The Sands of Solaris - OOC (Closed)

Phoenix

First Post
For centuries the nomads spoke of a place at the center of the world where high above the burning hot sands a mortal could stand in full radiance of Solaris itself, and there the sun would fill him with such energies that he would live forever. So the legends said, and so the people believed. When they lay on their death bed, mighty warriors would dream of their spirits being welcomed into the sun with their ancestors, to live on in a perfect heaven.
As travelers walked from the center of the world the light from Solaris waned, causing the light of day to dissipate, and the darkness of night would slowly creep into their soul. The few who would dare to travel to the ends of the earth, where the light of Solaris did not reach, were changed horribly, if they returned at all. Creatures of pure evil waited at the edge of the world, for one day the light of Solaris would weaken and allow them to encroach upon the world of mortals.
And so the Tribes of the Sun settled in the borderlands, where Solaris would not burn them and the darkness would not come for them. The people struggled and forged small cities in which they could protect themselves from the beasts spawned of darkness, and the madmen that would dare to grasp at the very sun itself. Generations spawned heroes that were willing to give their very lives to travel into the center of the world, and villains that would attempt to tame the edges.
Everything living, or dead, has its secrets. There is a time and a place for everybody’s secret to be unraveled, and when all have fallen under the weight of truth, only the strongest will survive to claim what remains. Sometimes the end of the world is not what the prophets warn us about…

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The Sands of Solaris is a d20 D&D Game using the 3.5 rules (some house rules will apply). Since this is my first PBP game at EN World I hope that all the lovely people here will be able to handle a reasonably frequent posting game, to keep the story moving.
This particular game will have a very special focus on spell-users, but it will require the expert assistance of sword swingers, diplomats, and visionaries to brave the dangers that the party will face.
I’m looking for four players at the moment, but due to the restrictions of the lands the Cleric Class is not available. The characters that begin with Armour Proficiency: Heavy are required to exchange this Feat for another available as a fighter bonus feat (heavy armours are not available). Characters should have a distinctly Persian flavour to them, but take note: very few of the cities of Solaris have any real riches or complex governments and nobility.
I would like to see characters that grew up in smaller towns, caravans, merchant communities, and other remote locations. No deities are available at the beginning of the game as most communities partake in either ancestor or nature worship (allowing paladins and monks to follow this path). All calculations of attributes, skills, feats, and other rolls should be clearly calculated for my viewing. Characters begin at 1st level with maximum hit points, maximum gold, and 22 points to purchase their ability scores with. Available races are restricted to the PHB (but no half-orcs, please) and all should have an exotic ‘feel’ to them, show me something a little different.
Interested parties should note, I'm not interested in people that Min/Max or plan their character’s stats out levels in advance. Prestige Classes as well as any other new classes will be offered to PCs that follow the right leads to learn the skills required to add new classes.

IC Thread
http://www.enworld.org/forums/showthread.php?p=1319156#post1319156

Rogues Gallery
http://www.enworld.org/forums/showthread.php?p=1317220#post1317220
 
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Well, if you're not going to allow clerics, then it sounds like you'll need a druid for healing. Having never played one before I'd be interested in giving it a try.

That said, I'd like a few details. Is this entirely a desert world (as far as the characters know)? How are druids regarded in the world in general? Are there any special notes or restrictions on a druid character for this campaign that I should be aware of (foir instance, I'm not going to have to play a druid with the "eco-terrorist" mindset, am I?).
 

This setting sounds quite intriguing. I'd love to take a shot at it, myself. In fact, I've already got a character in mind... Now, from your remark on the races, I'm assuming there's no defined "background" for them as is? I ask this because I'm thinking of an elf, and I've got a great idea for them (or at least, I think it's a great idea)...
 





Well to fill in a few gaps I have a general overview of the world in general in mind, but to allow greater ease of use for players to insert themselves into a homebrew campaign I'm more than a little flexable. For the Druids (and many other character classes) I was hoping to steer away from the traditional mind-set and look for new approaches to the characters, and elves would definately fit well into the eternal guardian mode that druids can easily portray.

More details to come, and soon. When thinking of your characters, the world contains many hot lands (not dark-sun style though) and heavy armour will restrict PCs in many circumstances (meaning that large creatures in the setting will be hibernators in the summer, as opposed to the winter). As for the era of Persia....can't say I'm an expert on the subject, but yeah...about that time.

