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.
Character name: Kirri Race: Goliath Class: Seeker -- Controller Alignment: Good
He has a pleasant smile and kind nature, often seen to help others, even those in a better situation then himself. Kirri never shows anger, he is always quick with a smile and a helpful word (or strong hand). He is popular among those slaves with children as he will often offer to help with them, or give them an extra share of his food and water to help the child grow up stronger.
Kirri is quite pale for a goliath, having only seen the sun once in his life, and then only briefly, he has pale blue eyes, a broken nose (courtesy of a drow handler who thought he wasn't moving quick enough and had been recently been given a new mace), long brown hair tied into a plait and held there with leather thongs within the plaited weave.
He is known as the gentle giant amongst those he lives with, and even his drow handlers will often give him jobs well above his station, knowing that Kirri will complete the task. The reason he never shows anger is because there is nothing anyone can do to him that is worse then what Dralaenc did ... a physical beating is nothing to what his mother went through to keep him safe -- safe to have that pile of XXXX send him away and leave her alone, thinking Kirri had been freed, just when Kirri was getting big enough to do something about it.
Kirri was born into slavery, his mother and he as a baby were taken by a dark dwarves raiding party. His mother, A'rya did everything she could to keep her son from harm. She also taught him the ways of nature, compassion and even forgiveness ... something which was hard to learn in this most dreaful of places.
Draleanc, the slaver who purchased A'rya and Kirri delighted in bringing other Duergar around to see his unusual slaves, goliaths were prized for their strength and ability to work long and hard. A'rya was used as all sorts of things by the evil Duergar slavemaster, from a table for his guests to eat off, a dancing girl to entertain them or even a common beast of burden, pulling carts full of ore. No matter what happened or what atrocity she was put through, she forgave Draleanc for he promised to release Kirri from this place on his sixteenth birthday, a bargain unknown to the young half giant. The love of her son kept her there, the thought that if she did anything would break that promise or end in violence against her son mean A'rya never tried to escape, never answered back, cowered her very nature.
By the time Kirri was 15, under his mother's tutelage, he could manipulate the elements around him and he often assisted in the healing or help of other slaves who had been mistreated, healing their wounds. On his 16th birthday, Dralaenc arrived to release him, and Kirri didn't understand why his mother hugged him so close to her until Kirri was taken to an upper part of the dark dwarven mines, and saw for the first time, daylight ... and the carriage and Drow waiting to take him away. Did his mother know he was being taken by them?? No, she had to have thought that Kirri was being released ...
That was three years ago, Kirri had continued to practice his art and promised to one day kill Dralaenc ... to the gods with forgiveness ...
Kirri's goal is to one day track down Dralaenc and kill him, if that takes him another twenty years, then that is what he will do. He hopes his mother is still alive, but doubts she is, more reason to rip the the dark dwarfs head off and ...
He continues to work on his skills and talents taught to him by his mother, and is waiting for when he can work out a way to get to the surface.
Most of the other slaves here would consider themselves allies of the gentle giant, but he can not count on any of them, they fear for their lives as it should be, though about a year ago he met a human cleric called Fran who he found helping poorly children. Fran is a kindly soul and the two have rapidly become friends in the last year. Kirri has promised to help find Ray as has Fran to help Kirri find his mother, even though it will mean a descent into another slave world.
Kirri has no greater hate then for Dralaenc ... Dralaenc ... Dralaenc ... I am coming for you ... forgiveness is not within your grasp slavemaster ...
I'm up for making another application to roll a Warlord. I wouldn't mind, just want to make sure the DMs are alright with me making another character to apply with, or at least, the same character with a different back-story and class.
With such a large number of applications already (and we're not even halfway to the deadline) I think we need to keep it to one application per player. HOWEVER, if you'd be happy with your character in a couple different classes, just note it on your application and we'll consider them for each role.
Character name:Caltor Milnan Race: Human Class: Fighter - Defender/Controller Alignment: Neutral Good
From his youth, Caltor always had a strong body, and his personality reflected that. The adage that people in their youth who are strong, are weak in personality later in life. Brash, reckless, he was sent to be trained in the ways of combat. Through his long sentence bound to the rock however, Caltor has gained a large amount of wisdom, as well as hatred for having experienced everything the drow had done. Towards those who also feel the pain of slavery, Caltor is a strong spirit to lean on. For those who are guilty of slavery, Caltor is the force behind the spear that split what used to be their heart.
Not quite forgetting everything from his old life, one can sometimes see the cocky young man that used to live in the body he now has. For the most part, the man is very patient, yet passionate. After enough contemplation however, the man is dead set in his mind, and can not be changed. Around friends, he is very light hearted, but in combat becomes as cold as a glacier. Especially against drow, he becomes a vengeful fighter.
If you watch Caltor, you will notice that he stretches fairly frequently. This is due to remnants of his entrapment. Also, if he has found a comfortable place to sit, one is hard pressed to move him, him having sunk into the position. While relaxed, he seems to do things at a very slow pace. An athletic build, Caltor doesn't stand out as the muscle bound brutes that most melee combatants look like, this is helped by the fact that he tends to wear large, baggy clothes when not in his armor. He stands a respectable 6' tall, with long arms. A perfect build for, and the reason he picked up the spear. He sports a short flat-top haircut. His face is very broad, giving off an imposing look.
Part of a group of adventurers, the Longhands, who went down into the underdark to escort a caravan that was leading to a dwarven expedition. Caltor had only been a member of the group for a few moons so far. When they had arrived at the destination, there were seemingly no dwarves in sight, despite this being a prime excavation for a new dwarven keep, as well as an amazing mine for jewels. The caravan had entered the camp cautiously. In the resulting attack, a large portion of the caravan was captured or dead, including every member of the Longhands. Caltor had heard of a sanctuary of sorts from the caravan in the underdark, free and safe from drow. During the attack, those under Caltor's protection were ordered to escape and head for Sanctuary, as for himself, he held their escape. In all, he had saved 14 people from the drow.
