Into the New World - Recruitment OPEN (Current players stay OUT!)


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Lorthanoth, quick question.

Ali's gone to the weaver's cart and is talking to Erin. This is possible if:

1) Ali is doing this prior in time to Erin going to hear the storyteller...

2) Your goal was more to talk to Erin than it was to go to a particular spot, and therefore are actually at the storyteller's (ie - traveling merchant's) wagon, not at the weaver's cart.

Either's fine by me. :)
 

Ah, sorry - whoops! I think I prefer Ali seeing Erin at the storyteller's wagon (as there was mention of a cloth merchant next to him disputing his story) rather than going back in time.
 

Excellent.

Hee hee

It's really funny...Erin is very unlike almost all my other characters to date. I don't think I've ever played a flirty, bitchy little sorceress before...and it's fun! :lol:
 



Alrighty, due to an absence on my part allowing ardor to cool and at least one player having vanished from the boards, my Into the New World game is currently at half-strength and starting a slow spiral into oblivion.]

To hopefully get things spurred back into full gear, I'm re-opening recruitment. As promised, posters who originally applied will be given preference, but not exclusively so.

At this point, I need to re-iterate: CURRENT PLAYERS OF THIS GAME NEED TO BUTT OUT! as there are semi-spoilers for them coming up.




I warned you!


So... there are two paths open for new party members at this point. Firstly, they could be from another isolated town in the Noonshadow Forest which was recently wiped out due to the volcanic eruption and the results thereof. Secondly, they could be from the Fey Realm Tir-na-nogg, where things are both more and less than what they seem. Destroyed Township players will be Humans. Fey Realm players will be either Feytouched Humans or Sidhe (stats below). All of the house rules from the first post, including the bonus skill points and Craft/Profession/Knowledge requirement, will still apply to new players. New players will start at level 2, which is the party's current level.

[sblock=Destroyed Township]The town of Rhynne was a small and isolated community of Humans nestled at the bottom of the Snowcap mountains and cradled in the leafy boughs of the Great Verdant Reach, a forest that stretched as far as anyone had ever traveled. The townspeople were simple folk who lived in relative harmony with the land. They had simple farms on the gentler slopes of the mountains and hunted extensively in the Reach. Snowmelt streams provided them with plenty of sparkling, clean water.

All that changed the day Great Snowcap was crowned with fire. The mountain exploded and the sky turned dark with clouds of ash. Before anyone in town knew what was happening, pyroclastic flows from the volcano had swept down the mountainside, following the stream beds, and the town was buried under lava and ash. Some few families managed to escape the flows, and the hunters who were out in the forest mostly evaded death as well, but at least 400 of the 450 people who called Rhynne "home" died in the catastrophe.



If you choose to be a refugee from the Destroyed Township, you will need to decide (in addition to the normal background details) what you were doing when Great Snowcap was crowned with fire, how you escaped, what you've done in the week or so since the catastrophe, and why you decided to head to the southeast. Note that Great Snowcap is to the northwest of town, so "It's the farthest I can get from the volcano" is a valid response; I just want to make sure everyone fully thinks it out.

Destroyed Township players can choose from the following character classes at creation:
Adept
Barbarian
Commoner
Expert
Fighter
Healer
Marshal
Ranger
Rogue
Scout
Sorceror
Warlock
Warrior
Wizard

As part of creating a Destroyed Township character, you will be given fairly free reign over anything I didn't explicitly state in the background of the town. Since it no longer exists, I can be pretty loose with what went on there and what deep, dark secrets the townspeople had.[/sblock][sblock=Fey Realms]The Fey Realm of Tir-na-nogg is a heart-breakingly beautiful place: the trees tower hundreds of feet in the air, their canopy crowned with emerald leaves and their trunks robed in ruby and jasper bark; birds of every shade and tint flit from tree to tree singing heart-swelling songs of love and joy; the streams that criss-cross the land babble happily with crystal-clear sweet water. The Sidhe, the native people of the land, live in perfect harmony with nature; even their great castle at Pwyll Tor is woven into the very nature of the hill it is built into.

