Eberron Pbp - Open Casting Call [STILL ACCEPTING!!]

I'm definitely interested, as I've been looking to dip into the PbP pool.

How do you want the "casting call" run? Just put the character backgrounds here?

You mentioned you would choose based on your overall ideas for the game. Can you give a general idea of the scope? Are you aiming for a world spanning game? Do you prefer a more noir or more heroic swashbuckling type game?
 

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OK, here's one character concept: Shifter Scout (the Complete Adventurer class).

When Ozack Rafaw was born, the Eldeen Reaches were already free. Aundair wouldn't acknowledge it so soon, though. This longstrider's childhood had been filled with mortal games of hide and seek with loyalists and Audairian troops. Finally, Aundair relented, more threatened by the other four Nations than be independantists from a backwater region. But when the authority left, marauders went in. Again, skirmishes were fought left and right to protect the newly-independant land from the wrecks of war.

Ozack learned to fight guerillas against these bands of brigands. The Rafaw family has always been a family of guerilla warrior -- at last since Ozack's great-great-grandparents fought and evaded the zealots of the Silver Flame who were too prone to confuse shifters and werebeasts.

Eventually, though, the dust settled, the war was over, the Treaty of Thronehold was signed, and the Eldeen Reaches were recognized as a sovereign nation in its own right.

Ozack, now, learns what it is to live in a peaceful world, and wants to enjoy the freedom associated to peace for as long as it will last. For this shifter expects it to be just a truce -- having known only conflict, how can one really hope for longlasting peace? -- and in the meantime, the world is beautiful, the enemies can be friends, and new sites, new sights, can be discovered. Maybe a place to settle, for one who was always on the move?

Ozack doesn't know what the future will bring.

I'll try to think of others if scouts aren't OK (I can e-mail the relevant class info if needs be).
 

Glyfair said:
How do you want the "casting call" run? Just put the character backgrounds here?

You mentioned you would choose based on your overall ideas for the game. Can you give a general idea of the scope? Are you aiming for a world spanning game? Do you prefer a more noir or more heroic swashbuckling type game?

Yes, post the backgrounds here. I will collect them all, read them, and make a final descision by Saturday the 14th.

As for scope, yes to all your questions! ;)
 

I've got a few. I'll post them as I go, so I have a few options. Debating betwen the House Deneith noble, a Changling Rouge, or a Changling Wizard (The last two I'd probably use a few of the racial substitution levels in Races of Eberon).

Sblocked
[sblock]Deneith Noble
Vander d‘Deneith was a Deneith house favorite long before his dragonmark surfaced. Being the 7th son of the wealthy and influential Baron Corin d’Deneith, Vander was often left to the care of others, and rarely spent time with his father. Perhaps Corin blamed Vander for his wife’s death, as she died during Vander’s birth. Vander’s older brothers reveled in the power and influence that their status and wealth gave them, and they played up their status as much as possible. They would often put servants in awkward positions, or make them do ridiculous things. Others in the House saw this lack of discipline and grew to generally dislike the elder sons.

Vander, however, spent a lot of time with the servants, and saw the humiliation and strain that was thrust upon them. He refused to play upon his power, and as a result was often viewed with favor among the servants and respect among the House. The elder sons saw this and would often do what they could to keep Vander from view. Eventually, many in the house knew of Vander, but few had ever met him.

Vander spent a lot of time working on his skills, often due to “Bogus” training exercises concocted by his older brothers to keep him out of sight. He trained with his father’s steward, Sir Garret Bender, in the ways of war, diplomacy and the ways of the court, and many of the servants in the ways of the outside of court. As he and his brothers grew older, Corin began to rely on the elder sons more, and relegated Garret to a more custodial role with his estate. Garret continued to spend time with Vander, and Vander regarded Garret as much as a father as a guide.

On his 16th birthday, Vander’s dragonmark manifested. This brought him some attention that none of his brothers had gotten, and Corin took a more personal interest in the doings of his youngest son. He saw his son blossoming into a truly noble character, and continued to let Garret and the estate servants take an active role in Vander’s upbringing. However, he made sure to bring Vander to several social functions despite the brother’s best attempts to keep him out. Vander made quite the impression in the House, and quickly became the favored son as far as many of the other nobles of the House were concerned.