The drow very well knew what he had done, and how many people had escaped. 140 years, 10 for each person who escaped. The drow had hoisted him up onto the large stone pillar in the middle of the central slave camp. A few drow circled him. Two drow took turns using magic to keep the man stationary, and the third began a ritual. At the end of the ritual, Caltor stood there, on the pillar, melded into it. Inside the stone, Caltor was in a semi-conscious state, and could to an extent perceive the world around him. Every slave that came into the camp. He watched them get shuffled in, all of their hopes and desires in the world stolen away, just like their bodies.
When the day came for his release, Caltor had already watched dozens of releases. With a blast of smoke, his body came tumbling out, as young and strong as it ever was. While he attempted to reaclimate his muscles to his new body after 140 years, the drow shackled him, and took him away to serve his life as a slave. While the drow dragged him away, he looked up at the stone he had been attached to, and recognized a face in the stone which he first saw when he was bound to it.
1) Learn the fates of those who he had let escape. Head to sanctuary, and look for the long lived ones (a few elves).
2) Free as many slaves as possible.
3) Take down as much of the drow infrastructure as possible.
Allies: Any survivors from the capture. All the slaves in the encampment. Possibly so extremely long lived races from the Longhands, or their offspring born in slavery.
Enemies: The quarter master has a special inclination for those who were bound to the pillar. Any drow who could still be living from the original capture. All drow.
I can, with tweaks to the back story, and change the personality also shift into filling a Rogue, Barbarian, or Druid role.
Dear Batman & Robin (dynamic duo DM's) -- my submission is complete, though there is some more fluff I would like to add
I haven't added the magic items and "stuff" purchased with the starting money, but I guess they won't matter much unless I am picked from your already extraordinary list of outstanding players (some that can even spell ... ... I know !!!!)
Is it possible to add another player as an Ally ??
Name: Spik Race: Goblin Class: Artificer Alignment: (Chaotic) Good
Spik is in many ways your typical goblin. Dirty, raucous and ramshackle; quick of body and of mind; well practised at hiding behind someone bigger. He is set apart from his fellows by surprisingly little spitefulness, and an instinctual grasp of the arcane. Growing up outside the warren perhaps benefited him some. Not having to fight his peers to sate his need for attention meant that he never developed the sense of over-competitiveness that leads so many goblins to get ahead by making others step back. He still has that craving though, and if anything the indifference his fellow slaves showed him has only heightened it, causing him to sometimes behave recklessly to prove himself.
Terminally curious, with little regard for the consequences of poking fingers into complex gadgets or bubbling brews, Spik has become quite adept at dismantling and manufacturing a variety of traps and devices across his years, and his desire to investigate such things has only grown. Thankfully he has been quick enough to get away with only the occasional burn so far... He is also greedy, utilising his prowess on more than one occasion to secure himself some new shiny bauble or trinket, or a gizmo he deems equally valuable. A trap here to distract a guard, and pop, the gem goes down his throat.
Spik cares little for his appearance, 'washing' only when he accidentally falls into a river, or is finally hosed down. As such, most of his hairless green skin is hidden beneath smudges of soot, despite his ragged clothing being more hole than material. Physically he is fairly unremarkable for a goblin, a jumbled collection of spindly limbs and sharp angles standing around 3'5" (although his inability to stay still makes it hard to judge accurately). Large, thick goggles surrounded by heavy leather magnify his yellow eyes, bulbous and bug-like against his pointed ears and nose, lending him a somewhat ridiculous appearance.
Spik's warren suffered a raid whilst he was young, and although he cannot remember who raided them he does remember the sweaty swarming mass of his litter, the constant reassuring bickering and warmth that was stripped away when large hands plucked him up and shoved him into a rough hempen sack. He remembers being tumbled along the floor, wailing loudly, until a large thwack to the side of the bag rendered him unconscious.
When he next woke up he found himself in a cage surrounded by many strange and unusual creatures. He took this to be his new warren (he had little understanding of what happened, and even less choice), and set about climbing over and around his new companions in an effort to get to know them. Most met him with distaste however - no solidarity amongst the slaves here - and simply tossed him aside, wanting to get by with as little fuss as possible. Still, irrepressible little goblin remained eager to explore and recapture the extended family taken from him.
He was soon put to work, sent into the small nooks and crannies of the mines where the larger creatures couldn't reach, grubbing in the dirt to retrieve whatever shiny stones he was shown before being sent in. He actually found the work tolerable, if hard, sating his desire to collect things and his curiosity at what lay in the dark twisting spaces just round the next corner... Perhaps that is why he retained his good nature, rather than becoming jaded and cynical. Spik wasn't stupid, he realised that attacking his drow masters was a quick way to get killed, so most of the traps he lay were intended to madden rather than murder, and to be easily covered up as an accident. They were more an exercise in pushing his boundaries, with the added bonus of irritating his masters The fact that the drow were about the only ones who paid attention to him even if it was only to whip or punish led to a somewhat perverted view of them - he hated them for enslaving him, but was dependent on them for his sense of self-worth, for being noticed.
Spik's apparent driving force is to see what's around the next corner, wherever that may be! He can't resist fiddling with whatever he finds, and each new contraption fills him with excitement, and anticipation of the next bigger and more complicated one. If its accompanied by other treasure all the better, as he still retains the same love of gold and gems as his fellows.
He also longs for a family like the one he had back in the warren, and he never found amongst the slave gang - a group that will put up with him despite his many faults. His sense of self-worth stems almost entirely from others noticing him, and would from their approval as well if he had ever experienced that.