Players Wanted: 4 more (we already have one player confirmed) Application Deadline: Friday, October 12, 2012 System: Dungeons & Dragons, 4th Edition Setting: Forgotten Realms, 1370
Character Creation:
All characters will be created using the standard character creation rules presented on page 12 of the Player's Handbook, with the following exceptions:
Races: No drow or warforged. Neither of us are big fans of monstrous races, so an application featuring a monstrous race needs to be exceptional to get in.
Background: You may choose one General or Forgotten Realms background benefit. No other background benefits may be used.
Themes: We will not be using themes for this game.
Equipment: One magic item of 4th, 3rd, and 2nd level, as well as 680 gp you can spend in any way you choose.
Allowed Sources: All official content and Dragon Magazine is allowed. I don't own all the material, so I may need to look certain things over.
So. This'll be my first ever post, and also, the first time I've attempted this sort of thing. Just recently picked up the 4e's Player Handbook, and I've been eagerly waiting to try out my first campaign.
Note: I did by best to try and get as much detail as possible whilst keeping up to what you asked for. Sorry if there's too much going on in my profile. Still a bit giddy with it being my first time and all.
It's really good for a first time, I do believe you are a natural at it If you have any questions, I've been playing for five years now and I'm more than happy to help out a noob (no offense).
Dragonborn are not considered a monstrous race, primarily due to their large population in the D&D setting. They are new to the game, but we'll consider them humanoid enough. Again, our rule on monstrous races is really more of a guideline. Creating a character with an exotic race won't automatically disqualify you from consideration, but the rest of the application would have to make up for it. We are looking for exceptional applications, monstrous race or not.
The Arankan was once a powerful tribe in West of Durpar. Unfortunately, it fell to the reach of monster-ruled city where the captives became slaves and for those who fought as cattle preyed upon with impunity. When things turned hopelessly dire, in the chieftain's dying breath, he ordered his son, Arakai, to bring the last 100 of the Arankanians to leave, and find them a new home. They became nomads who roamed the realm under the guiding visions of their shamans, bearing hopes to find the promised land of peace and light. Little did they know, darkness of other nature was lurking, waiting to devour them.
Their search lasted for a year and ended on the day when they were raided by the dark elves. Despite the Arankanians' desperate defense, they were outnumbered by equal, if not more powerful, foes. The drows' ambush was swift, well executed and brutal. In matter of minutes, the encampment was soaked in crimson red and three dozen of disembodied warriors piled up the scene. Those who didn't resist- the children, woman and the cowards-were taken away. Arakai laid gravely injured and unconscious amongst the carcass for days, but survived the fatal episode.
After his recuperation, the young Arakai began his hunt. He opened his investigation on all slave routes and black markets. He learned that raiders were Drows -vicious lots who kill with no remorse and gladly, for pleasures. With that reasoning, he postulated that the 40 Arankanians must be taken as slaves somewhere around the region. Unfortunately, his search for months was futile. The evil Drows covered their tracks and presence too well. Yet, driven by vengeance and desire to save his people, Arakai gritted on. It was almost a year later, he finally gained a head start on the investigation. He found a heavily cloaked Drow dealing with a notorious slave merchant in the black market and shadowed him. The Drow noticed the inquisitor but played along and led him to the slave camp. It was then too late by the time Arakai realized it was a trap. Taken a prisoner, Arakai became slaves like others, toiling day and night for reasons oblivious to all. He was curious and would attempt to figure them out, but more important mission stood out clearly in his mind. He must first make his escape, later free his people and finally his bitter revenge.
Other than the pair short fangs at his upper row of teeth, he looked totally human- a trait inherited, most likely, from his human mother. In a tribe where the members were predominantly half Orc, he was looked down upon and treated with disdain from his peers. Though his father adored him, his love was not enough to fill the emptiness building up inside the young Arakanian. He became an attention seeker and rules breaker just to prove his point or his worthiness to others. Though things started to change, particularly after Arakai was exposed to the cruel facets of war, when he was 12. He learned to suppress his self obsession and malevolence into forms of rage that he released only during battles. Though his basic demeanor didn't take much change- he is still brash and rude- he has developed a strong sense of righteousness and goodness, and acts as his conscience directs him. He believes in right but still he has little regard for what others expect of him and little use for laws and regulations. He makes his own way, but he’s kind and benevolent. .He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. He despise injustice and tyranny, much more slavery. He is sad to see people giving up too easily without fighting a good fight. He loves challenges and embraced them with great anticipation. Despite his brashness , he is a good man at heart. Over time, he earned the respect of his people who started to see past his 'flaws' in appearance and measured him with the deeds he carried out.
Arakai is about 6' tall and posses a highly conditioned body. Nothing more can be said about his good look except for his pair of black orb, piercing eyes that exudes dominance and determination. Arakai is a brash man with a furious expression locked on his face most of the time. If he ever smiles, it must be something really hilarious or it is his response in mockery. His mannerism and speech tends to be unpolished and overly candid. When he rages, the primal force within spring into being, his short fangs grow longer, his pupils turn panther-like, and his skin turns dark at night. This is not the best time if one ever considers talking him out.
1. Free his people.
2. Find his people a new home
3. Revenge against the drows.
Cool, didn't think they would be a monster race beacuse they are a core phb1 race and all. I don't have any delusions about being able to make a exceptional app when it's so subjective. I'd rather not start with something you're not a fan of.
How do you feel about refluffing existing mechanics? I like the idea of a Warlock or Hexblade being the sort of deal a slave might make to get out of his predicament, but the Underdark tends to have a very different brand of pact-making creatures compared to your standard Fey Pact, for example. In your version/region of the Underdark, what overall categories of powerful eldritch beings exist? Are there fey-type creatures, demons, elementals, etc?
How do you feel about refluffing existing mechanics? I like the idea of a Warlock or Hexblade being the sort of deal a slave might make to get out of his predicament, but the Underdark tends to have a very different brand of pact-making creatures compared to your standard Fey Pact, for example. In your version/region of the Underdark, what overall categories of powerful eldritch beings exist? Are there fey-type creatures, demons, elementals, etc?
I'm always for refluffing mechanics to make them fit the concept. In this case, I think it sounds fantastic. As far as options for a pact, any and all of what you mentioned would be great. Demons and elementals absolutely exist within the scope of this campaign, and twisted fey creatures wouldn't be a stretch either (perhaps a spirit spreading rot and disease?) There are also all kinds of strange aberrations, such as aboleths, that might have the power and inclination to make such a pact. Go with whatever fits your character best and sounds most fun to you, and we'll run with it. We love bringing character goals and backstories into the story.
Hmmm I'm tempted to make an Artificer, mainly because I find them fun, but also because it would be highly frustrating for her masters because she is some how able to build her strange contraptions with out any known source of mechanical materials.
"How do you make all of these crazy things with out any mechanical equipment?"
Sanctuary, the city of freed slaves, is actually built on the ruins of an ancient svirfneblin city named Dunwarren, a majority of which is part of a huge, sprawling machine with an unknown purpose. An artificer would fit very well.