Notices


Zeitgeist

 
  #1  
Old Nov 16 '11, 3:00am
Zeitgeist71 Zeitgeist71 is offline
Young Dragon
 
Join Date: Nov 2011
Posts: 75
Zeitgeist

Zeitgeist - Forum
Dungeons & Dragons 4e
Ad Closes: Dec 3 '11
Estimated Members Requested: 5

Sorry to those who expressed interest. I had incorrectly posted the wrong closing date on the ad, and it locked before anyone really had a chance to post characters. The ad is reposted ... please feel free to post your character concepts.

As always, questions, comments, concerns, let me know either in PM or here in the ad.

Game Description:

Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march
of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.

The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risurís kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of the new urban labyrinth. Even their modern religions have no defenses against these fiends.

Times are turning. The skyseersóRisurís folk prophets since their homelandís birthówitness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age: the zeitgeist.

-----------------------------------------------------------------------------------------------

This is an advertisement for a campaign using the Zeitgeist Adventure Path, published by ENWorld, and written by Ryan Nook (who created the War of the Burning Sky Adventure Path). This settling is more advanced, falling into a combination of traditional sword and sorcery with some industrial concepts (like firearms) added in.

Before submitting a character, I HIGHLY recommend reading the Player's Guide, which sets the entire setting, as well as introducing some new character themes to the adventure. The link to the Player's Guide is below:

http://www.enworld.org/ap/zg00a_players_guide_4e_r1.pdf

When submitting a character, send me the CONCEPT, not a character sheet. I want the name, what class and theme you would like to use, as well as the race. No races or classes are off-limits. What I'm really looking for is the personallity, the background and the hook -- something that can be used to draw your character into the game. Aside from that, I'm open to whatever you can conjure.

I look forward to starting this group up!

Character SummaryInsert summary here

Continue summary

Continue summary


Dialexis, Hybrid Monk/Sorcerer
Ethnocentric Infiltrator



Race:Human (Male)
Class: Hybrid Monk/Sorcerer
Alignment: Good
Age: 38
Personality: Suave, but ethnocentric
Motivation: For Risur!
In Combat: Elusive








This seems awesome I'll have a concept up shortly

EDIT: Reading trough the handbook, this idea just fell on my lap Do you allow the "Combination Weapons and Bayonets." rules? If so, would you allow a Gunblade (a la Squall Leonhart)?

EDIT 2: Even more awesome idea! Human Hunter Ranger with Rogue Multiclass Feat and Two-Fisted Shooter with a Longsword Gunblade and a Shortsword Gunblade

Oh man, you gotta allow this!

I'm glad to see that this is back

Last time, I had vague ideas about a bard, but after reading the player guide more closely and thinking about the setting, I've come up with a wizard concept I like (theme would be spirit medium).

My main question here is how much time we'd be spending in Danor and the Malice lands, at least early on. Considering that in Danor implement powers only work with a +2 implement, a low-level wizard would pretty much lose all powers while over there. Making a character that's mostly ineffective for half the game isn't really my idea of fun, so if the characters are going to spend a lot of time there, I'd go back to the bard or maybe to an artificer. Artificers seem very appropriate to the setting.

Name: Zack Snipe
Race: Human
Class: Ranger
Theme: Gunsmith




Name: Kelland Greatblade
Race: Human
Class: Fighter (Weaponmaster)
Theme: Yerasol Veteran
Background: Sentry - Perception Class skill



Quote:
Originally Posted by Impossibilis View Post
I'm glad to see that this is back

Last time, I had vague ideas about a bard, but after reading the player guide more closely and thinking about the setting, I've come up with a wizard concept I like (theme would be spirit medium).

My main question here is how much time we'd be spending in Danor and the Malice lands, at least early on. Considering that in Danor implement powers only work with a +2 implement, a low-level wizard would pretty much lose all powers while over there. Making a character that's mostly ineffective for half the game isn't really my idea of fun, so if the characters are going to spend a lot of time there, I'd go back to the bard or maybe to an artificer. Artificers seem very appropriate to the setting.
Initially, you won't be in Danor or the Malice Lands at all. There are some spots where you're in Danor, but there's some ... other things that happen that makes magic-users still be relevant in those areas.

They again, I've been in groups that do not follow the "path" of the Adventure, so who knows?

Btw Zeitgeist, are you allowing the Gunblades? ^^

If so, I'm presuming you're making us pay for the blade AND the pistol/whatever firearm right? (It's the only way I see for it to make sense )




 

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Blog   Myth-Weavers Status