The year is 1325 After Exodus of the gods. You have all felt the influence of the dragons. There isn’t a being alive in Tyria that hasn’t.
You have felt a calling, away from your lodge, college, warband, or home. You are meant for more than this. You are determined that you can help find a way to rid the world of the terrifying power that is the Elder Dragons. Now, the question is, who do you seek for aid? Lion’s Arch, the home of the guilds and rendezvous point of adventurers from all over Tyria, is probably the best place to start looking.
For those of you who were drawn in by the word “dragons” in the game title, I am sorry for any possible disappointment. For those who came in because they saw “Tyria”, then yes, this is what you are looking for. This game will be set in the universe of Guild Wars at about the time of Guild Wars 2. If you don’t know the lore, don’t worry! This will serve as an introduction to quite possibly one of the best video game universes out there. The lore is deep and varied, every place having a history, and you will indeed get to challenge Dragons and their minions.
Yes, I have pre-purchased the game and yes, I have played in the last beta. No, I have no idea what the game’s storyline will actually be (other than fighting Zhaitan in a dungeon at the end). This helps me play around and take my own take on things. We will all get to laugh at how close, or how far off, this game is to the actual title. Regardless, I will keep the involvement of Destiny’s Edge to a minimum, unless you guys want otherwise (such as by seeking them out).
Background: Given how deep the lore is of this world, I cannot do it justice by summarizing it. As such, I will direct you HERE for the best synopsis of the last 250 years. The parts toward the bottom about Cantha and Elona can more or less be ignored. We aren’t going there.
Houserules & Character Creation:
First off, I will start with this: There are five races available: Human, Charr, Norn, Asura, and Sylvari. Humans have been given a slight power boost for this game and the other four races are brand new. No templates or bloodlines will be allowed, period. If you would gain a template from a class or prestige class, then you will gain that as normal. If you would like to play as a member of another race in the Guild Wars universe, please talk to me and we can work something out. I am currently still working on the details of these four races, so they may change slightly during the application process (I will post to alert everyone of the changes). These changes shouldn’t invalidate any character concepts.
Right, Houserules.
I have almost all books for 3.5 and most for 3.0. I do, however, have to approve anything that is setting specific (other than things from Eberron Campaign Setting). I also have the third party books Hyperconcious and Untapped Potential, which are available to use. Anything else, whether third party or homebrew, ask me first and I will approve/disapprove on a case-by-case basis. My Monk fix (in my signature) is allowed. Likewise, the Sublime Way Marshall is also allowed.
All die rolls related to character creation must go in this thread. If you decide to scrap a concept and re-roll, please delete your original post (or edit it to simply say “trashed concept”) and make a new one. You can keep a set of rolls if you change concept, of course.
Ability scores will be 6m5d6v2 or 38 point buy. You may roll before choosing. Hit points are maximum first level and rolled for all the rest, although there is a minimum in place of ½ on each die.
All applications must create a thread in this folder or they will not be counted.
For applications, I will need the following: Name:
Race:
Party Role:
Appearance:
Personality:
History:
Optionals include pictures, RP samples, sheets, and anything else you find relevant. These will only come into play if there is a tie that needs breaking.
Characters will start with 50,000xp and 52,500gp. You may spend the XP and gold how you wish (though Thought Bottles for recouping XP loss is banned). If you spend no XP, you will be level 10, exactly halfway to level 11. Traits and flaws from Unearthed Arcana are allowed, but you are limited to 1 each. All applications must be in by 12:01 AM EST on June 7, 2012. I may extend this deadline, but I can guarantee I will not shorten it.
And now comes the truly lengthy part: The races and pantheon.
Destiny's Edge, from right to left: Caithe (Sylvari), Zojja (Asura), Eir (Norn), Logan (Human), Rytlock (Charr)
The six true gods are primarily worshipped by humans, having brought Humanity to Tyria. The Norn know and respect them, but know them as the “Spirits of Action”, calling them the Spirit of X (Balthazar, for example, being Spirit of War). The Asura believe them to be parts (very important parts, but parts nonetheless) in the “Eternal Alchemy”. The Charr recognize their existence, but refuse to worship them, refusing any form of deity, seeing faith as a weakness and admission of personal inequity. The gods, to them, are mighty foes to be challenged. The Sylvari have arrived on the land only within the last 25 years, and as such don’t really believe the Six Gods even exist. The gods are Balthazar, Dwayna, Grenth, Kormir, Lyssa, and Melandru. While their age is unknown, for certain, the Elder Dragons still predate them.
