Search for the White Rose [OOC Talk]

The known world has been relatively peaceful for the last two centuries. The Wizard Wars were so traumatic that all the races laid down their arms afterward, secure in the knowledge that the great battles against each other have destroyed the most war-like among them, and driven the survivors of the enemy far beyond the bounds of the mountain ranges from which nothing returns. The dwarves returned to their caverns, the elves to their forests, the orcs to the plains and the humans to their cities. The Sidhe have nearly completely withdrawn from the world, their cities and places of Power only accessible from Gates within the deepest woods. The other races have scattered, returning to their ancestral homelands to rest, to heal, to rebuild.

Now, however, a darkness is expanding from the mountains. Mysterious individuals who call themselves the Shadowmasters have formed armies of unknown tribes of humans and goblin-kin and are marching on the civilized world. The Shadowmasters wield magical power of the like not seen since the Wizard Wars, and command troops trained in battle and mayhem with techniques long forgotten.

However, not all is lost. There are some in the civilized lands who have kept the some of the ancient knowledge alive. There are some who recall the treaties of old, and send emissaries to the other races to revive the agreements, to rouse the others to join in battle once more. And among those ancient scrolls, there is found a mention of that which might just turn the tide – an artifact called the White Rose. But can it be found before the Shadowmasters break the resistance of the peoples of Shalan?

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Hi everyone,

I’ve had a campaign idea brewing in my head for a while and would like to see who might be interested. I’d like to get 4-6 players for this campaign.

Characters chosen! See below.
Because of the holiday weekend (and my very limited internet access therein), I am looking to get this game started next weekend at the very latest, possibly earlier if everyone gets characters posted and I can catch up on vacation-backlog at work. :)


General Game Information
- This game will be run in a generic fantasy world… homebrew, I guess you could say. I will not be using any published game setting, although I might use elements from one occasionally. If you want names of cities, etc., feel free to either ask or create them yourself. I am always open to player suggestions / collaborative world-building. I will have a player map of the known world posted after selection of characters.

- Posting Rate: Once every two days. RL happens, but please try to let me know when it does. I’d like to keep this game moving. If you haven’t posted at least once in 48 hours, I reserve the right to make a post for your character or just move the game along without you. If you haven’t posted either IC or OOC, or let me know that you will be out of touch for a period of time after a week, I reserve the right to recruit for new players/characters. I won’t always use these rights, but keep in mind they are there.

- Books allowed: 3.5 PHB, MM, DMG (PrCs and magic items only). Exceptions will be few and far between, except in the case of races. This is a world of many and varied races, and I am much more open to them. Also, pay little attention to the alignments of creatures – like humans, almost all races are a mixture of good and evil, and live hand-in-hand with one another.

- Level: Starting level will be 5th, including ECL. For those of you who want to play creatures with a higher ECL, something can be worked out, ala Savage Species style.

- My email: tariashadow at gmail dot com. (No spaces, replace "at" and "dot" with @ and .) Please make sure to put ENworld somewhere in the subject line if you email me, so that my spam filter will leave your email alone.

- Any questions, please ask. :)

Character Creation Rules:

- 40 points for stats, using the point buy method on page 169 of the DMG

- Religion: Gods as per the PHB. I also allow the worship of a cause or ideal as opposed to a specific deity. I will allow gods from other sources (such as the FR) subject to DM approval. However, if you pick domains from anywhere but the PHB, I do ask that you include them in their entirety on your character sheet, and they are subject to approval, whereas the PHB ones are automatically approved.

- XP: 12,500 (halfway between 5th and 6th level)

- Gold: 9,000 gp, spend no more than half on any one item

- HP: Max at first level, half HD + 1 each level thereafter. (For example, d8=5, d10=6, etc.)