Things changed drastically on his 18th Birthday. Just prior to the celebration, a changeling assassin killed Corin. The assassin was quickly dispatched, but there was no clue as to who had hired it nor why. When going to see Garret, he overhead his eldest brother Sorin speaking to him. Garret was informing Sorin that Corin had willed the estate to Vander. Enraged by this, Sorin killed Garret, made it look like the assassin had done it earlier, and then destroyed the will. Vander, fearing he was next, quickly used a house connection to flee the estate.

Since that day, Vander has worked for the Houses Defender’s guild, keeping a fairly low profile. He has been able to use his connections to keep his activities in the guild fairly quiet, but he has an exemplary record of performance, and is well known for his nobility in word and deed. He has spent much of his days looking over his shoulder in fear of an unknown assassin, and he continues to look to find out why his father was killed when he was.

Ideally, I'd hope that I could exchange a few Fighter class skills for others (I need Diplomacy, Bluff, and Sense Motive, and would be willing to ditch Climb, Jump, and Swim. Two other options (I prefer these two over tweaking the fighter a bit), use the Aristocrat NPC class but add the fighter combat feats (So, loosing out on BAB, and 1 level of HD, but gain 2 extra skill points and a more appropriate skill list) OR, I've been building a noble class myself that might fit well if you are willing to allow it. I've posted that noble class here. The character will eventually be interested in taking the Dragonmark Heir prestiege class as well.[/sblock]

I've found a place to use Vander. I'll come up with a background for both changelings (Since both should be quite interesting). I sblocked this to save space in the thread (It's large)
 
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Faeril
Lawful good Half-Elf Cleric of Aureon

Faeril isn’t a very talkative individual, but if pressed about his past, he would, after a long, contemplative pause, say this:
“I grew up acquainted with the city of Fairhaven moreso than any village or wilderness. My parents were both kind but world-weary craftspeople who wanted, more than anything else, to settle down, start a family, and dedicate their lives to harth and craft. I was their first, and, as far as I know, only child. I grew up mostly living in my own household, exploring the small library my elven mother kept. From where she got the booms I found on those shelves, she would never tell me, and as the years went by and I inquired again and again, having read them cover to cover countless times and grown my own understanding of their words, she would become cold and, sometimes, fearful, and eventually my father told me never to ask again. They barely let me out of the house when I was young, and so the books were my only gateway into a larger world. Even when I could sneak out of the house, the other children didn’t think much of me, with all of my questions and contemplation. They were interested in play, and later, they were daring and loud where I was quiet and cautious. With no people who would speak to me of the deeper things of the world, which I was so sure existed somewhere for these books to have been written at all, I began writing, putting my questions out to my future self, and before long I had a fair-sized library of my own. Finally, on my sixteenth birthday, my father came t me and asked me what I wanted, more thasn anything else in the world. I told him I wanted to know where the books came from, I wanted to find the missing pieces to the puzzle of lore left by the incomplete knowledge in the scattered library of home, and I wanted to know what was out beyond the walls of Fairhaven, a place I had never even been permitted to leave. My father nodded, and left without another word. I had no idea why he asked me at the time, but soon after that, my parents’ relationship grew cold, until one day, my mother, and her books, were gone. My father seemed to have continued to exist as he was, but I could not. After a week, I snapped, and one night, I snuck out of the house and never went back. I lived on the streets for a time, earning each evening’s meal by performing minor services, or in rare cases, actually entertaining a kindly patron with my seemingly senseless ramblings. It seemed to me, however, that the whole world - at least, my whole world, Fairhaven, had an outlook similar to the children who had shunned me so long ago, until one day I begged a priest of Aureon for a meal, and after talking with me for a while, he told me he thought I was a good candidate for the priesthood. I asked him what that was- I only knew the term from a book, and he explained to me the god Aureon and his philosophy and worship. I hungered for the knowledge contained in the libraries that I was told awaited the faithful, so I accepted his offer, and trained for four years in the clergy. I learned much more of the world, of its people and motivations, and most importantly, learned of the existence of material wealth, evil, greed, and how even the closest allies in my own church could be consumed in their quest for knowledge and power. I hadn’t forgotten my time on the streets, in which I lived on the mercy of others, and for every day of my four years, all I could think of was all of the people still starving. I learned more and more of how the world worked and how these people could be helped, but my training stopped me from taking time to help the poor of the world, so I decided one day that I didn’t need training after all. I’ve never returned to the temple either, as they simply kept knowledge. I wanted to apply it, and so I hope to soon find those who think as I do. I hope my quest to find those with both power and responsibility soon succeeds, or I may have to take that mantle upon myself.”
Faeril is young and naïve, even for a city-raised half-elf, but has immense lore and knowledge, which has exposed him to the concepts of evil, and his time spent on the streets gave him a sample of the realities of misfortune. He is afraid of seeing the consequences of dark intent applied to bring other people misfortune, as apathy left Faeril hungry and sick on more than one occasion. He knows little of the realities of depravity, but seeks to combat it to save himself from experiencing it just as much as he wishes to saveo others.
Faeril is short and thin, even for a half-elf, with dark hair and eyes framing a calm, soft expression on a delicate face. Faeril is unarmed, relying on his lore and magic to get hm where he needs to be, as he abhors violence, seeing it as the last resort among last resorts, since it always brings pain, where other paths are more difficult to predict. Faeril is quiet, inexperienced, and a bit scared of a world that is much bigger than he ever suspected, but he is also humble and noble to the point of being nearly messianic, if he can overcome his fear enough to burden himself with an equally epic duty.
 