Far more troubling is the relative silence of the Six in recent years. Although they still answer some prayers, they have largely withdrawn from the world.
The Six Gods may be worshipped as a pantheon. Characters of any alignment may worship any god.
Balthazar, god of fire and war, has mediated over combat ever since the Guild Wars (and quite possibly before), allowing it to continue, but disproving of war between his worshippers. He is Lawful Good and grants the Fire, War, Courage, Glory, and Strength domains. His favored weapon is the Greatsword.
Dwayna, goddess of healing and air, is the leader of the six gods. She is the most commonly worshipped of the gods. She is Neutral Good and grants the Healing, Protection, Community, Air, and Liberation domains. Her favored weapon is the quarterstaff.
Grenth, god of death and ice, is a just god. Unlike his predecessor, he allows resurrection magic and undead to exist and be used. His main charge is the judgment of souls and sending each to the proper afterlife. Grenth is Lawful Neutral and grants the Death, Repose, Winter, Law, and Darkness domains. His favored weapon is the scythe.
Kormir, goddess of truth and knowledge, is the youngest of the six. She is the only known case of a human ascending to godhood, taking the power and mantle of Abbadon (who is now dead). This occoured in 1075 AE. Kormir is Lawful Good and grants the Truth, Law, Knowledge, Rune, and Sun domains. Her favored weapon is the Spear.
Lyssa, twin goddess of beauty and illusion, is by far the most mysterious of the gods. She teaches that inner beauty is what matters, as that cannot be cloaked in illusions. Lyssa is Chaotic Good and grants the Charm, Chaos, Illusion, Water, Magic, Luck, and Trickery domains. Her favored weapon is the war fan (or dagger).
Melandru, goddess of nature and earth, is known for her protective nature of the land and those who use it. Of all the gods, she is the only one whom the Charr mention in their legends, crediting her with creation of Tyria. Melandru is Neutral and grants the Earth, Plant, Animal, Travel, and Weather domains. Her favored weapon is the longbow (or any natural weapon).
If you wish to have a Cleric that worships one of these gods, but want additional domains under their care, talk to me.
The last human kingdom is Kryta, set in roughly the center of the continent. The original capitol, Lion’s Arch, was destroyed by the tsunami when Zhaitan awoke. The new capitol, Divinity’s Reach, is one of the few safe havens for humanity; many of the villages in the nation face attacks from centaurs, krait, or skritt on a nearly regular basis. To the Southeast in the junction of the Blazeridge and Shiverpeak mountains lies the last remnant of the once proud nation of Ascalon, the fortress Ebonhawke. For two long centuries it has stood against the Charr legions, supplied by an Asuran gate linking it to Kryta. Kryta’s queen is a fair ruler, approving or disapproving the laws passed by the Senate, always doing what she can to keep her people safe. She is also known to be a powerful illusionist, having once fooled an entire hoard of corrupted creatures that nearly overran both the defending humans at Ebonhawke and the Charr legions attacking it. Logan Thackery, descendant of Gwen Thackery, stands as her champion. Having once been a member of the legendary guild Destiny’s Edge, he refuses to speak of why the guild is no longer.
Despite the history of war with the Charr, a cease-fire is being negotiated between the two races. The human Dougal Keane recovered the Claw of Khan-Ur, the legendary weapon of the last Charr who united the four legions, from the ruins of Ascalon City. This makes for a powerful bargaining chip.
Mechanically, Humans are as written in the Player’s Handbook. However, they also receive the following racial traits:
• +2 to any attribute
• Favor of the Gods (Ex): Once per day a human making a die roll of any kind may add or subtract 1d6 to the final die result. They may use this ability an additional time per day per 4 HD. Use of this ability must be declared before the die in question is rolled.