- RG: http://www.enworld.org/showthread.php?p=3182509

Characters:
dog45 – Bregan, whisper gnome/dark creature rogue
hafrogman - Edvik the Bastard, Human Fighter
CanadienneBacon - Grun of Clan Gorunn, Half-Orc Cleric 5
PhoenixAsh - Perin Olhandle, Halfling Ranger
Tailspinner - Grynth Shylok : Half-Orc Druid 5
Mista Collins - Harlan Mueller, human fighter
Razamir - Ekoss Barasune, Human Wizard
 
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I've got an idea for a character that was part of the original Shadowmasters army over 200 years ago. During the war, he was lured over to the 'good' side and fought for them. His knowledge of the enemy was useful and his particular skills were desperately needed.

The problem arose after the war ended. Because of who he was, and what he had been, he was not trusted by his adpoted nation. Those who knew him during the war called him friend, but they were few and far between. And eventually, they died, while he lived on past the normal lifespan for his race. Something unnatural kept him young and healthly.

Bregan was a Whisper Gnome. What he is now is not enitrely known. The wizards of the enemy captured him and some of his tribesman to fight in their war. They performed sinister experiments on them, and Bregan was one of the few to survive. His body had been fused with the very essence of the Plane of Shadow.

Meta-notes:

Bregan is a Whisper Gnome Rogue with the Dark Creature template. Whisper Gnome is from Races of Stone (a LA +0 race), and the Dark Creature template is from Tome of Magic (LA +1). The template does not extend the creatures lifespan, so Bregan would be in the Venerable age category. Would it be okay if instead he was simply Middle Aged, mechanically, but actually 200+ years old? It makes sense to me, flavor wise.

If the concept is okay'd, I'll write a more extensive background and flesh him out. If you don't have access to those 2 sources, I can post or email the relevant info.
 

Im interested. Is it cool to play my hexblade from endur's game? Boo is so cool to play with as you know and it would be easier on me instead of makeing another char.
 

Edvik the Bastard, Human Fighter

Two centuries ago, as the Wizard Wars raged fully, the Kingdom of Ghenna fought at the forefront, leading the human forces in the seemingly endless battles. Their general was a mighty warrior and a fearless leader, who fought side by side with his men as they finally defeated their foes. He weilded 'the sword that could not be broken', and with it he cut out the heart of the enemy, securing victory and an end to the war. In the early days of peace following the end of the war, General Edvik was heralded as the kingdom's greatest hero. Rewards and accolades were heaped upon him, and the common born soldier's son was raised to dizzying heights, second only to the king. Lord of the Three Waters

In the intervening years, his line has continued. Father to son, the legacy was passed along. But there were no more wars to fight. The sword that could not be broken hung unused on the wall of the lord's bedchamber. The line grew weak as the blood was thinned. No longer did war serve to weed out the least among us. The last Lord of the Three Waters was a good enough man, but weak willed. However, his son, the new lord, is as fat and useless as he is spineless.

I am not that son.

Shortly before the current lord was born, his father had an affair with a lowly scullery maid. His new wife discovered the secret and forced the maid to leave the keep. However, when she left, she did not go empty handed. The sword that could not be broken hangs no more upon that keep's wall. I believe they placed a replica there to hide their shame, but it matters not to me.

A few short months later, the maid gave birth to her son. Named after my ancenstor, I am Edvik, bastard of that noble lineage. We lived a much harsher life than my half-brother. But it has taught me to be strong, while his luxury has made him pathetic. I need no title, the sword that hangs at my side is the true legacy of my blood. It may be wrapped to hide its history, but I know the truth. And I know that I will be the one to return the sword to its proper use.
 

Grun of Clan Gorunn
Half-Orc Cleric 5
[sblock]Race: Half-orc
Class: Cleric 5
Age: 24
Birth date: unknown to Grun

Height: 5’ 10”
Weight: 204 lbs
Hair: Black
Eyes: Blue
Skin: Winter white
Handedness: Right

Alignment: unknown at this time, leaning toward chaotic good or chaotic neutral. I should stipulate that I have zero interest or inclination in playing a CN-aligned character who is a lone wolf sort or murders comrades in their sleep. If selected, I would find a way to make CN interesting other than having it be a pain in everyone's collective posterior.
Deity: unknown at this time
Origin:
Nationality:
Current Residence: clerical training cloister

Strength--high
Dexterity--medium
Constitution--medium
Intelligence--low
Wisdo--medium high
Charisma--very low

Skills: Bluff, heal, knowledge (religion), profession (brewer)

Feats: unknown at this time

Class Abilities: War and Luck Domains if possible.

