Out of the Skies From Everywhere - Myth-Weavers Lethe


Out of the Skies From Everywhere


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BEFORE YOU READ THIS RECRUITMENT NOTICE PLEASE UNDERSTAND THAT THIS GAME WILL HAVE HARD GRADED ENCOUNTERS AND IS ONLY SUITED FOR ADVANCED 4E D&D PLAYERS WHOM KNOW HOW TO BUILD AND PLAYED OPTIMIZED PLAYER'S CHARACTERS; SO IF YOU AREN'T THAT EXPERIENCED NOR THIS ADVANCE IN 4E D&D, THIS GAME MAYBE TOO CHALLENGING AND MAYBE POOR-SUITED FOR YOU.

On the mortal plane of SeKola there's a continent known as Durafort where slavery, fighting gaming, duels, raiding, necromancy and piracy is commonly practice and the right to do so can only be challenge under no structural order nor no governmental backing. The only outsider's law that is tolerated are the Appropos Ways (which pretty much account that the all appropriate actions and responses will never be seen unforgiving) and this philosophy can only be overturned by the warlords, tyrants, kings or reigning seats of power of the immediate area where the challenge is made. All living on the continent understand this as a fact of life for the land where "

The phrase is the closest translation for the definition of the word "Durafort"
Only The Strong Persists."

Mining on Durafort produces ore of many different precious minerals from marble to gold including the much demand unstable ore known as "Sekola Prime Ore" which is a variant of naturally occurring Arcanuum with all these resources well in supply while food, lumber, tradesmen and specific expert craftsmen aren't. But this is a matter of economics for the most richest continent in SeKola while relying on the other continents' and other civilization resources for their continuous survival.

One of their long-holding king is known to respond to this situation as a "minor complication."

Of'course, its a minor complication for the land where there are Devil Kings, Necromancer Tyrants, Evil Serpent worshippers and Nomad Warlords with powerful militaries and always willing to strike their neighbors at a whim because for their major complications come from "Out Of The Skies from Everywhere."

High in the skies over of Sekola is The Higher Skies Realm which is consist of many strange races and houses two safe havens' regions for two of the strongest single race societies of Sekola: The
Githyanki and Githzeria
Giths and
Mostly Wildens and Eladrins
Primal Fey had just united under a signed agreement called the Law Of Treaties which introduce an organized combined military force with the power of enforcing their agreed upon laws and privileges in their region far above Sekola. The Law of Treaties is hated by the continental isles and lower skies region nations of Sekola mainly because it gives that military the right to attack, search, seized and denied anyone who aren't registered taxpayers nor born in the Higher Skies they find up there and as originally drafted; so far this Law Of Treaties only been enforced up there.

Its high above the Durafort continent where that portion of the world's floating motes beyond the border of the Higher Skies is where the motes are occupied with many strange races that aren't Giths nor Fey and has no forgiveness for one section of Durafort or another for one reason or another thanks to the greed of fortune hunters whom wouldn't hesitate to take anything and anyone from anywhere to Durafort to sell. When the powerhouses on Durafort discussed the complications that these motes over there continent bring to Durifort; their tone shows that they see this as a major complication. What makes these Higher Skies minorities such a revered group, is because its from among
Couatls, Banesworns, Murats and Quoms are among the usual suspects most of the time
these races, are the
most of SeKola Nomad Raiders are Unaligned or Evil
nomad raiders and
Fortune hunters universally are Chaotic Unaligned or Chaotic Evil plus with the exception of Durafort and some of the uncharted portions of the Sekola world they are seen as criminals and majority of them are wanted dead or alive in many places.
fortune hunters that would dare to treat themselves on the resources found in Durafort thru force and now without fear since they can passed by the Law of Treaties armadas without incident, every time.
Somewhere in Northern Durafort there's a Devil Warlord whom made his success by entertaining and gambling at the fight arena he operates came home and found his wife and children was missing. Immediately he knew this was the work of the Higher Skies Nomad Raiders for only them would even contemplate this sort of action against a well connected Arena Owner like him.
The next day he received a ultimatum to place all of his gold markers in a pile in the middle of his arena when all the seats are filled and burned them all or never see his family again. The action would have broken his non-slave ran arena and place his workers, entertainers and prized fighters to the mercy of the open market in that area which was consisted of n more slave traders then paid works and also would brought a sellsword paid by one of his creditors to him while he sleep. So he decided to make an astounding announcement to his most capable workers and he pledge that he will turned over the demands with his arena property to his crew instead if they can returned his family back to him safe.
Such a reward is worth over 12 times all of his men's weight in gold for them to live on for the rest of their life.

Yet only six was either too brave or too ornery to passed on this near-suicidal mission.

Well that the settings and this the game proposal...:


...And what I looking for is six mean and no-nonsense Level 12 chaotic unaligned or unaligned mercenaries with point-buy or standard array ability scores and have one of the following type of background stories:

Any Race and the character must be a Nusemnee Devoted, trained by the Zephir's Cult. with a divine feat for either deity.

Tiefling with training as a Shadow Class or Dark Magic Arcanist.

Any Race of a Hybrid Class with an Arena Multiclass Feat.

Any Race of a Hybrid Class with a Paragon Path with a primal class prerequisite.

Any Race of an Arcane Class with a Paragon Path with non-arcane prerequisites (qualified by Multiclass Feat makes this easier to build.)

An all Dark Sun outfitted level 1 character build before leveling up to level 12. (Any qualifying equipment is accepted)

An artificier; hybrid or otherwise as long as the character is also a member of either a Shadow Power Class, Bladesinger, Witch or Mage class. (Multiclassing is acceptable instead of a hybrid class as long as a second feat is spent to gain an attack power from the class that was multiclass into.)

A swordmage; hybrid or otherwise as long as the character is also a member of either a Shadow Power Class, Bladesinger, Witch or Mage class. (Multiclassing is acceptable instead of a hybrid class as long as a second feat is spent to gain an attack power from the class that was multiclass into.)

A Barbarian; hybrid or otherwise as long as the character is also a member of either a Primal Power Class, Battlemind, Sorcerer or Avenger class. (Multiclassing is acceptable instead of a hybrid class as long as a second feat is spent to gain an attack power from the class that was multiclass into.)

The following race would be put under special consideration for selecting to join this game:
Bladeling
Goblin
Kobold
Teifling
Warforge
Mul
Changeling

Each character are allowed up to four non-artifacts magic items of the level 11, Level 12, level 12 and level 13 variables or their standard gold-pieces total sum as your spending budgets .

Every character must have a character theme that has a power (optionally taking or otherwise) that shares a keyword power type with one of your Paragon Path powers' keywords.

If you interest in been one of the six to start this game just submitted your optimized character build on this thread and on this thread; then on September 12th I will choose six from what I find here.

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