Here's an idea I have for a shifter druid:

Kershalt hummed to himself as he watched the village below, idly stroking Mershalk’s fur, being careful to avoid his spikes. Golden brown eyes under bushy brows regarded the place cautiously, and his thickly-bearded face showed faint curiosity. Despite the fact that his shifter heritage cried out to him to be in the wilderness, away from civilization, he repeatedly found himself drawn to towns and cities. The reason, he supposed, was the Last War.

Everyone had been affected by the Last War, himself as much as anyone. A native of the Eldeen Reaches, he had been recruited as a scout and skirmisher. Though young, he gained experience quickly, for those that did not, died. He became known for his tenacity and ferocity when taking out enemy scouts, and more than once crawled back to the base camp with wounds that would have killed a lesser man. Five years he spent fighting in the war, before the treaty was signed. Suddenly free of his responsibilities, he found himself with little to do.

Even as a young boy, Kershalt had been drawn to the creatures of the woods; not at all surprising for a shifter. His parents raised him kindly, taught him to respect both the wild woods and the more cultivated lands. But shifters have many characteristics of beasts, and pushing their younglings into the world when they’re mature is one of them. At nine years of age, Kershalt was encouraged to leave his homestead. His parents had a new baby to care for, and it was high time for him to depart. Kershalt walked into the woods, and did not emerge for another three years.

During that time a Warden of the Wood, a human druid named Inshen, took the young shifter boy underneath her wing. She taught him druidic magic to go along with his wild instincts, and helped him find an animal friend to share his life with. With her guidance, he rescued a young dire rat and nursed the animal back to health. At twelve years of age, Inshen died when a battle raged through their woods. Running and hiding, his new friend in tow, Kershalt fled from the battles that had slain his mentor. It was another three years before he had gained the strength, courage, and skill to emerge from the woods.

The Wardens of the Wood began to seek out solitary druids and rangers, to recruit them to help protect the villages, towns, and woods. Kershalt’s solitary nature and skill in the wilderness made him a natural scout, and he willing fought and killed those that would defile those places in his charge. In his mind, each death helped return life to the earth, life that had been robbed when Inshen died.

Now he worked with the Wardens of the Wood again, helping protect villages and forests again, but this time his cause was not necessarily lethal. Now he warded off large predators, helped with the harvests, rounded up stray livestock, and discouraged bandits. There was a curious freedom in that, and one that allowed him plenty of time in the peaceful and prosperous towns.

He always tried to present a good front when entering a town, brushing his beard and hair, making sure his clothes were clean, and combing Mershalk’s fur and polishing his spikes. The rat suffered the simple leather leash Kershalt put on him, treating it as a game, because it made the townsfolk feel better about the dog-sized spiked rat. Chortling softly to himself, Kershalt made his way down the slope to the village.
 