Languages: Common and Dwarven (assuming Grun has the Int for a second language...depending on how ability scores are arranged, he may not). Since Grun was fostered by dwarves, it makes more sense that he speaks Dwarven instead of Orc. [/sblock]


Grun carries a quarterstaff which he calls "Stick." He uses it two-handed but not as a double weapon. Grun also sports a sling which he calls "Dodger." If Grun is so lucky as to be able to afford a greatsword or similar blade, he will no doubt come up with another simplistic name for his weapon. This weapon would depend upon which deity he worships and whether taking the War domain is viable for the character.

Grun's young human mother was assaulted during an orc raid of her small village. Despite the savagery of the assault, his mother, Grehilde, elected to spare her child and did not drink the obstructive brew provided her by the village's druid elder. Grun's mother was cast out by her family because of her decision and she subsequently wandered south. The winter was hard, and when at last her time came to deliver her child, Grehilde was found, weak, yet clinging to life in the wilds. As Grehilde held her infant half-orc son in her clasping arms, the lass was discovered on the eve of her death by a squad of warden dwarves to a nearby mountain clan, sent by the King of the Hall to clear a gnoll infestation that had dared to encroach upon dwarven outposts. Grehilde and child were carried back to the dwarven enclave by the squad, where Grehilde died the next day, so weak was she from childbirth and starvation. Grehilde's last great effort before meeting death was to impart her story to the warden captain who found her in the wilds--from whence she hailed, and her dying wish that Grunn be fostered within the dwarven hall.

Unwilling to order the death of an infant, even that of a half-orc, the King of the Hall sent Grun to Clan Gorunne as a fosterling. At first quite unwilling to play host to a half-orc, the family largely ignored the infant. Grun acquired his name because, aware of his pitiable status as half-orc, half-human in a world of dwarven wonder, the child did not speak his first words until age 5, preferring rather to grunt and gesture. The dwarven word for grunt being "grun," Clan Gorunn was quick to seize upon Grun as a suitable name for their unwanted fosterling.

Well known within dwarven circles for their master brewing, a dwarven uncle one day called the strapping young Grun to assist with heavy lifting in the family's underground distillery. Seeing that Grun was quiet and able, if not a tad unruly, the uncle was content to allow Grun to watch him at his work. Grun thus knows aught of brewing, particularly of ale. At the age of 16, Grun reached maturity and was obviously out of place in a dwarven family who had never really wanted him to begin with. Straining against the confines of underground life, and tired of constantly being kicked at and grumbled against, Grun bested a foster brother at swordplay badly enough that the young dwarf was sent to the Halls of Healing for a fortnight. In awe of Grun's beastly strength, Clan Gorunne called for an audience before the King of the Hall. Presented with evidence of Grun's potential destructive behavior and already disposed to a strong distaste for orcs, even ones reared to dwarven standards, the King's compromise was to send Grun away for religious training, half with the hope that Grun would mature, and half with the hope that Grun might meet an untimely demise on the road and thus cease pestering the Clans.

Because of Grun being made to feel perpetually unwelcome in his clan, he is oft uncomfortable around dwarves yet craves the familiarity of their company. Lacking social grace, Grun frequently puts his foot in his mouth and can be relied upon to nearly always say the wrong thing at precisely the wrong time. Perhaps because of his orc blood, Grun chafes at both authority and at the laws of most settled areas. Though he feels such laws constrain his free actions, Grun is wise enough to recognize that temporary acceptance of laws will help him further his goal of becoming powerful enough to avenge his mother’s demise, which he blames upon orcs and humans. Grun’s wisdom, a learned trait, is at odds with his natural predilection to favor his might; consequently, it is a constant struggle for Grun to control his brute strength and instead use his wit to overcome the obstacles life throws his way.