To the Charr, the military is everything. Bloodlines mean nothing but motivation to a Charr. Their warband is closer than any family would ever be, and the legion is the only authority short of the Khan-Ur that is absolute. Seeing as there is no Khan-Ur at this time, the decision is simple.
The four Legions: Ash, Blood, Iron, and Flame (also called Gold by the other three, insulting them as being soft and worthless in war)used to exist in something resembling harmony, although the Flame Legion has been banished for their manipulations with false gods in the past. It was Pyre Fierceshot, the first Charr to have worked alongside humans (including Gwen the Goremonger), who led the initial rebellion against them, insisting that the Charr were done with gods. The Ash, Blood, and Iron Legions have all agreed on this.
The Charr have long had war with humans. Ever since the humans pushed the Charr out of Ascalon and claimed it for their own, the Charr have been pushing back, finally retaking it in 1090AE, though not without cost. The Foefire, a terrifying magic produced by Adelbern, the last king of Ascalon, left the remains of Ascalon City a literal ghost town, the spirits of the once-human residents now residing there, attacking any living thing that enters, Charr or not. The Charr constructed their capitol, the Black Citadel, atop the ruins of the Ascalonian capitol of Rin. While technically Iron Legion territory, all three legions are welcome, although rivalries are still prevalent. It’s most notable resident other than the three Legion imperators, is Rytlock Brimstone, Tribune of the Blood Legion. Once a part of Destiny’s Edge, he is the being that has come closest of any to slaying an Elder Dragon (Kralkatorrik, in this case, on the day of the Elder Dragon’s awakening). He gained his current rank by killing each superior that insulted him for temporarily leaving his legion and taking their titles, making him both feared and respected among Charr. Rytlock ironically wields Sohothin, the sword who’s prior owner was Prince Rurik of Ascalon and who’s creators are said to be the gods themselves.
Charr women won their right to fight on the battlefield at the same time the Flame Legion was banished, led by Kalla Scorchrazor (granddaughter of Pyre Fierceshot). The Flame Legion still (literally) tells their women to go back to the kitchen. Also during this time, the Shaman caste was disgraced. Charr mages are never looked upon well, but they are permitted to lead lives normally, so long as they contribute in their warbands.
Ash Legion prioritizes stealth, surprise, and dirty fighting. Iron Legion builds and operates machines of war. Blood Legion prioritizes conventional combat. Between the three, the Charr armies are a deadly force without equal.
It is important to note that Charr that are discovered worshipping gods are quickly put to death. The only exception is in the Flame Legion, where the “god” Gaheron Baelfire (a Charr, in reality) is worshipped.
Charr racial traits:
Charr:
• +2 Str, +2 Con, -2 Cha
• Medium size
• 40ft land speed
• Powerful Build (Ex)
• Trained Since Birth (Ex): Charr spend their entire lives with their warband. When adjacent to another allied Charr or a non-charr ally who they frequently work with (such as a member of an adventuring party with whom they have advanced at least one level with), or flanking with a qualifying ally, they gain a +1 bonus on attack rolls per qualifying ally. In addition, they receive a +5 bonus on saving throws against effects created by these allies (whether the ally in question is adjacent, flanking, or not).
• Godless (Ex): Charr receive a bonus on saving throws against divine spells and Domain abilities equal to 1+1/4 HD.
• Low Light Vision (Ex)
• Favored Class: Warblade, Marshall
The Norn are a proud race of glory-seeking hunters. The bolder one’s actions, the greater your stories. It is the dream of most Norn to be immortalized in story and song. They venerate the spirits of the wild, especially the four major spirits who led them south, away from Jormag’s path of destruction in the Northern Shiverpeaks; Bear, Snow Leopard, Raven, and Wolf. They also pay homage to Owl, who lost her life fighting Jormag, granting the Norn time to escape. In the great lodge of Hoelbrak sits a fang from Jormag, stolen by Asgeir Dragonrender. It is said that the one that can damage the tooth will be the one to defeat Jormag once and for all. So far, none have been successful, although virtually all have tried their strength.