Mel, Changling Rogue
Mel is anything but your typical elven noble. She has always been taught she was special. At a young age, Melphina Delena learned that she had an amazing ability to change shape. Nothing drastic, but she could change her shape to emulate just about anyone. She was taught that this was a special gift few elves had, and she should hide it from the world as much as possible. Her mother, Yolanda, loved her deeply, and would always call Melphina her “special little girl”. Melphina never understood why her mom always seemed to have a smile and a tear in her eye when she looked at Melphina.

Her father, Vielin Delena, had Melphina trained in the more subtle arts of the court. She was shown the social intrigue and backstabbing, both figurative and literally. Vielin had eyes on a seat of power, and saw Melphina as his opportunity. He spared no expense at Mel’s training and education, and Melphina took to everything eagerly.

Melphina was generally kept away from all but Vielin’s closest advisors. As she grew, she wondered why it happened so fast. Her father said that it was just part of her being different, and that it meant that she got to be an adult sooner. When Melphina was 16, she was finally brought out into the public’s eye. She was to say that she had been studying in Sharn for several decades and had recently returned to Valenar. Melphina reveled in the exercise to put her deceptive skills to work, and managed to keep her origins a secret.

Melphina, however, was too good of a student for her father’s good. She enjoyed sneaking around the castle, spying or impersonating staff. One day, she had actually snuck out of the keep, and she met a strange person whose race she couldn’t identify. So, after shadowing this person, she discovered it was a Changeling. She saw him change shape, much like she could, once or twice. She felt some sort of connection to this person, but she couldn’t place it.

So, she began to research Changelings and experimenting with herself. She was sure now, that she was not a special Elf, but a Changeling. She decided to not let on, and find out why her parents deceived her. She worked her way through the keep almost daily, trying to pick up bits and pieces of what was really going on. To be true to her changeling nature, she began to ask to be called Mel, as a term of endearment of course.

Soon, her “father” announced that she had been offered to a new Barron as a bride, and then all became clear. Vielin spoke to Mel, and mentioned that she should use the situation to gain power for her family. She could help this new Barron into an early grave, and take the Barony for herself and her family. She enjoyed the intrigue of the political world, but helping this “Family” she found revolting.

One day, Mel came upon her mother crying while she was disguised as one of her mother’s personal servants. She asked what was wrong, and Yolanda spoke that she knew what Vielin had planned for her daughter, and she didn’t approve. Mel was moved by her mom, and dropped her disguise. Much to her surprise, she took the natural changeling form, and not her usual elven form. Yolanda recognized Mel immediately and broke down, telling her how Vielin had killed the original Melphina, and had tricked Yolanda into conceiving Mel. Yolanda swore to love her daughter, but was scared to go against her husband.

Mel spoke with her mother about what Vielin had planned her to do. She spoke of how she had figured out that she was different and strove to learn about her true nature. Yolanda said to Mel “Don’t live your life with regrets. Run away now, you can find some place to go. You know who you really are, and you know how to disappear out there. I believe in you, and know that no matter what happens, your mother always loves you.”

So, under cover of darkness, Mel set out, in search of a new life, feeling for once, truly at peace with who she is. She still uses her “Melphina” persona most often, but she knows to keep a low profile, and has tried to develop several new ones.

Zan, Changling Wizard
Zan has always been proud of his changeling heritage, and usually openly walks around in his natural form. He feels that his changeling heritage shows that limits are what you perceive, and must be tested in every way.

Zan has naturally been attracted to magic, and found many interesting new limits to test with it. Since a young age, he has studied at Morgrave University. He learned diversity in specializing, and enjoyed testing his magical limits. He worked with stretching his magic, and using it ways well beyond those thought conventional.

However, studying has its limits, so Zan sought to move beyond those, and get out into the field. He started going on expeditions for the University, and examined several of the stranger places on Khorvaire. But, eventually, this wasn’t enough for Zan, so he set out to explore beyond the University, and test his limits.

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Either would be fun. Mel has a bit more established background stuff, but Zan is sort of focused on testing his limits, so hasn't had a lot of time for an interesting life. I also wanted to leave the backgounds open ended to let the GM take the characters where he wants them (I like GM friendly background).
 
