4E - The High Road (OOC)


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That sounds like ten pounds of Awesome in a five pound Awesome-capacity bag! Awesome is bulging out the seams!

I can work with this...it might even be cool if that 'shattering' event is tied to Grandfather somehow. Maybe his disappointment in the gods for failing to stop it is what drove him to become a druid in the first place, many many lives ago. In his mind, he's atoning for being complicit in their negligence...
 

I need to acknowledge my inspirations. "Dragon Wing" by Weis and Hickman, part of the Death Gate Cycle, and Firefly. These Earthmotes work much like planets throughout the 'verse.
 

Mrs. Ragedaughter : Half-Orc Warlord 3

[sblock=Stats]
Name Mrs. Ragedaughter Player: EH
Half-Orc Warlord (Tactical) XP ? Level 3
Initiative +3 Senses Low-Light Vision
Passive Insight 17; Passive Perception 12
HP 34; Bloodied 17; Surge Value 8; Surges Per-Day 8
AC 18; Fortitude 7; Reflex 5; Will 4
Speed 6, +2 speed when charging
Alignment Unaligned
Languages Giant, Common

Str 18 Dex 10 Wis 13
Con 12 Int 16 Cha 13

Racial Abilities
Furious Assault, Half-Orc Resilience

Class Features
Inspiring Word (cb5 surge+1d6+1hp), Combat Leader; Tactical Presence (+1hit,+3dmg with AP)


At-Will Powers
Wolf Pack Tactics +8 (1d10+5)
Vipers Strike
Throwing axe (basic) +8(1d6+5); range 5/10


Encounter Powers
Warlord’s Favor : 2[w] ally in 5 gains +4 to hit target TENT
Inspiring War cry : 2[w] ally in 5 gets saving throw
Furious Assault (race) –free- +[w] damage

Daily Powers
Lead the Attack: 3[w]
Majestic Word (feat, minor) cb5; surge +2hp & slide 1
Bestial Charge (item, free) after hitting with charge, make a basic attack at +2 to hit.

Utility Powers
Knight’s Move


Feats
Tactical Assault
Bardic Dilettante

Skills
Athletics +10
History +9
Heal +7
Insight +7
Intimidate +9

Equipment
Standard adventurers pack (15gp), wine flask (5gp) silk rope (50gp)
Healers Brooch +1 (4th); Bestial Hide Armor +1 (3rd); Vicious Lochaber axe(halberd) +1 (2nd) Throwing Axe +1 (320gp) +30gp cash; earring (100gp)

[/sblock]
[sblock=Background & Personality]
Personality: Mother Hen. Mostly over-polite and soft spoken, although sometimes staying so takes visible effort.

Description- An old, not quite human woman. She has gray wrinkled skin, white hair and small tusks. Her armor includes a bear-head worn as a hood.

Background - in progress
[/sblock]

Suggested Campaign Name: The High Road
 
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For some reason, this notion of floating chunks of land over a vortex has really caught my imagination. I just want to post some setting ideas, to be used, changed, or discarded at the GM's whim. I shan't take it amiss if you don't use any of these, or choose to make adjustments minor or major.

Earthmotes
The remnants of the shattered world, these are chunks of earth of varying sizes that tumble endlessly through the gulf between Maw and Light. Those that are large enough, and have topsoil, often sustain life. Smaller, rockier motes aren't as suitable for that, though they are frequently mined. Tiny earthmotes are often installed in ships, for their gravity effects.

Gravity
Gravity is a function of earthmotes. In the vasty gulf between, all is in freefall. Gravity is emitted from only one face of a mote, giving each one an 'up' and a 'down' that is always the same for that mote. Gravity only comes in one 'strength,' regardless of the size of the mote. Interestingly, earthmotes all exert a mild repulsive force on one another in lieu of gravitationally attracting each other. This repulsive force IS proportional to the size of the motes, meaning that small motes sometimes collide, but large ones almost never do. It also means large motes tend to be fairly distant from one another, with a scattering of smaller ones dotting the gulfs liberally.

