to the north. While training under him, Atrius often listened to the orc's stories of home, and although it fell by the wayside, he still has a promise to keep for an old friend.[/sblock][sblock=On The Gladiators]Caged Fury: The panther, eh? Seems inoffensive enough. A useful one to have standing by your side on the sand, but not one for friendship outside the ring.

Kadaj: He plays the game well. We've established a good working relationship to keep us alive. But I wouldn't call him a friend. He's very dark, driven by some secret that he doesn't speak of much.

Following Darkness: I find him unsettling to say the least. Not exactly alive, not exactly dead. His single minded devotion to killing is disturbing to watch. There are plenty of gladiators who care nothing for the show, but his driven purpose is something else alltogether.

Q'ynn Daelrith: He seems to have forgotten that we're all slaves here. Holding himself apart will not make any friends in a place where it is very dangerous to have only enemies.

Pirx Daywatcher: The goblin had the right idea. Give the people a show, and they won't care about anything else. Then he went and got himself killed. I half think this place is haunted by him, though.

Rodeh: We haven't spoken much. Mostly I'm glad I haven't had to face him in the ring, yet. Still, he seems a decent enough sort, a proud warrior, but not one who delights in the slaughter. There is something odd about his behavior though.

Scholar: This one bears watching. Too smart to be a slave in the arena or anywhere else. He seems a little mercurial, but a good source of information, if you've the need.

Vecnite: Frankly dangerous, and not just to those facing him. One day they'll just put him down rather than deal with his wild anger. We'll probably all be a little safer.[/sblock]
 
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Following Darkness, Revenant Assassin
"Say hello to the Raven Queen from her loyal servant"

Following Darkness fights as part of the stable from the temple of the Raven Queen. He kept to himself until recently when has started encquiring about rumors of giant activities.

Ruthless and efficient Following fights with shadow, mercilessly killing those who are unfortunate enough to face him. In recent fights he has seemed distracted, which has almost cost him his life.

[sblock=Background]Following Darkness was a dwarf in his previous life. He sacrificed himself to help prevent members of his clan being taken as slaves, and has been sent back by Moradin and the Raven Queen to take revenge on the Giants. No-one knows what promises the Allfather made to the Raven Queen to get her help.

Awakening in a temple dedicated to the Raven Queen with no memories of his previous life. The priests were initially uncertain as to what to do with him, employing him as a guard an enforcer in the temple. His growing skills caught the attention of the head priest. The priest received a vision which led him to send Following to the arena to hone his skills in combat.

Growing rumors of giant attacks on the borders have made him itchy, but the leadership of the temple have grown wealthy off his gladiatorial exploits and are hindering his efforts to leave and investigate his destiny.[/sblock]
[sblock=Levels]
Level 1 - Appear at Temple, started training
Level 2 - Becomes enforcer for the temple
Level 3 - Fighting skills became apparent, sent to the arena to hone them on orders of the Raven Queen
Level 4 - Not well liked by the crowd, but successful.
Level 5 - Continues successfully, crowd start appreciating his ruthlessness
Level 6 - Becomes distracted, appearing almost unwilling to enter the arena, has several close calls.[/sblock]
[sblock=Description]
Following is short, with ashen skin and sunken features. His eyes are gold orbs with points of red light in place of the pupil. He wears his black hear long, with a full, well groomed beard, worn in a fashion reminiscent of dwarven slaves.

In the Arena:
He appears in the arena wearing plain black leather armour and seems to wield a new weapon every time he steps into battle. He does occasionally use a shield when fighting with a single handed weapon.

Out of the Arena:
When not fighting or training, Followingwears a simple priests robes, the only item he seems attached to is a strange medallion he was wearing when he first appeared at the temple. Its is the shape of a anvil, embossed with a ravens feather.
[/sblock]
[sblock=Character Sheet]Paste your character sheet here.[/sblock]
[sblock=On Things Gladiatorial]
Following fights with single minded purpose, to defeat his foe as quickly as possible. He uses the shadows in the arena to his advantage, often dissapearing and striking at his foes from unexpected angles.

Following has become unsettled by rumors and talk of Giant invasions, and feels a calling to investigate this menace
[/sblock]

[sblock=On The Gladiators]In character comments on the other PCs.
Caged Fury:
Bargr:
Q'ynn:
Rodeh:
Atrius:
The Scholar:
Kadaj: [/sblock]

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[Sblock=notes]
This is a work in progress which I will finalize by the end of the week

Let me know of any changes, for example changing Giants to another race or empire.

