[4e Setting] No Age for Heroes

Pseudointellectual said:
Hey! I'm the DM. Thanks for all the praise, guys. I've also added a new paragraph based on Doug McCrae's valuable feedback.


Man, the guy registers, and three posts in he has WON AT THE INTERNET:)

Congrats PI...and welcome :)
 

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I finally took a look into this thread and HOLY CRAP AWESOME.

This really reminds me of Exalted. (No wait, hear me out); the core setting is basically that the golden age was over, that the Solars (the PCs 'race', so to speak) are hunted down, and the world is just dangerous, xenophobic and nasty.

It became our goal, as PCs, to fix it all. We started toppling dictators and creating our own nation, and started from there.

Also, consider the masked mute tribesmen and a mist-choked, evil-infested jungle yoinked like, a lot.
 
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More art from our Tues (or Weds) 4th ed D&D game.

First up is Judd's PC, Elias Corvus... a Paladin of the RavenQueen. Judd was pretty evocative with his description. I had a pretty good sense of where to go with his pic.

Corvussk72.jpg


Next is A.'s PC, Exile. A once masked, mute tribal warrior (but is actually a rogue), he has found language and struck out into the wide, dangerous world. He is ritually scarred. The climate we are in, is near Exile's jungle... so I supposed a serengeti, african analog, as we are outside of the jungle, in rolling hills, grasslands etc. This climate influenced both Exile and my PC's pics... with Corvus sweating in all that heavy, black plate.

Exilesk72.jpg


Last one is my PC... Methamere Dray. I wanted him to influenced by the climate, hence the bare legs... He looks like a rogue, but he is really a wizard. Being an Eladrin, longsword is a proficiency weapon. Doesn't look much like a mage and I'm cool with that. Originally, last night, I drew him with long black hair... but I decided this morning to erase that and show him with shorn, short black hair. I think this is a sign of morning amond the Eladrin, after all, his entire family and the extended caravan that Meth grew up with has been wiped out. I like the short hair.

I dunno why, but the face and Dray's calves look a bit like John Byrne's work. Just one of those odd influences that can sneak into one's work, especially when doodling away.

Draysk72.jpg




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Some more notes filling in some blanks from last night's game!
No one knows what became of the Blue Lich Czars. One day, the Beetletongue Matrons did not come to collect tribute from the tribes and villages that fell under their shadow. At first, the people were nervous. Did the Czars no longer require tribute? Would their skeletons be ripped from their still-screaming bodies to build another army for war? Months and months passed. Fear and nervousness turned into relief. Brave souls went to investigate. Those that returned spoke of empty cities, but potent magics that could tear the souls out of those who tried to enter.

Where did the Blue Lich Czars go? It has been centuries and centuries now since they vanished completely. Some say it was the gods who turned them to dust in an act of benevolence. I know better. The gods would do no such thing, for what use would we have for them if there were no evils to plague us and no suffering to pray for relief from. No, the gods did not kill the Blue Lich Czars. The Blue Lich Czars left.

And let us hope that wherever they have gone, they choose to stay there.

***

In days long, long ago, when Kord and Bane were still lovers, and when Bahamut and Tiamat ruled over the world, none could speak to them but the kobolds. The lizardfolk labored for them, the dragonborn fought and died for them, but the kobolds were their personal attendants, their messengers, their high priests, and even their advisors. But when Bahamut and Tiamat left this world and flew to the heavens, they left behind their loyal servants. The lizardfolk have become feral. The dragonborn found their own wars to fight and die for. The kobolds, though, still wait for their lords to return.
 

Pseudointellectual, I'm very curious about the various adventures your PCs are going/have gone on. What direction are they headed, what ills are they challenging?
 

Rechan - we just had the first session and basically they found a home for some refugees in the ruins of an old Blue Lich Czar city. They're now working on removing the evils that still inhabit it, and have negotiated for peace with the kobold tribe that was already living there.
 

From my lj post about last night's game

We played 4e last night and it was fun. I didn't have a full grip on my kewl powerz just yet but I think I've got it now.

We fought our own shadows that gained evil intent from a mostly buried Statue of Liberty size lich idol with glowing blue eyes after I talked mad :):):):) and prayed to the Raven Queen while staring the big guy down. That battle was rough for the rest of the group and Jeff had some serious wiff factor going on.

Kobolds settled the area, a ruined city, formerly ruled by the Blue Lich Czars in days of old. This city is where our refugees were going to settle and I just felt odd going into the tunnels and slaughtering the bastards. So, it was a prolonged skill challenge before they agreed to keep to the tunnels and we'd keep to the above-ground.

I think Bret was thinking it would be us fighting lots of kobolds and I certainly wanted some fights but slaughtering the folks who were here before us felt wrong, even to my unaligned paladin.

After that we hired a kobold shepherd (giant fire belching beetles) to take us deep underground, to places the kobolds fear. We took on skeleton soldiers and their captain and really slammed the bastards hard. At one point I really got myself good and surrounded in order to rack up the bonuses (my Paladin get's +1 for every enemy surrounding him) but the party prevailed.

There was other stuff: giant rocks falling from the sky that was kept away by the Blue Lich Czar's still active magics, a temple where the Kobolds had settled that had statues of Vecna, Orcus and the Raven Queen all together (gasp!) and Jeff's Dragonborn PC playing uncle to the hatchlings.

Thoughts:

Combat is really fun and dynamic. There is way more movement than I remember in 3.0 combat and Bob's Warlord is nifty as hell; he really makes a support position fun.

The Skill Challenges are cool. I'm curious to read through the books more carefully in the next week and just get a better grip on the text. We played out our Skill Challenges very much like a funky Duel of Wits and Bret was cool about keeping the narration fresh so our ideas on how to succeed didn't stagnate.

From what I did read of the Skill Challenges, I'm not thrilled with the advice or the examples but more on that with a more careful reading, complete with its own post dedicated to just this topic. In short, saying that DM's should be flexible and allow players to be imaginative about which skills they use is cool, saying some skills are auto-failures is not so cool.

I'm a hero. If I want to try to intimidate the Duke, let me roll the dice and have my damned shot.

Bret made up the shadow monsters and the skeleton combat encounters pretty much on the fly.

I think we threw a real wrench in his works by not attacking the kobolds. We're just not the type of group to grope around looking for the Dungeon Master's adventure and Bret rolled with it well and the game helped him create fast and fun combats.

Playing with D&D mythos toys is just damned fun. I like Bret's sense of play with the setting and the sense that these awful monsters from the MM are traipsing around, wreaking havoc. We have our work cut out for us.
 

These are the Masked Mute tribe refugees, I presume?

Sounds wicked, thanks. :D I am definitely taking notes of this stuff, mmyes.

(Earlier I said this setting reminds me of Exalted. It reminds me MORE of the Scarred Lands; The gods had great, vicious battles with their creations, the evil Titans, and the resulting war had pretty much scorched the land into a blasted, barren waste. The PCs are heroes, and can really improve the land, where bleakness rules otherwise.)
 

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