The only dwarven foster relative from the Hall with whom Grun feels at all accepted is his foster uncle, Drendd of Clan Gorunn, a master brewer.
 
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Looks like some good character concepts thus far! :) I'm glad to see interest in my idea. :) :)

dog45 - I have both those sources, and haven't a problem with either race.

Dirk - Unfortunately, I am unfamiliar with the Hexblade class other than hearing you talk about it in Endur's game. What book is it in? It will be very doubtful that I will allow any class other than what is in the core PHB and DMG (I am much more open with races for this particular campaign), but if you want to submit that character, I will consider it along with everyone else's concepts if I have the source book and judge the class ok.

Please keep in mind that I will be choosing characters from the posted concepts on this Saturday, so if you want to submit multiple character concepts you can. :)
 

Hector

A messenger from the woodlands, come to rally the forces of civilization against the coming evil tide.

A lover of wine and women. A teller of tales and singer of songs.

A hunter, forager, fisher, and trader.

A peerless wielder of bow and lance.

Hair as blonde as golden wheat. Eyes as blue as the sky.

Hector is a centaur.
 

Flit
Pixie
Rogue 1

Flit is a pixie cursed with curiosity. He does more than just trick people, he wants to go out and thwart Evil. During the last war flit was a passive observer. He watched as the world tore itself apart. During the rebuilding and healing Flit has gone about in search of more. He is plagued by guilt of not actively fighting for anything.

He traveled with healers and clerics on pilgrimages to help rebuild towns and farms after the war. There was much to rebuild and though he worked with generations of people getting back to their old lives there was always another place of desolation that had not been returned to for habitation.

When rumors of a gathering of tribes of men and goblins and magic’s began to filter out of the mountains Flit knew what he had to do. He began his journey to find what forces of the light might have been amassing and join their forces. This time he would not be weighed down by the guilt of not doing anything.


Flit stands a solid 2 ½ feet tall. He would stand in for a perfect specimen of an elf if it wasn’t for the fact that he had longer ears, wings and was too short. He wears earth tones to match his dusty brown hair and eyes. He keeps himself well groomed, though his attire would be better suited for a traveler than one to attend court. Unlike most of his brethren he embraces the Crossbow as a weapon instead of the bow. Flit likes the feel of it, it is a steadier weapon for flit and one he can appreciated. His crossbow though is intricately carved, by his own hand, and its name is wasp.

Ferrel (Cat) Hedoaen
Air Gnome (Unearthed Arcana)
Rogue 5

Ferrel was always the picked on one. He was the runt of his family, of his class, of his town. He learned early in life that most times it was better to not be noticed than to be picked on. He spent a good deal of time alone and after a while began, as all Gnomes are, to be curious. He wondered how things worked. He began to work at locks to see if he could open them. More often than not he was outmatched by the simple locks let alone the master ones. But still he tried. As well he found that he enjoyed rooftops to be far superior to the common streets. But even though he was becoming very good at things that his mother warned him would lead to a life down in the slums. Ferrel had no intention of joining any thieves’ guild. Yet he had no desire to give up his rooftops. He could make a coin disappear with the best of them, but did not turn that into theft.

Because of the blood of his mother’s side his skin was dark, but not as dark as those of his kin, and his hair was so white that it was nearly blue. This did not help the little runt known as Ferrel one bit. It only serves to draw attention to himself. And the time that he changed the color of his hair using coal turned into a fine beating. To his few friends he is loyal to a fault. He has been known to sling rocks from rooftops to distract would be bullies, giving his friends time to run. This at times has been known to get Ferrel into trouble, but again to save his friends it was worth the risk. And they have done the same for him in the past as well. His natural ability to hold his breath for a long time, longer than others really know, lets him go down to the bottom and fetch things. Sometimes pearls, sometimes a stray gold piece, sometimes a sword from a lost age.