The Norn have a mutual respect of strength with the Charr. It’s as close to a peace treaty as the Charr will likely ever get.
Hoelbrak is also home to the master carver Eir Stegalkin and her dire wolf companion, Garm. Eir led Destiny’s Edge in their successful campaign in downing not one, but three champions of the Elder Dragons.
Norn racial traits:
Norn:
• +2 Str, +2 Con, -2 Int
• Medium Size
• 30ft land speed
• Powerful Build
• Become the Spirit (Su): Norn are blessed by the spirits of the wild and venerate them to such an extent they can transform into aspects of these spirits. Once per day per 4HD, a Norn may assume these forms. In all forms, a Norn becomes Large, losing their Powerful Build ability. They gain two claw attacks that deal 1d6 damage and a bite attack that deals 1d8 damage. All forms also grant a +2 bonus to Strength in addition to the ability score adjustments written below.
• Bear: +4 Str, gains Improved Grab on bite and claw attacks.
• Raven: +2 Wis, gains Blindsense 30ft and +10ft movement speed on land and fly speeds.
• Snow Leopard: +2 Dex, gains Pounce and low-light vision
• Wolf: +2 Con, gains Scent and can make Trip attempts as free actions when hitting with a bite or claw attack. The target cannot attempt to trip the Norn if this attempt fails.
• Each change lasts for 3+Wis rounds (use the improved Wisdom score for Raven). Equipment magically changes size with the Norn when using this ability. The Norn can still cast spells normally.
• Favored Class: Barbarian, Spirit Shaman
Originally a subterranean race, the awakening of Primordius forced the Asura to the surface, where they founded the city of Rata Sum. While they are indeed brilliant, their egos are larger than even the most boastful Norn. They look down upon all the other races (quite a feat when you average 3ft tall), but they recognize that the other races are capable of destroying them if given sufficient reason to.
As a race, they excel in golemancy and many, many other applications of magic in solving worldly problems, although some of their solutions are admittedly overly complex. Most Asura are most interested in inventing and working in their labs. Rata Sum’s Arcane Council (the governing body of Asura), as a result is filled entirely with Asura who couldn’t come up with a good enough excuse to avoid being on the governing body.
Rata Sum is home to two former members of Destiny’s Edge, the Golemancer Zojja and her late master Snaff. It is known that Snaff’s designs were instrumental in the defeat of the dragon’s champions, and that his death occurred very shortly before the guild broke up.
Asura racial traits:
Asura:
• -2 Str,-2 Dex, +4 Int
• Small size
• 20ft land speed
• Scent Magic (Ex): Asura have the astounding ability to smell magic. Treat this as the Scent ability, but it finds sources of magic (such as items or spells) instead of creatures or other items. They can even track by the scent of magic. Refer to the rules of magical auras under Detect Magic for how long a trail lasts.
• Darkvision 60ft
• Asura have a +2 racial bonus on Spellcraft checks and Knowledge (architecture & engineering) checks. They may use these skills untrained.
• 4 bonus ranks to be placed in Knowledge and/or Craft skills at 1st level. These ranks cannot break the cap of level+3. Any skills these ranks are placed in become permanent class skills for the Asura.
• Favored Class: Artificer, Factotum
The Sylvari are the youngest race on Tyria. Born from the Pale Tree in The Grove, they enter the world with curiosity. As a species, they are only 25 years old, so it is completely unknown how long they live, but they do emerge as adults with a full understanding of language (though not necessarily sayings) and the basic workings of the world. They understand far more than one would expect them to. The Sylvari credit the Dream of Dreams for this phenomenon, a shared consciousness among the unborn Sylvari that draws upon those who have walked in the world, as well as the tree’s own experience. It is also thought that some of the knowledge is drawn from the centaur Ventari, who tended the tree until his death. The tablet with his life experiences engraved upon it is held as a sacred relic among the Sylvari.
The Nightmare Court, however, is a dangerous group of Sylvari isolationists. They seek to poison the Dream of Dreams by filling it with horrid experiences, both those experienced and those inflicted, encouraging the unborn Sylvari to adopt their isolationist views.