Mount wise, Gloom from Dragon 375, page 65 reskinned to appear as a boar would be interesting if you would allow it.
[/sblock]
 

Q'ynn Daelrith, Human Invoker
"Woe be to those who threaten or forsake me or my family."

The Daelrith family, following some despicable acts on the part of an enemy noble family in their home city, were sold into orcish slavery and then eventually to a noble family in Arcosia.

In the Arena, Q'ynn usually partners with one or more accomplished melee combatants. He tends to keep some distance between himself and his foes. This also goes for Q'ynn's personal relationships; even his allies describe Daelrith as aloof and hard to read.

[sblock=Background]Q'ynn Daelrith was born and raised in the free city of Bael Surth, which was once a tiefling capital before being conquered by human and dragonborn forces long ago. The Daelriths trace their noble lineage to Gathrenor Daelrith, a half-elven general who helped direct the siege and eventual toppling of Bael Surth and who was later the city's first commandant. The Daelrith family, for many generations, controlled the crafting trade in Bael Surth and its Sun Quarter, home to the city's greatest marketplace. A group of arcanists, led by the powerful Uryn family, coveted the Daelrith grip on Bael Surth's crafting guilds and executed a scheme of false rumors and accusations against the Daelriths, claiming that the Daelrith family was operating an illegal black market and supporting tiefling efforts to take back the city.

Bael Surth's current commandant, Lares the Burdened, imprisoned every member of the Daelrith family. The Uryns, not satisfied in their victory, entered into an agreement with Commandant Lares to smuggle the "evil" Daelriths out of the city. The Daelriths were sold to the Broken Horn orc tribe as slaves and taken into the hinterlands. The Daelriths spent two years as slaves to the orcs. During this time, Q'ynn found a prayer book belonging to a worshipper of Kord. Studying the book, Q'ynn learned that he had an innate connection to the god of war and strength and began to train himself, unlocking divine powers attributed to Kord. Q'ynn believed he could use these newfound powers to help his family escape the Broken Horn orcs, but in the end, his efforts, using his meager talents and skills, were not enough to free everyone.

After two years, the Broken Horn orcs, desperate for gold and having no real use for the Daelriths, sold the former nobles to the Vanrith family, who were known for using slaves as gladiatorial sport. Most of the Daelriths were too weak and old to be used as gladiators, but the young Q'ynn, who was not particularly strong, but possessed divine powers, was considered to be a good draw amongst a gladiator corps of mostly weapon-wielders.

Q'ynn Daelrith has spent the last few years in the Arcosia arena. During that time, while Q'ynn was not fighting in the arena, was sent to the stables to care for the animals there, mostly horses, but also some strange wild animals. Q'ynn learned that he has an aptitude with these animals and almost feels like he can communicate with them. Q'ynn doesn't get to spend as much time in the stables as he would like, and seeks ways to return to the stables when possible.

Q'ynn despises being a slave and isn't terribly fond of the gladiators. He would like to free himself and possibly some of his friends. His longterm goal is to return to Bael Surth, get revenge on the Uryns and others who helped enslave his family, and restore the Daelrith name.[/sblock]

[sblock=Levels]Brief map of history as it relates to character levels.
Level 1 - Young adult to orc enslavement
Level 2 - Trying to escape orcs to little success
Level 3 - Orcs sell Daelrith family to Arcosian nobles
Level 4 - Arena
Level 5 - Arena
Level 6 - Arena[/sblock]

[sblock=Description]Q'ynn keeps a good distance between himself and others. This is true both on the battlefield and in Q'ynn's personal life. Even his friends and allies think Q'ynn is aloof and hard to read. Q'ynn has seen his entire family, once nobles, turned into slaves, and is very slow to trust anyone. He hates authority figures and wishes to depose any unjust governments. His ultimate goals are to restore the Daelrith name and unseat the Uryn family from their position of power in Bael Surth.

Q'ynn Daelrith wears simple cloth garments adorned with symbols of Kord. He carries a wooden staff etched with divine symbols as well as the names of those he's defeated in the Arcosian arena. Q'ynn isn't particularly physically imposing. At 5'9" and 155lbs, Q'ynn is a bit of a stringbean, although from fighting in the arena, Q'ynn's physique is well-honed. He has very short black hair and piercing blue eyes. A small scar runs from his left cheek to his jawline.

