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<blockquote data-quote="Kaodi" data-source="post: 3523291" data-attributes="member: 1231"><p>I would certainly be down with that kind of game. I like plots that do not require world shaking events or selfless heroics. </p><p></p><p>If you were to put this idea in Eberron, I might suggest Karrnath. Among the Five Nations, Karrnath is the most in step with dark magic and villainy, so those are perhaps points against it for the concept, but it also is under a form of martial law, and has a fair distance between it and the best " safe " haven, the Eldeen Reaches. The former means that you can be accused and apprehended without a trial, and the latter that there is no obvious direction to head in when fleeing. </p><p></p><p>If I were applying for such a game, I might look at a shifter druid, or a shifter druid/ranger, probably with the substitution levels from Race of Eberron (one of which does away with wildshaping, and replaces it with a kind of inner beast spirit, which I think would be more appropriate for a character who would be an outcast and a part-time loner. Saves time on messing around with the shapes, too). I'd certainly be happy to have a character who is caught up in the main characters (your Warlocks) predicament. Being a character with the skills to stay alive in the wilderness would assure a druid or ranger an important, if secondary role in the plot. A facilitator, rather than a motivator, so to speak.</p></blockquote><p></p>
[QUOTE="Kaodi, post: 3523291, member: 1231"] I would certainly be down with that kind of game. I like plots that do not require world shaking events or selfless heroics. If you were to put this idea in Eberron, I might suggest Karrnath. Among the Five Nations, Karrnath is the most in step with dark magic and villainy, so those are perhaps points against it for the concept, but it also is under a form of martial law, and has a fair distance between it and the best " safe " haven, the Eldeen Reaches. The former means that you can be accused and apprehended without a trial, and the latter that there is no obvious direction to head in when fleeing. If I were applying for such a game, I might look at a shifter druid, or a shifter druid/ranger, probably with the substitution levels from Race of Eberron (one of which does away with wildshaping, and replaces it with a kind of inner beast spirit, which I think would be more appropriate for a character who would be an outcast and a part-time loner. Saves time on messing around with the shapes, too). I'd certainly be happy to have a character who is caught up in the main characters (your Warlocks) predicament. Being a character with the skills to stay alive in the wilderness would assure a druid or ranger an important, if secondary role in the plot. A facilitator, rather than a motivator, so to speak. [/QUOTE]
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