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The Antigrol Tide (OOC)
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<blockquote data-quote="Mallak" data-source="post: 2644536" data-attributes="member: 37105"><p><em>The wind that blows from the East carries with it the seeds of Dissent. The great port city of Antigrol stretches herself languidly across the mouth of a giant river feeding the vast ocean. Once a seedy waypoint for passing sailors, it blossomed nearly overnight into a great trading meccha when, twenty years ago, the first brave sailors returned from across the ocean laden with wondrous objects of great power and tales of a strange, graceful people who, in common parlance, became known as Elves. The Elves possessed knowledge of the mystical arts, previously unknown in the human kingdoms. Trade in metal for objects of Power made Antigrol rich. Two more races were discovered: the crafty gnomes and the sub-dwelling dwarves. Though the dwarves kept to themselves, the gnomes were clever traders and integrated into human society in a way the elves never did, or never could.</em></p><p><em></em></p><p><em>The elves and humans were both filled with a pride that would not bend. A series of bad deals coupled with increased piratical raiding has relations rapidly deteriorating between the two races, to the point of barely tethered hostility.</em></p><p><em></em></p><p><em>You grew up in this world, born a few years before or after the time of first contact, somewhere on the human continent. Perhaps you were even born into the great city-state of Antigrol itself. Down on your luck, you hired on with a Captain Ben Turion of the small private schooner Pander Ban. Perhaps you are a seaman, running the ropes, or a bit of extra hired muscle in these more dangerous times, or a gnomish sorcerer, adept at countering the mystical tricks of the elves (and, of course, your own kind!). For whatever reason, you now find yourself floating down the coast headed for Tortila aboard the Pander Ban. The wind is at your back and the horizon is clear. It's a beautiful day to be alive.</em></p><p></p><p>Hello, All!</p><p></p><p>This is my first time running a game on EN World. Due to the nature of the medium, I'm thinking of running a rather literary campaign heavy on story from my end, hopefully heavy on character from my players' ends.</p><p></p><p>This will be a D&D 3.5 custom campaign setting with a post rate of about once a day. I want to cap this at six players to start. Well-developed PCs will start at second level. Under-developed PCs will die in childbirth. First level is required to be an NPC class such as Warrior, Expert, Commoner, or Adept.</p><p></p><p>There is very little developed magic in the World. This means that those who have even a little magic can be quite powerful. Also, magic using classes will be restricted. The following classes are available without restriction:</p><p></p><p>Barbarian</p><p>Fighter</p><p>Paladin</p><p>Rogue</p><p></p><p>The following classes are restricted to the gnome race (be sure to check out the race restrictions immediately following this section):</p><p>Bard</p><p>Adept (from the DMG NPC list)</p><p></p><p>Other classes:</p><p>The Ranger is available with a truncated magical ability.</p><p>If you want to play a human bard with truncated magical ability, talk to me.</p><p></p><p>The Druid is unfortunately unavailable.</p><p>The Monk is fortunately unavailable.</p><p></p><p>The Cleric, Sorcerer, and Wizard will be unavailable at the beginning of the campaign.</p><p></p><p><span style="color: Red">I have decided to open the following classes to Half-elves: Bard, Adept, Ranger (w/ full spells), Druid (w/ full spells).</span></p><p></p><p>There is social baggage that comes with race, so you would be advised to choose your race wisely. Recommended races are humans and half-elves, although I will consider dwarves and gnomes. Be warned, though, that due to the current political climate, half-elves will not be very welcome anywhere.</p><p></p><p>I will <u>consider</u> all material from WotC publications, but keep in mind the restrictions I have already set. Some classes may be truncated, restricted by race, disallowed at the start of the campaign, or disallowed completely. </p><p></p><p>Character creation will be a 32 point standard point buy with standard gold. Spend your gold however you wish, but if you've got a single expensive item, you'd better have a complete list of good reasons.</p><p></p><p>This will be a more dangerous game than many D&D players are used to. I use a tweaked damage modeling system to introduce a deadly and cinimatic quality to battles. In the end, I am aiming for an immersive experience, so this should be transparent to the players.</p><p></p><p>There will be a few other custom tweaks, but for now I'm looking for six well-fleshed characters who wish to embark on a fun, story-driven adventure that could span the globe or beyond! Spots will go to the first people I receive good concepts and character sheets from.</p></blockquote><p></p>