In the Arena: White cloth tunic and robes, edged in purple block, featuring divine symbols of Kord and others allied with Kord. White cloth skullcap. White fingerless gloves. Simple black leather shoes. Carries a staff as described above.

Out of the Arena: Outside the arena, Q'ynn wears pretty much the same outfit as described above. Since he carries only a staff, which has religious significance, Q'ynn doesn't see the need to change his appearance when socializing (not that he ever has much time for that).[/sblock]

[sblock=Character Sheet]Q'ynn Daelrith, level 6
Human, Invoker
Divine Covenant: Covenant of Malediction
Noble Scion Benefit: Dungeoneering
Background: Noble Scion (Noble Scion Benefit)

FINAL ABILITY SCORES
Str 10, Con 15, Dex 8, Int 14, Wis 20, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 15, Dex 8, Int 13, Wis 17, Cha 10.


AC: 17 Fort: 18 Reflex: 18 Will: 21
HP: 45 Surges: 8 Surge Value: 11

TRAINED SKILLS
Arcana +10, Religion +10, Dungeoneering +15, Insight +13, History +12

UNTRAINED SKILLS
Acrobatics +2, Bluff +3, Diplomacy +3, Endurance +5, Heal +8, Intimidate +3, Nature +8, Perception +8, Stealth +2, Streetwise +3, Thievery +2, Athletics +3

FEATS
Invoker: Ritual Caster
Human: Baleful Malediction
Level 1: Resonating Covenant
Level 2: Invoker Defense
Level 4: Power of War
Level 6: Action Surge
Feat User Choice: Mounted Combat
Feat User Choice: Implement Expertise (staff)

POWERS
Bonus At-Will Power: Avenging Light
Invoker at-will 1: Mantle of the Infidel
Invoker at-will 1: Visions of Blood
Invoker encounter 1: Whispers of Defeat
Invoker daily 1: Silent Malediction
Invoker utility 2: Wall of Light
Invoker encounter 3: Word of Ruin
Invoker daily 5: Malediction of Blindness
Invoker utility 6: Symbol of Hope

ITEMS
Ritual Book, Alchemical Reagents (Arcana) (50), Mystic Salves (Heal) (50), Sanctified Incense (Religion) (100), Antivenom (heroic tier) (3), Holy Water (level 1) (2), Tanglefoot Bag (level 2), Magic Staff +2, Irrefutable Cloth Armor (Basic Clothing) +2, Cape of the Mountebank +1, Holy Symbol, Spiked gauntlet, Riding Horse
RITUALS
Hand of Fate, Brew Potion, Comprehend Language, Purify Water, Silence, Last Sight Vision, Water Walk, Affect Normal Fire, Eye of Alarm[/sblock]

[sblock=On Things Gladiatorial]Why Q'ynn Fights: Q'ynn Daelrith fights because he has no choice. His family was sold into slavery and Q'ynn feels that by continuing to fight in the arena, he might someday earn their freedom and his own. Q'ynn is starting to believe, however, that his enslavement knows no end and that he will have to fid some other means to freedom.

What Q'ynn Would Do If Free: Q'ynn's first priority is to restore his family's good name. This will require returning to Bael Surth and confronting the Uryn family and those who conspired against the Daelriths.[/sblock]

[sblock=On The Gladiators]In character comments on the other PCs. I'm working on this.
Caged Fury: As aloof as Q'ynn. They don't talk much. Q'ynn isn't sure what to think of this shifter and doesn't think much about him.
Pirx: Q'ynn and Pirx get along, for some strange reason known only to the gods. Perhaps they share a hatred of orcs. Perhaps it's something more.
Rodeh: A stalwart protector of those he allies with. Q'ynn appreciates the little one's moxie, if nothing else.
Atrius: A little flashy for Q'ynn's taste. Daelrith has a soft spot for those born into slavery, however.
The Scholar: A know-it-all who thinks he's better than everyone else.
Kadaj: A bit on the rough trade side, but a valuable ally in the arena and a fellow human. Strangely, Kadaj may be the closest thing Q'ynn has as a friend amongst the gladiators.
Following Darkness: This one came back from the dead? To gain revenge? Q'ynn can get behind the revenge angle, but having a zombie as an ally is a little unnerving.
[/sblock]
 
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Some thoughts I had on the arena system. Don't know if you were looking for player input on this, or if you had your own ideas, but this is what I worked into my background for now.