Tir-na-nogg is a Fey Realm; it exists elsewhere and elsewhen from the land that Cuirlen exists in, but yet it touches and even overlaps it at certain places and times. Given that all of the entrances to Tir-na-nogg are deep within a massive, continent-spanning forest, few indeed from the Iron World have ever stumbled across it - and none of them have ever wanted to leave, once they found it. Those humans were welcomed into Sidhe society and, over time, intermarried and produced offspring with the Sidhe, creating the Feytouched.

Tir-na-nogg is, ostensibly, ruled by the Great King Lugh mac Ethlenn, but in truth the Sidhe do not care to be governed except in times of hardship. Only the most severe affronts to the laws of the realm, lax as they are, will draw the attention of the master of Pwyll Tor. The Sidhe are a long-lived race, and very few humans have ever crossed over to Tir-na-nogg; despite the great size of the realm, there are very few Sidhe or Feytouched that live in it. That is not to say that the realm is devoid of life, however. Many other species of Faerie life inhabit Tir-na-nogg, ranging from capricious but benign pastha (small spirits of light and happiness) to the dread Uktena (a colossal snake whose blood is acid and whose gaze is hypnotic; it is said that the crystal embedded in the Uktena's forehead is a powerful tool for magic, and that even its scales have great energy, but to kill the Uktena is both extremely dangerous and, ultimately, futile; it is immortal and is reborn at the instant of its death elsewhere in the realm).



If you choose to be a Feytouched Human or Sidhe, you will need to decide (in addition to the normal background details) what your role in Tir-na-nogg is, what relation you have to Lugh (all Sidhe are related to the royal line somehow, and all Feytouched are related to the Sidhe), and why your character would want to leave the Fey Realm with a bunch of humans.

Fey Realm characters can choose from the following classes at creation:
Adept
Bard
Beguiler
Commoner
Duskblade
Expert
Healer
Ranger
Rogue
Scout
Spirit Shaman
Sorceror
Warlock
Warrior

The realm of Tir-na-nogg is vast and virtually uncharted; you have fairly free reign over most parts of it except the castle of Pwyll Tor itself, for the purposes of character creation.[/sblock][sblock=Feytouched Human]Stats for the Feytouched Human are the same as for normal Humans, with the following exceptions:

-2 Strength, +2 Charisma: Feytouched carry the blood of the delicate Sidhe race, but so too do they have the inherent charm of their fey ancestors.
Low-Light Vision
No bonus skill points
+2 racial bonus to Knowledge: Arcana and Knowledge: Nature

Appearance: Feytouched look the same as normal humans, except that their eyes are golden and they tend to be tall and slender.[/sblock][sblock=Sidhe]Stats for the Sidhe are the same as for PHB Elves, with the following exceptions:

-2 Strength, +2 Charisma: Sidhe are delicate and graceful creatures, full of charm, but only the greatest of them are suited for the rigours of combat. These bonuses are in addition to the -2 Constitution, +2 Dexterity of PHB elves.
No racial weapon proficiencies
+1 caster level with all spells and invocations
Can cast disguise self 1/day as a sorcerer of their character level +1, except that it lasts for as long as the Sidhe wants it to (caster level is only to determine how easy it is to dispel)
Favored Class: Sorcerer

Appearance: The Sidhe are a tall, slender race. They stand a bit taller than the average human, but their slight builds make them seem almost waifish. Their skin is naturally bronzed and their eyes are golden with vertically slit pupils, like those of a cat. Their hair can be any color from silver to jet black.[/sblock]
 

Hello

I believe I have time to add one more adventure to my list of threads

I would like to know the make up of the party as I would like to come in and be helpful not just another wizard casting sleep and magic missle lol

So let me know what the group currently is and I'll give you a character concept in return

Later
 

The currently active party members are a Spirit Shaman, a Ranger, a Sorceress, and a Commoner/Expert. There's also two inactive players, a Marshal and a Scout//Adept, who will be quietly shifted aside if I don't hear from them soon.
 


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