Game Description
DM introduction: I am looking for 4-6 players to play in an anarchic aligned campaign. There will be political intrigue, dungeon crawls, diplomatic missions, sabotage, and a very large gelatinous penguin. I specifically am looking for 1 individual each of the following alignments CG, CN, CE, TN. I expect good roleplaying, and have a fondness for unusual builds. I will also be making a few "fixes" to the system. Also if someone has a real good concept for a LG character I might let you in with certain restrictions.
This story takes place on the subcontinent Eryth. It is known that it is attached to a larger landmass, but their has been little to no passage through the mountains to the north. Eryth was once the home of a great and powerful ancient civilization, though all that is left of it are scattered ruins, a region of wild magic that few dare brave, and fewer still return to tell of, and tales of wonder. It is said that the civilization had harnessed the stuff of existence to empower its prosperity, defeating the dragons and bringing the very gods to their knees. It was rumored to be a time of tranquility and enlightenment, where none were without, and none wanted more than what was within their reach. Then their was the cataclysm. Some said it was the revenge of the deities, the dragons, some even say existence for the subjugation they were put through. Others said in their persuit of knowledge they made a fatal mistake and unleashed the seeds of their doom. Whatever the cause the ruins themselves are avoided to this day for fear of sharing the fate of the bygone civilization. With its downfall the human race dwindled until about 200 years ago.
At that time 2 kingdoms arose. In the north West was Nayland, led by a champion of Bahumut, the childless god, Naylor. Naylor established a theocracy led by a caste of divine knights, the highest of whom took on rituals to become dragonborn.
In the South West was the land of Sexundus, ruled by the tyrant of the same name. He controlled his lands with an iron grip. His mother was rumored to be an elf, but the ritualistic scarification he inflicted upon himself made his heritage disputable. He experimented with magics arcane, often using prisoners as guinea pigs.
As the kingdoms grew in power and their borders approached each other animosity grew between them. Finally the two self declared Kings met on the field of battle, but before they could come to conflict, a powerful devotee to a cause, an individual who only referred to himself as The Cleric of Law, interceded in the battle. He brokered a truce and sealed it with a powerful incantation read from a torn scrap of paper from the lost civilization. After that the two kingdoms got along peacefully, and the Cleric formed his own pseudo theocracy between the two, named Axioma. The individuals leaders seemed to gain magnificent powers, though the laws of their kingdoms seemed to change. The Northern kingdom still retained in it's code of honor "above all else do good", but it added the line "The greatest good is order". The southern kingdoms laws got stricter, more draconian (Not as in dragons). Many of the races that had flourished during the period between the fall of the old civilization and the rise of the new kingdoms were persecuted and driven to the eastern half of the subcontinent. It is there are story begins.
You have been called to a meeting of various individuals who have their reasons for disliking the three kingdoms. They now lay claim to the entirety of Eryth, though their hold in the eastern portions is tentative at best. The meeting is to be the origins of a rebellion.
Starting level: 3. You are not the head of the rebellion. You are not even high ranking. You are however above the little peons.
Wealth: Standard gold for lvl 3. (Magic items cost 50% more than they would normally due to scarcity)
Stats: 32 point buy
Sources: Any with approval by me. I will allow some custom material.
HP: Max. I am nice.
Alignment: You can apply for any of the aforementioned alignment slots. I will ask that if you are CE you give yourself some reason to actually be part of the party.
Races:Any that you can have at starting level 3, subject to approval. Absolutely no gnomes.
Flaws & Traits: 1 feat worth of flaws, 1 trait
- No extra XP for crafting items or what have you.
General: Optimization is FINE, but I do want solid character concepts. This is meant to be an RP heavy campaign, and the interactions of the party are going to effect the campaign.
Backstories: Give me as detailed as you possibly can
Fox's Cunning, Eagles Splendor, and Owl's Wisdom are Enchantments.
Monks have full BAB.
Common is a language that can be spoken fluently by a creature with an int of 4. It is to be used in emergencies. It would be wise to invest in a few languages so you can speak with the rest of the party.
4 bonus skill points at first level.