[sblock=Gladiator Ranks]Gladia Prima - The highest tier of arena combat. These warriors are highly trained, willing participants. The gladiators are owned by or associated with individual nobles or houses and are a highly valuable commodity. For this reason, fights are rarely, if ever, to the death. Battles are usualy individual matches between two combatants, the pinnacle to a day's entertainment being a long, drawn-out battle between two champions. As the warriors are frequently well known, gambling features fairly static odds.

Gladia Secunda - Gladiators owned by the arena themselves are considered far more expendable, the untrained or reluctant warriors. The arena masters are not known for being too particular in who they deal with to acquire these gladiators. Easily replaced, their main purposes are to fill out the schedule, to make sure a little blood is spilled for the crowds, and to boost gambling income with uncertain match ups. Combat is to the death unless one gladiator yields, in which case the crowds determine their fate. If a good show has been produced, the loser is usually spared . . . unless they make a habit of it. These matches feature the most variety, including individual matches, uneven contests, team battles, fights against chariots, beasts and anything else the arena masters come up with to fill the seats.

Gladia Tertia - Glorified public executions, these fights usually feature the hapless and the helpless pitted against overwhelming odds: unarmed men against savage animals, a lone man with a dagger facing an armed and armored giant. These are usually scheduled early in the day, to whet the crowd's appetite for the blood yet to be spilled. If by some chance, a condemned criminal survives his match, he is simply placed with the Gladia Secunda to face his death again and again until it claims him.[/sblock]
 

(given Rena1g's rogu1e, I'll put in a different goblinoid character)
(more to come)

Pirx Daywatcher, Goblin Ranger
"The thing looks so silly balancing on that great big ho-." -- last words of Lazulus Pyne, Praetor for the XIV time and Serpentmaster of Darvil.

Last week, Pirx killed the Praetor. It was a beautiful shot from horseback, though the ring that was his target, just over the wooden board, and into the Praetor’s throat. As the Praetor gasped for breath, Pirx shouted in a perfect Draconic accent, "So all slavers too shall die!" Pirx didn’t get away, but he is hiding – looking to escape, and to bring others with him.

[sblock=Background] If you survive in the goblin pits -- when you are meant to be little more than fodder amidst the afternoon spectacles -- the gatekeepers notice. One or two escaping death is fine, but doing so over and over... well, it draws attention. Pirx was noticed, and even became friends with Thorgil the gatekeeper, telling him stories about his home on the steppes, where he and his brood had thrived, above the land where the two armies fought. Goblins can be quite friendly, it seems, when they think they are about to die.

Pirx was a novelty: his clear speech and civilized demeanor were faintly ridiculous, but he looks inoffensive. Soon enough, he even convinced Thorgil to get him a bow; Pirx would do a trick. It was a good trick. And soon Pirx was promoted, out of the pits, doing trick shots for the crowds. This was much safer, serving as a distraction from the real fighting. Pirx served as comic relief, an entertaining ball of blue-black fur, and would hit his targets even when standing on the back of a horse. As long as he entertained, he would be fine.

But we all make bad decisions. Last week, when Pirx shot the Praetor, he thought he would be able to ride away in the confusion. He didn't, and the response came swift. Thorgil was blamed -- slaughtered in the arena where he had served for so long. And Pirx is now hiding, in the shadows of the subbasement of the arena, skittering behind the cages and avoiding the guards, eating rats, and looking for a way out. Not just for him. Pirx wants to bring others with him.[/sblock]
[sblock=Levels]
Level 1 - Living on the steppes, a pack of goblins avoid being noticed. (feat: Alertness)
Level 2 – Trained as a Daywatcher. When the sun is up, most goblins stay underground, but danger can come from anywhere. Pirx saw the Dragonborn approaching, climbing the hill, but not soon enough. (feat: Expert Tracker)
Level 3 – Slaughter. Barely a dozen survived as the Empires borders extended up into the mountains.
Level 4 – Thrown into the pits. Goblins might be used as food for the larger beasts, or as running targets in the larger spectacles. Their lives aren’t worth much, but Pirx survives. (feat: Improved Initiative)
Level 5 – Trick riding. Pirx can take it easy – working on technical skills, and not needing to be always on the lookout to survive. Of course, some gladiators envy Pirx’s privileged position, but conflicts can only be played out in the ring.
Level 6 – With the Praetor’s death, Pirx became wanted. When he couldn’t escape, he took the corpse of another goblin killed in the pits, and dressed it as him (we all look alike to the Dragonborn, he hoped). Now he is hiding, presumed dead, waiting to act. (feat: Sneak of Shadows)[/sblock]
[sblock=Description]In the dark, if you don't see him, you'd think he had the voice of a naturally gifted singer. Not a professional, but enough to entertain you in your kitchen party, the party you keep imagining holding the day you leave the arena. He's humming the tune to himself, and you'll be there, someday soon.