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I'd like to play if your casting call is still open. Character types would be:


Kalethalas d'Thuranni Elf Dragonmarked Bard4: Crooner/Frank Sinatra/Ladiesman type: Raised in Sharn, he was always used to things being at his fingertips. His family had money, goods/services, and especially women. The gals at Firelight all know him personally, and have given him a discount on certain large numbered visits. He can woo any woman he wants. Or so he says. He has an air of confidence that rivals small nations. In a way though, it was earned. He is good at what he does. Seducing people is not everything though. Money needs to be maintained. So Kalethalas plies his trade as a "reliever of goods". He does not advertise such things, by no means. He also is involved in the goings of House business. He hope to one day unseat Baron Thuranni, the patriarch of house Thuranni

Locke, Gnome Artificier4: Indiana Jones type that makes things
The gnomish lust for information is not the same in Locke. True he wishes to find as much as he can about things, but he wishes to see the places such information is about. For example, he's researching things pertaining to Xendrik, the Giants and tales of components that look like Warforged parts. Locke simply HAS to see the Cyclopean complexes of that ancient continent. It is his obsession now. He talks about it when not thinking of other things to say. He makes magic items and things too, and hums while he works. He says it gets him into a certain rythem like clockwork. Warforged are his current interest. If a warforged is in the party, Locke would hope to befriend him and learn about him. To see what makes him tick. In turn for protection, Locke would offer anyone his services as a magic item maker. And if the party becomes friendly-like, Locke will charge less than usual cost for an item. This would be assuming that he didn't give the item away. Though he'd need compensation eventually. Wands/potions and stuff aren't free. Locke would be going for Extreme Explorer. He'd need to develop those knowledge skills though, being primarily in Sharn has led him to not be very adept at traversing wilderness.

If I had to choose which one I want to play more, I'll take Locke
 

Bump.

As far as I can tell, the casting call is still open. I know there were people looking to play in Eberron and are waiting for a game out there.
 

Seeker, Warforged Fighter/Bard

From the beginning, Seeker was different. While the other new warforged were drilling, he was asking why. He never disobeyed an order, however, whenever possible he would ask for the reasons. While the other warforged went to work, he wondered what he was.

In the field, every free moment was spent reading or asking questions of captives or refugees. Seeker sitting by a campfire reading became a fixture. It didn't take too long before others would ask him what he learned, which turned into his regular story hours during others mealtimes.

Then came the battle of Kennrun. His company was ambushed and had taken heavy losses and some were beginning to break. Seeker began to recite the story of Laurel of Redleaf as his battled the foes. Gradually, those closest to him started rally and the battle began to turn. While no side can claim a victory in the battle, there is no question there would have been more losses were it not for Seeker's actions. The new company commander promoted him to morale officer.

Once the war ended, Seeker continued his search for answers. He credits getting in touch with his "inner self" with his budding arcane abilities. If more looked inside themselves, he feels more could develop such things.

Ezekiel Swiftblade, human Seren barbarian

Ezekiel's life changed the day the dragon came to him. "Go to Khourvaire," he was told. One never questions a dragon, especially in Seren. He left the next day after saying his goodbyes to his tribe.

The trip wasn't easy. His ship was attacked and captured by pirates. To his shame, he was captured in the battle when he fell prey to sorcery.

Fortunately, a break presented itself and he managed to escape with a handful of the other survivors. Ezekial could probably have slipped away safely, but his honor would not allow it. Seeing the overconfidant pirates had let their guard down, he lead his group against the pirates. In a minor miracle, they overcame the pirates and freed the remaining captives.

The next several months were spent getting to Sharn. There were very few survivors who could sail a ship and the captive pirates weren't particularly helpful. The group limped from island to island, before finally arriving at their destination months after they were considered lost.

Life in Sharn didn't particularly suit Ezekiel. Brawls and misunderstandings were part of his life at first.

That changed one night after the watch locked him up because of a drunken brawl. His cellmates told him they had found out about an evil cult that met in the depths of Sharn. Apparently, they heard they had been gathering riches to fund their evil rituals and the group planned on assaulting the evil cult for the riches and glory. Ezekiel jumped at the chance for action.

The assault was a mixed success. They succeeded in dispersing the cult performing the ritual, but the riches were vastly overstated. Still, Ezekiel had found something to do. He made himself well known in Cliffside as someone looking for action, as long as it wasn't too shady.

Eventually, the dragon's will come to him and tell him what they want. Until then, he's addicted to action and does his best to keep busy.
 
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