I'll take the first characters that suit the campaign (backgrounds and personalities would be nice people) and are designed for playing, as opposed to rolling. Hopefully this does not mean 4 druids, we need some mix in the group. As the story grows I'll be calling for more PCs, so alternates need not fret about waiting for deaths in the party...

Back with more soon.
 

From the blistering heat of the central deserts of the lands to the frozen wastes of darkness that threaten to encroach ever closer to the lands of man, the people that live and breath for the glory of Solaris, the sun, strive for glory.
The Twelve Kingdoms of Man circle the center of the world, powerless to approach Solaris and be burnt by its promise of power, and far enough away from the frozen lands to escape the daily threat of corruption. The lands are dry, rocky, and savannah-like, with enough fertile lands circling oasis’ to supply crops and water for the herd animals. Metals are not uncommon, but many a head turns at the folly of a man that wears it as a suit.
Recent history has seen the Twelve Kingdoms strive against each other in a competition of spiritual glory, for only one of the people will become the chosen of the sun. They will march to Solaris and be welcomed, basking eternally in the power that is promised of them.
The Demi-Humans are lesser races, pockets of tolerated creatures that supply humanity what it requires, though never regarded as slaves due to the mystical stories of their spiritual standing in the world.
The beginning is…a simple one, as most are. In the lands of the Kingdom of Yulander, the PCs gather to meet for the first time (this will be explained, no need to stick it into histories, it’s a surprise).
 

Alright, I bashed together a quick preliminary character (in fact, this is what popped in my head as soon as I read the first post). No equipment yet, haven't thrown in the class and race abilities, etc. One thing I'd like to bug you for is to switch around some of the proficienies I'm going to be getting for some that are more appropriate to the setting; scimitar in place of long sword/rapier, punch dagger/katar and chakram in place of some of the monk weapons, etc. Also, the attached image is of pretty much the primary inspiration for this character - in terms of appearance, at least, but definitely not in personality and background.

Name: Khalas
Race: Elf
Class: Monk 1
Alignment: LN

Str 11
Dex 14 +2
Con 10
Int 11
Wis 13 +1
Cha 11

Hp: 8
AC: 13 (+2 Dex, +1 Wis)
BAB 0
Attacks: +0 Melee, +2 Ranged, -2/-2 Flurry of Blows
Speed: 30 feet
Initiative: +2
Saves
Fortitude 2 = +2
Reflexes 2 (+2 Dex) = +4
Will 2 (+1 Wis) = +3

Skills:

Balance 2 (+2 Dex) = 4
Diplomacy 3 = 3
Jump 2 = 2
Listen 2 (+2 Elf) = 4
Knowledge (Religion) 3 = 3
Spot 2 (+1 Wis, +2 Elf) = 5
Tumble 2 (+2 Dex) = 4

Languages:
Common, Elven

Feats:

Improved Unarmed Strike, Stunning Fist, Dodge

Racial Traits:
Immune to magic sleep effects and +2 racial bonus to save against enchantment
Low-light vision
Weapon Proficiency: scimitar, longsword, long bow, short bow
+2 racial bonus on Listen, Search, and Spot checks

Class Abilities:
Weapon Proficiency: Club, crossbow (light or heavy), dagger, katar, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, chakram
AC bonus
Flurry of blows
Unarmed strike

Equipment:
2 katars, 10 shuriken, Monk's Outfit, Traveller's Outfit, Backpack, Flint and steel, Five days trail rations, Bedroll, Belt pouch, 3 water skins, 3 gp, 4 sp


Background: Many years ago a band of elves settled deep in the borderlands, with one unusual goal; to understand the nature of both light and darkness. Though they have lived mostly in peace, they have long trained themselves in the arts of battle as well as philosophy. Recently one of their number, Khalas, began to question the ways they have lived by. When the elders of their order doted on the nature of duality, Khalas would ask "How can we come to understand the difference of both light and darkness when we do not truly know the nature of either?" Because he was often shrugged off or given an unsatisfactory answer, Khalas decided to leave the confines of his order and seek the truth for himself. Khalas joined the next caravan that still dared venture so far from Solaris and has come with them back towards its blazing light.

Personality: Unlike most who focus so deeply inward, Khalas is inquisitive and surprisingly outgoing. Though he has great respect for his teachings, he still has quite the independent streak that has led him far from home. He is very calm-natured, and is slow to judge others.
 

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