Caithe, the last member of Destiny’s Edge, is a Sylvari, though she travels all over Tyria. She alone seems to want the guild to reband and complete their goals.
Sylvari may physically have separate sexes, but they do not view it as any more of a distinction than having brown or green eyes among humans. They truly do not understand many facets of the society of other races, but they are, for the most part, willing to attempt to learn.
Sylvari racial traits:
• -2 Str, +2 Dex, +2 Wis
• Medium Size
• 30ft land speed
• Slight Build (Ex)
• Light Fortification (Ex)
• +2 racial bonus on saving throws vs. stunning, poison, magical sleep, paralysis, and mind-affecting effects.
• Empathy (Ex): Sylvari have an innate understanding of the world, although it is still incomplete. This ability functions as the Druid’s Wild Empathy, but will work on any creature type. It is modified by Wisdom instead of Charisma. If a Sylvari gains the Wild Empathy ability, she gains a +4 bonus to this check when dealing with animals.
• Speak with Plants (Sp) useable 1+1/4 levels/day. Caster level = character level.
• +2 racial bonus to Hide checks when in forest environments.
• Favored Class: Druid, Ranger
Game Description:
The dragons have always been here, since before the gods of the humans made their mark, before the Charr legions were formed, before the Norn told their first tales.
The dwarven legends told of them, however, and one of their servants lived among mortals, always watching, even as she prophesied world-shattering events.
Now, two and a half centuries have passed since the first of the five dragons, Primordius, started to stir, awakening the Destroyers and forcing the dwarves to transform into living stone warriors to hold back the tide. He was followed by Jormag, a dragon of ice and snow who's power sent the Kodan fleeing south, running the mighty Norn out of the Shiverpeaks they called home. Zhaitan awoke next, raising the sunken continent of Orr and all of its lost residents with him. Soon, massive sea horrors appeared, the handiwork of yet another dragon, who's name has never been discovered. Finally, only a few years ago, awoke Kralkatorrik, whom merely by flying over the ground caused it and everything living in its path to be corrupted into twisted, crystalline monstrosities.
These are the foes we now face. The world is in terrible shape, and despite deep-seated hatreds, all must unite if survival is the goal.
God am I interested. God am I full up on games. God do I want to play. LOL DAMN YOU! >_<
Now on too important stuff. Any thing you're looking for in a character? I have always wanted to try out the duelist from COmplete Warrior, or is it Scoundrel? One of those complete books has it anyways. I am thinking of probably going human.
My concern is , what type of hero do you want? Have we lived in Lion Arch are whole life? Or did we just mover here? Sorry if I missed this in the game info.
Whether you moved into Lion's Arch, are visiting it, or have lived there your whole life is up to you. All that matters is that you are there, since that is where the game starts. All I am really looking for in characters is a way to contribute to the group as a whole. "One-trick ponies" are generally not recommended. I'm also looking for team players. Linked backstories are encouraged, but not required.
Really, just make the character that you want to play. There will be time to tweak mechanics after acceptance.
I am interested in this. I am new to PbP and I don't have the internet shorthand for some things down though. I am pretty aware of character creation but I don't know what 6m5d6v2 means. This is the second campaign I have seen today that I would like to try my Swashbuckler in. He would need some tweaks as he didn't go past lvl 5 in our campaign since it went dead but I want to give him the opportunity to grow.
I am interested in this. I am new to PbP and I don't have the internet shorthand for some things down though. I am pretty aware of character creation but I don't know what 6m5d6v2 means. This is the second campaign I have seen today that I would like to try my Swashbuckler in. He would need some tweaks as he didn't go past lvl 5 in our campaign since it went dead but I want to give him the opportunity to grow.
What I gave is the code for the dice I want you to use with Myth-weaver's built-in dice roller. You can use [dice][/dice] or [roll][/roll] tags around it (I recommend using [dice][/dice]) and it will roll 5d6 six times, dropping the lowest two dice each time. No dice rolling in the ad forum thanks
Since I am super excited about the game and don't have the funds to pre-purchase and get in on all the beta stuff I would love to play in the world and get my feet back in the GW lore waters...