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[Solo] The Legend of S'Urok - Discussion
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<blockquote data-quote="Sparky" data-source="post: 1548731" data-attributes="member: 13681"><p><span style="font-size: 10px">I don't have UA. Tell me about this orcish Paragon business and we'll work something out.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">As far as class and levels, what are you interested in playing? Do you want to pursue a career from skeleton-bait to lich-crusher (my preference)? Or do you want to start out a bit further down the path? If you prefer the latter, I can offer a compromise of a more swift advancement through early levels.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">I've been brainstorming ideas for the campaign and think it'd be cool if you design your orc's history. By history I mean tribal/clan history - ancestors, events, rites, rituals, dress, traditional weapons, etc. Only if you like that sort of thing - I'm certainly happy to do S'Urok's background work.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Here are some underpinnings of the world -</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">-A series of great catastrophes wrecked the world over several ages.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">-The first made magic dangerous to wield directly. Sorcerery has all but vanished and with it, dragons. Complex arcane formulae, magic items and divine inspiration are the only safe methods of channeling magical energies. A cabal of Gnomes is commonly thought to have salvaged any use of magic.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">-The next catastrophe manifested as a great wind-borne plague. The largely nomadic Halflings disappeared or died out all together. Elves enchanted trees whose leaves and limbs repelled the plague. The air in many regions of the world is dangerous to breathe - especially underground where Elven trees do not readily grow.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">-The most recent catastrophe shattered the earth. Gouts and sheets of flames leapt from great chasms. The seas began to drain away and seep into the earth quenching the fires within. The earth grew cold. Humans trapped fire and made the sun. Orcs called water from their blood. Warmth and life returned, but the elven groves suffered. The plague returned and as it did, the dwarves began to vanish, though some claim they live on in the lasting creations of dwarven-kind.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Orcs, humans, gnomes and elves are all that remain of the once-great races. The world is a dangerous, inhospitable place. Desert covers much of the planet; and human sun-worshippers with it. Regions of plague grow with every passing year as the groves of the elves recede.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Orcs, children of the seas, created seven artifacts to replenish the waters of the failing earth from the blood of seven orc kings. Orcs are the masters of what seas remain and have managed to retain control of four of their seven sea-holts (seats of the magic artifacts that replenish water). Of the three captured sea-holts, two are failing and one has failed all together. The three displaced tribes of orcs whose ancestors once protected these artifacts struggle to survive on the land and eventually hope to reclaim their lost homes. Though one tribe has little to reclaim.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">S’Urok can be from any of the seven tribes (descended from the seven kings) you like. If you want a seafaring campaign pick one of those tribes. If you want a war campaign pick one of the two tribes whose artifact remains, but is failing. I think the last tribe, though, the one whose artifact has failed altogether suits S’Urok nicely - but the other directions are equally interesting to me.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">As far as classes go, I'm open. Depends on what sort of character you want S'Urok to be. Cheiftain, Shaman, some hybrid of the two.</span></p></blockquote><p></p>
[QUOTE="Sparky, post: 1548731, member: 13681"] [size=2]I don't have UA. Tell me about this orcish Paragon business and we'll work something out. As far as class and levels, what are you interested in playing? Do you want to pursue a career from skeleton-bait to lich-crusher (my preference)? Or do you want to start out a bit further down the path? If you prefer the latter, I can offer a compromise of a more swift advancement through early levels. I've been brainstorming ideas for the campaign and think it'd be cool if you design your orc's history. By history I mean tribal/clan history - ancestors, events, rites, rituals, dress, traditional weapons, etc. Only if you like that sort of thing - I'm certainly happy to do S'Urok's background work. Here are some underpinnings of the world - -A series of great catastrophes wrecked the world over several ages. -The first made magic dangerous to wield directly. Sorcerery has all but vanished and with it, dragons. Complex arcane formulae, magic items and divine inspiration are the only safe methods of channeling magical energies. A cabal of Gnomes is commonly thought to have salvaged any use of magic. -The next catastrophe manifested as a great wind-borne plague. The largely nomadic Halflings disappeared or died out all together. Elves enchanted trees whose leaves and limbs repelled the plague. The air in many regions of the world is dangerous to breathe - especially underground where Elven trees do not readily grow. -The most recent catastrophe shattered the earth. Gouts and sheets of flames leapt from great chasms. The seas began to drain away and seep into the earth quenching the fires within. The earth grew cold. Humans trapped fire and made the sun. Orcs called water from their blood. Warmth and life returned, but the elven groves suffered. The plague returned and as it did, the dwarves began to vanish, though some claim they live on in the lasting creations of dwarven-kind. Orcs, humans, gnomes and elves are all that remain of the once-great races. The world is a dangerous, inhospitable place. Desert covers much of the planet; and human sun-worshippers with it. Regions of plague grow with every passing year as the groves of the elves recede. Orcs, children of the seas, created seven artifacts to replenish the waters of the failing earth from the blood of seven orc kings. Orcs are the masters of what seas remain and have managed to retain control of four of their seven sea-holts (seats of the magic artifacts that replenish water). Of the three captured sea-holts, two are failing and one has failed all together. The three displaced tribes of orcs whose ancestors once protected these artifacts struggle to survive on the land and eventually hope to reclaim their lost homes. Though one tribe has little to reclaim. S’Urok can be from any of the seven tribes (descended from the seven kings) you like. If you want a seafaring campaign pick one of those tribes. If you want a war campaign pick one of the two tribes whose artifact remains, but is failing. I think the last tribe, though, the one whose artifact has failed altogether suits S’Urok nicely - but the other directions are equally interesting to me. As far as classes go, I'm open. Depends on what sort of character you want S'Urok to be. Cheiftain, Shaman, some hybrid of the two.[/size] [/QUOTE]
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