Ships that are designed for long-term travel through the gulfs will often have a small earthmote installed under the bottom deck to exert gravity upward through the hull. This also makes 'motefall' easier, since the repulsion of motes helps counteract the weight of the hull and cargo.

The Maw
A swirling zone of absolute darkness far "below" the gulfs. Responsible, it's believed, for the destruction of the world uncounted eons ago. Anything that passes into the Maw vanishes from all known reality forever. The ultimate fate of the vanished is unknown, even to the gods. Winds constantly flow into the Maw with increasing speed as one gets closer...making the Maw inescapable beyond a certain point.

The Light
The antipode to the Maw, it's on the oppsite 'side' of the gulf. It radiates light and heat, and with the turning of the motes creates 'day' to the Maw's 'night.' Winds constantly flow from the Light into the Maw, making the Light impossible to sail towards past a certain point.

Wind
The entire gulf is full of air, and constant winds swirl and flow between the earthmotes in relatively predictable patterns. Gulfships use these winds to propel them between motes similar to sailing ships on water. The ultimate source of these winds is the Light, and it all eventually goes to the Maw. In between though, it's broken up into eddies and currents by the motes, and it's these that are ridden by the ships.

Ships
Gulfships are made in varying sizes, normally using wooden hulls, to carry people and goods from one earthmote to another. Smaller gulfships are capable of making 'motefall,' or landing and taking off from motes. Normally this is accomplished using deployable hot air balloons, magical levitation, or alchemical 'rockets' that can exert thrust downward...all in conjunction with the repulsion of a ship's gravity mote to the earthmote mass. Note too that this repulsion makes approaching a mote from any side except its gravity side a bit tricky.

Gulfships typically use sails to ride winds between motes in the gulfs, though some ships have auxilary propulsion in case they're becalmed or wish to have more freedom of movement.

Sky Castles
Ships that are never intended to make motefall can be arbitrarily large, depending only on the size of the gravity mote that can be procured, and the system designed to make it move through the gulf. Most large earthmotes deploy 'Sky Castles;' vast ships with long-range siege weaponry designed to engage in bombardment into a mote's gravity...or to prevent another from doing the same. Sky Castles also help repulse large, dangerous denizens of the gulfs.

Water
Water is generally either found in lakes and ponds on earthmotes, or floating free in the gulfs as clouds and gulfstorms. Sages believe that some water is lost each year as it's blown into the Maw. It's hard to say if they're right or not. The winds circulate clouds around all the larger earthmotes, where they are drawn into the gravity to form weather and rain that replaces water that evaporates from them. Small earthmotes with limited gravitational range are often very dry however, because they can't attract as much water as frequently. Ships generally carry their own water, as it's hard to predict where and when in the gulfs the clouds will be.

What's Out There?
The gulfs are far from empty. There are riches and dangers to be found for the brave and lucky. The ratio, predictably, favors dangers.

Calms
The bane of any gulfship; a calm is an area and/or period of time during which the winds are not blowing. Though tradewinds are pretty reliable, storms and calms can and do occur. Storms are more frightening to newbies...but experienced sailors would weather any number of storms before a calm. A ship in a calm cannot move unless it has a secondary form of propulsion...and even then, it can only move until that secondary form gives out. The constant tension and waiting with nothing to do are in some ways worse than the limited supplies. At least at first.

Critters
Ships are not the only things that can reach the edge of gravity and ride the winds of the gulf. Just about any creature with a flight speed and the inclination can do so as well. Of course, it's risky, since the gulf is big and water and food typically are only found on the motes. Even so, dragons especially are infamous for creating lairs in remote, small earthmotes and then using their prodigious speed and endurance to raid neighboring inhabited motes...as well as passing gulfships. Few things are more frightening to even seasoned ship crews than the prospect of having an adult dragon attack.