[QUOTE="Mallak, post: 2644536, member: 37105"] [I]The wind that blows from the East carries with it the seeds of Dissent. The great port city of Antigrol stretches herself languidly across the mouth of a giant river feeding the vast ocean. Once a seedy waypoint for passing sailors, it blossomed nearly overnight into a great trading meccha when, twenty years ago, the first brave sailors returned from across the ocean laden with wondrous objects of great power and tales of a strange, graceful people who, in common parlance, became known as Elves. The Elves possessed knowledge of the mystical arts, previously unknown in the human kingdoms. Trade in metal for objects of Power made Antigrol rich. Two more races were discovered: the crafty gnomes and the sub-dwelling dwarves. Though the dwarves kept to themselves, the gnomes were clever traders and integrated into human society in a way the elves never did, or never could. The elves and humans were both filled with a pride that would not bend. A series of bad deals coupled with increased piratical raiding has relations rapidly deteriorating between the two races, to the point of barely tethered hostility. You grew up in this world, born a few years before or after the time of first contact, somewhere on the human continent. Perhaps you were even born into the great city-state of Antigrol itself. Down on your luck, you hired on with a Captain Ben Turion of the small private schooner Pander Ban. Perhaps you are a seaman, running the ropes, or a bit of extra hired muscle in these more dangerous times, or a gnomish sorcerer, adept at countering the mystical tricks of the elves (and, of course, your own kind!). For whatever reason, you now find yourself floating down the coast headed for Tortila aboard the Pander Ban. The wind is at your back and the horizon is clear. It's a beautiful day to be alive.[/I] Hello, All! This is my first time running a game on EN World. Due to the nature of the medium, I'm thinking of running a rather literary campaign heavy on story from my end, hopefully heavy on character from my players' ends. This will be a D&D 3.5 custom campaign setting with a post rate of about once a day. I want to cap this at six players to start. Well-developed PCs will start at second level. Under-developed PCs will die in childbirth. First level is required to be an NPC class such as Warrior, Expert, Commoner, or Adept. There is very little developed magic in the World. This means that those who have even a little magic can be quite powerful. Also, magic using classes will be restricted. The following classes are available without restriction: Barbarian Fighter Paladin Rogue The following classes are restricted to the gnome race (be sure to check out the race restrictions immediately following this section): Bard Adept (from the DMG NPC list) Other classes: The Ranger is available with a truncated magical ability. If you want to play a human bard with truncated magical ability, talk to me. The Druid is unfortunately unavailable. The Monk is fortunately unavailable. The Cleric, Sorcerer, and Wizard will be unavailable at the beginning of the campaign. [COLOR=Red]I have decided to open the following classes to Half-elves: Bard, Adept, Ranger (w/ full spells), Druid (w/ full spells).[/COLOR] There is social baggage that comes with race, so you would be advised to choose your race wisely. Recommended races are humans and half-elves, although I will consider dwarves and gnomes. Be warned, though, that due to the current political climate, half-elves will not be very welcome anywhere. I will [U]consider[/U] all material from WotC publications, but keep in mind the restrictions I have already set. Some classes may be truncated, restricted by race, disallowed at the start of the campaign, or disallowed completely. Character creation will be a 32 point standard point buy with standard gold. Spend your gold however you wish, but if you've got a single expensive item, you'd better have a complete list of good reasons. This will be a more dangerous game than many D&D players are used to. I use a tweaked damage modeling system to introduce a deadly and cinimatic quality to battles. In the end, I am aiming for an immersive experience, so this should be transparent to the players. There will be a few other custom tweaks, but for now I'm looking for six well-fleshed characters who wish to embark on a fun, story-driven adventure that could span the globe or beyond! Spots will go to the first people I receive good concepts and character sheets from. [/QUOTE]
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