When Ferrel was beginning to grow into a young man his family moved. His father had been moderately successful Alchemist and the family moved to A larger City. Ferrel found the change refreshing. A larger city meant that there were more rooftops. And one blue haired Gnome did not attract as much attention as it did in a small town. Ferrel found himself with a ragtag band of misfits and orphans. His practiced skills fit in well and he was taught other skills as well. But he did not like the theft. He ended up drifting away from them rather quick and began searching for something. Sometimes running odd jobs, courier, not always to the most reputable of people. But the family could use the help, and so Ferrel consolidated himself by not asking too many questions, and doing what he could to work for as many of the good as the bad.

Now that he is grown and there is another looming war on the horizon Ferrel has to make a decision. Continue to do nothing, or do something to help stop the inevitable hoard.

____________________________

Ferrel stands little over 3’ but not by enough to add another notch to the doorframe. He weighs 35lbs. He is lean but not malnourished. His skin is dark to the casual elf, but lighter than the common Gnome. His hair stands in contrast as a bright white blue, Ferrel ties it back and lets it hang down his back in a loose braid. His eyebrows and light goatee stand stark against his face highlighting his strong cheekbones. His Ice Blue Eyes peer out with obvious curiosity. He is light and slight. When he shaves he is often mistaken for a young young child. But looks can be deceiving. He prefers more of the dark tones, browns and blues in light leathers. Nothing that stands out, but not anything that draws attention for trying too hard to not be noticed either.

If he were approved I would like to take a few prestige class levels here and there in the Thief Acrobat Prc. If the Prc is not approved then he would go straight rogue all the way.



I would enjoy playing either. I love playing rogues but have never had a chance to play a pixie. Though would not be disappointed if I were told to play Ferrel.
 

This looks like and fun and it's been a few years since I've been in a PBP game. Here's my character concept.

Ekoss Barasune (Human Wizard)

Ekoss was born to a noble family filled with world renown Knights.

As a boy he worked as a squire and was trained to ride warhorses. While training at a remote camp in the mountains, Ekoss’s horse was spooked by a wandering griffin. The horse reared and rolled, crushing Ekoss’s left leg. It took days before a local cleric could get to the training camp and by then the boy’s leg had begun to heal on its own. Thick scar tissue and torn ligaments left Ekoss with a heavy limp. Worse than that he can support little weight and there would be no way he could ever wear heavy armor.

Unable to continue training, Ekoss returned to his father’s keep. With a crushed spirit and a leg that constantly pained him, Ekoss turned into a reclusive and lonely boy. The local wizard, Hendraxamus, felt sorry for the boy and enlisted him as a lab assistant. Within days Ekoss had peaked at a few tomes and was casting his first cantrip. Hendraxamus immediately recognized the hidden potential that Ekoss held and began to train the boy in the arcane arts.

At the age of twenty, Ekoss lost his mentor to old age. His father offered a place in his council as the Kingdom’s War Wizard but Ekoss refused. A strong wanderlust had taken over him and he set out in search of adventure.

Appearance
Ekoss stands nearly six feet tall. He is clean shaven with shoulder length dirty blond hair. He is very thin and has sharp features with smoldering blue eyes. He usually wears crimson robes with a dark grey cloak. Always by his side is an ornate oak staff that he leans on heavily as he walks.

Personality
Ekoss is an honorable but reserved man with a strong conscience that urges him to help those in need. This is mainly from growing up among a family of Knights. His actions often resemble a Knight… Defending the weak, keeping his word, ECT. However he does have a dark side and a slight addiction to pain herbs to fight off the constant ache of his leg. In addition to that, Ekoss will always secretly wish that he could have been a knight like the rest of his family and he kind of blames himself for the not seeing the griffin that spooked his horse. This will often send him into a dark mood that can leave him anti-social but this never affects his conscience.
 

Hexblades are in the complete warrior book, basically there like 90% fighter, 10% sorcerer, with a couple of cool benefits instead of alot of feats. ill submit him if its ok with you, i really dont have a lot of time to make another char.
 

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