Pirx is roughly three feet tall, though he seems shorter because of his hunch. A whisp, really -- a ball of blue-black fur with huge goblinoid eyes that seem to be all pupil; no white; opal spheres that sit above a wide smile with sharpened teeth. His overlong fingers seem delicate, but that's because you're not used to seeing so many knuckles. They wrap around the horn handle of his bow, pull back the drawstring with a practiced speed. And he smiles, as he shoots. He hums then, too.

In the Arena: Thorgil had made a little costume for Pirx, bright yellow and red to stand out as he rode around doing his acrobatics. He dressed a goblin body in the suit when the Praetor was killed, and has it no longer.

Out of the Arena: Pirx is hiding, and has been gathering resources when and where he can.[/sblock]
[sblock=Character Sheet]Pirx Daywatcher, level 6
Goblin, Rogue
Background: Explorer/Guide

FINAL ABILITY SCORES
Str 8, Con 15, Dex 20, Int 10, Wis 14, Cha 12.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 17, Int 10, Wis 14, Cha 10.

AC: 23 Fort: 16 Reflex: 19 Will: 16
HP: 52 Surges: 8 Surge Value: 13

TRAINED SKILLS
Nature +12, Acrobatics +12,* Endurance +9,* Perception +12, Stealth +14,* Thievery +14*

UNTRAINED SKILLS
Arcana +3, Athletics +1,* Bluff +4, Diplomacy +4, Dungeoneering +5, Heal +5, History +3, Insight +5, Intimidate +4, Religion +3, Streetwise +4

* +1 when not in Hide armor.

FEATS
Level 1: Alertness
Level 2: Expert Tracker
Level 4: Improved Initiative
Level 6: Sneak of Shadows
Ranger: Defensive Mobility

Bonus: Mounted Combat
Bonus: Weapon Expertise (Bow)

POWERS
Goblin at-will: Goblin Tactics
Ranger at-will 1: Nimble Strike
Ranger at-will 1: Twin Strike
Ranger encounter 1: Evasive Strike
Ranger daily 1: Split the Tree
Ranger utility 2: Hunter’s Privilege
Ranger encounter 3: Thwarting Shot
Ranger daily 5: Splintering Shot
Ranger utility 6: Evade Ambush

Hunter’s Quarry (Ranger)
Prime Shot (Ranger)
Sneak Attack, 1/encounter

Languages: Goblin, Common, Draconic

ITEMS
Bridle of Rapid Action (level 5): Bridle of Rapid Action. To make the horses look better than they are, the arena uses magical enhancements that won't be noticed.
Summoned Hide +2 (level 6): "rescued" from a small halfling corpse, and hidden in its ethereal space until needed.
Distance Shortbow +2 (level 6): this is his trickbow.

Cloak of Distortion +1 (level 4; 840 gp): Thorgil's proudest possession, simply wasn't noticed when they came for him.
160gp personal[/sblock]
[sblock=On Things Gladiatorial]Pirx had thought the trick-shooting would keep him safe – as long as he was seen a sa clown and not a fighter, he could offer entertainment to the crowds when the other bodies were being cleaned up.

If he does escape, Pirx would like to return to the Steppes. He has no broodlings there any more, but it’s where he grew up, and where he’s comfortable. Of course, Pirx is sometime impetuous, and there are a lot of magistrates here with exposed necks.[/sblock]

[sblock=On The Gladiators]In character comments on the other PCs.
Caged Fury: When I need a distraction, he'll be the first one I let out of his cell.
Q'ynn: He's seen me since I faked my death. Said nothing though.
Following Darkness: He's become skittish in the past few weeks. I think he knows something.
Atrius: He was kind to me -- we would talk down below.
The Scholar: We spoke for several minutes before he noticed I was a goblin. Or before he mentioned it, at least.
Kadaj: Showy, but it's an act. He seems relentless when he wants something. [/sblock]
 
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