Gritstorms
There's a certain minimum size a rock or bit of dirt has to be in order to have the properties of an 'earthmote.' Anything under that size is just...rubble. Dust. Grit. And there's a LOT of it. The winds keep it moving and circulating, but you can see it collecting in eddies sometimes. And of course, you can see it coming when a gulfstorm is bringing a wall of sand and dust roaring down on you at terrifying speeds too!

Gulfstorms
Most gulfstorms are one of two types. Dry, and wet. Dry gulfstorms are mostly just wind and some grit (see also gritstorms). The real danger they present is the possibility of blowing a ship out of an established tradewind into an area that will be calm once the storm's over...or, gods forbid...close enough to the Maw that the ship gets stuck in the vortex. Wet gulfstorms are carrying clouds and rain. This means limited visibility, and often lightning. Wetstorms tend to be more immediately dangerous than dry ones, but they're easier to see coming and so easier to avoid.

Lost ships
Not all ships are lucky. Especially ships that are blown into calm stretches can drift in the gulf for a long time before getting drawn to a mote, or into the Maw. They're not easy to find safely, but if you have a ship that can traverse calm skies, the salvage is often well worth the danger.

Lost motes
Not all MOTES are lucky. It happens occasionally that a mote shifts out of the winds and gets cut off from ships and supplies. If the mote has water and is arable, they can sometimes sustain themselves. Otherwise they become ghost motes.

Ancient ruins
Some motes are old...dating back to before the Shattering. On some of these motes one can find the remains of the civilization that was before. Even wrecked and ruined, they are humbling reminders of how much was lost, and how far we have yet to come. They can also be sources of incredible wealth...and deadly danger. Often both at once.

Floaters
Creatures die in the gulf. Some die on ships and are cast off. Some earthmote 'burial' ceremonies involve throwing the body off the edge of the mote. For whatever reason, the gulf has its share of bodies floating around in it. Generally they're harmless, if a bit gross. Sometimes they still have belongings. Sometimes they're only MOSTLY dead. Undead creatures hanging motionless in the gulf can be very hard to tell from a corpse...and more than one crew has been ambushed by an eternally patient, eternally hungry, monster they took on board while hoping to pick its pockets.
 
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[sblock=Jhalthus Lor DDI Character Creator Summary]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Jhalthus Lhor, level 3
Minotaur, Warden
Guardian Might: Earthstrength

FINAL ABILITY SCORES
Str 17, Con 16, Dex 11, Int 10, Wis 16, Cha 8.

STARTING ABILITY SCORES
Str 15, Con 14, Dex 11, Int 10, Wis 16, Cha 8.


AC: 20 Fort: 16 Reflex: 14 Will: 16
HP: 47 Surges: 12 Surge Value: 11

TRAINED SKILLS
Nature +11, Endurance +6, Perception +11, Athletics +6

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

FEATS
Level 1: Against All Odds
Level 2: Powerful Charge

POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Earth Shield Strike
Warden encounter 1: Thunder Ram Assault
Warden daily 1: Form of the Fearsome Ram
Warden utility 2: Triumphant Vigor
Warden encounter 3: Earthgrasp Strike

ITEMS
Adventurer's Kit, Sling, Sling Bullets (20), Bestial Hide Armor +1, Amulet of Protection +1, Oathblade Khopesh +1, Jousting Shield Heavy Shield (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]
 

I like your stuff Shayuri. I'm staying with "gravity" being the pull of the Maw. You fall off of a mote, you will fall into the maw. I think though it should take days to fall. Got to work out why the earthmotes don't fall, and how night and day work.
 


Hee!

I know what you mean!

If you're not going to use what I've got going here, do you mind if I develop it myself for other purposes? My brain's going a mile a minute here, and I hate to waste good inspiration. :)
 

Nothing wrong with us developing the game and environment here and building and tweaking it along the way. Further adventures can be spun from the thread work done here. :)

Keia
 

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