Willing to take two more to make a maximum of eight characters.
Note: Playtest 4 is out and all characters will start using those rules now.
WIP denotes missing sections or listed as such. Others have all sections though feel free to continue to edit or add to them. I'll review them fully each time I choose players/characters
Please let me know if you have added a character and don't see it added to this list within a few days.
Note: This game is taking rolling acceptance. We plan to accept no more than four players by the end of the first week (21st October) and then up to four more before the ad closes. We've decided to accept up to eight players for this game as that should provide more interaction whilst still being manageable.
Game Description:
The small village of Heawold is neither big nor special in any particular way. Whilst not prosperous the halflings who call it home are a generally very content lot. They live their lives busy producing fine wine and food that they enjoy as often as possible and occasionally trade to the dwarves of Nuledzar and the Goblins of Gorbul Town.
The dale they live in is quite safely tucked in between the Mountains to the North and West where little bar dwarves and the occasional grumpy giant live, the crowded trees of Ewnham forest to the East - the domain of Goblins but the have been peaceful for many years, and the cold broken tundra and forests to the south where very little bar tall and ancient trees grow and only the occasional bear roams.
However last night the village was raided. Sengo the sentry was struck from behind and sent tumbling out of his watch tower. The two nurseries-schools were entered and some sort of drugged rag was used on the inhabitants whilst they slept to keep them that way. All of the children around the ages of seven to fifteen and two of the nurses were taken.
Only those children whose turn it was to stay with their parents and those few in the small hospital remained safe.
A small party of villagers sets off to find and return the missing children and the two nurses. None has any illusions about the world outside the village being anything other than scary, unfriendly and outright dangerous. The furthest any of the villagers has been is to the dwarven city of Nuledzar’s outer gate or to the edge of the Ewnham forest to trade.
Wildchild, ruffian, fool and blasphemer. All of these and more have been slung ruthlessly at Rathdyn and without discernible cause. That is to hear the young one himself say it. He is a fool, and rightfully a blasphemer in the eyes of Yondolla's worshipers. He wrestles with the towns youths and accomplishes nothing worth while on his own. He is doted upon by some, but merely tolerated by many others.
Rathdyn has his own opinions. He considers himself an entertainer and philosopher. He tries to understand the world from the lens of a good jostle and laugh. Children are always much more appreciative of his antics. Any day of the week he could be seen playing among them, even when they were supposed to be in the nursery. The caretakers seem to tolerate him. Despite his conscious denial of the rules when they are an obstacle to fun, no child has ever come to serious harm playing with him. Rathdyn would sooner suffer any pains to save a child from them. He has the scars to prove this.
One such scar marked the whole of his bicep. He was playing hide-and-seek with Lepo, Sheira, and Tommen in the forest. Explicitly against their parents wishes to be safe, and back before dark. It was always better to play in the dark, more places to hide. Adults just didn't get that. Besides, Rathdyn knew figured they'd be fine. They had all done this plenty of times, and were getting really good at not being caught for it. Tommen and Sheira had been caught by Rathdyn. He ingratiatingly consoled them for their loss. Sheira kicked him in the shin and her defacto boyfriend Tommen challenged her to a race home.
Lepo hid well though. An hour after finding the other kids Rathdyn felt the beginnings of gnawing worry in his gut. He shouted the child's name, telling him over and over again the game was finished. He had won. Seriously, come out now!
No response.
Then Rathdyn heard the growling. A grey mass of sinew and fur like any other wolf made clear its perch on a massive stone. To a human it would've been worrisome, to Rathdyn it was life-threatening. The Halfling gauged his surroundings to find the nearest tree to leap onto and climb for dear life, but then a sob. It was sharper than the low growls the wolf was emitting, and it was full of fear. Behind the wolf was Lepo, he had gotten to his own tree for safety as well. Rathdyn made to call out to him, and then the wolf lunged.
He will deny what he did there as heroic. It was desperate and bloody. The wolf got a hold of his arm and his father swears he should have bled to death that night. He didn't, but he bears the marks that say he should have. Lepo wasn't harmed either. Rathdyn came back into town ten minutes after Lepo so they could keep quiet about what happened. The kid didn't bother keeping the story secret and cried into his parents arms. Rathdyn baffled the two adults when they came to him by apologizing outright. He pleaded for amnesty from his own parents knowing, but they refused. He was praised and punished for his foolhardy acts that day. Rathdyn remembers sighing mildly at the ceiling for the time he was grounded, just happy that the kids were safe. He was also happy that no one else knew about this. If everyone figured him out, then parents would be more cautious about letting him hang about their kids. Still, Rathydn always felt it odd when Fortolm looked at him from then on. Like he was looking not just at him, but into him.
At least the old man gave him less gaff after that!
Stepping up
His mother's hands were wrapped around her child, fear and love holding him tight. His father solemnly wondered what the world was coming to. Rathdyn was there too, but just barely. His eyes were scrunched closed, his fists were balled tight. All he was became a single thought, they took them away.
Fortolm spoke meekly and everyone listened in. But for Rathdyn, they took them away.
Adan relayed fact and murmurs spread. Small reassurances for those who rely upon information besides how they took them away.
Rathdyn bit his lip, and opened his eyes. Fortolm was speaking now, and asking for courage. He speaks of scouting and spying and concepts Rathdyn doesn't fully grasp. All that he hears is a mounting rescue, and he is back in the townhall and attentive. Grainsburry steps to, the tough lout of a man that everyone expected to. Rathdyn doesn't move. Tealeaf unswerving follows, Yondalla speaking through him. Yet Rathdyn has yet to move. Barrowmarch, Smyth, Athyew and even Lightfingers but the Olmsa youth doesn't even speak.
His mother's grip was crushing like a vice. His father's eyes wearily resting on his sons fiery ones. They had been holding him down and covering his mouth. "You're no warrior." Father whispered harshly. "You are my only son." Mother pleaded just as quietly. "Things like this were left to better men." "Go to your room and tomorrow if you really care help around the village." "Be reasonable, be safe, please."
They cared for Rathdyn, this he knew. They could not understand the simple fact. They refused to grasp that they took them away. He grabbed his father's hand and pulled it off. The old man was surprised but Rathdyn knew he was stronger long ago. His eyes fell upon his mothers as his hands rested on hers, and that was all it took.
The crowd parted and many eyebrows were raised. "I'm going. Er, I want to go. I want to help and I want to go."
Rathdyn Olmsa a Stout Halfling Fighter Background: (making one up here, subjecting it entirely to your fiat) Wildchild Skills: Sleight of Hand, Stealth, Bluff Trait: ("making one up...") Horse-play - Rathdyn gains a bonus on CHA based checks with non-hostile children. Speciality: Survivor - Ever fall out of a tree? It hurts, you know.
Description: He's neither a man nor a child. A few facial scars from broken noses and incidental sharp objects bely a youthful visage. Rathdyn is also uncharacteristically strong for his age, and has been known to show off what tone he has. His hair is a mess he bands above his eyes with a leather belt. A perpetual grin is only replaced by grimace in the direst of situations. Personality: To others Rathdyn is either charming or annoying. He tries to impress upon others his view of the world but does not like to offend. Still, he is an excitable one so going overboard tends to be the norm. Good at heart the youth simply expresses his opinions, even if to others they come off as evil. Connection: Tommen, Sheira, and Lepo were his best friends. He'd never admit it to them though. Maybe it was because they were too young to care, or maybe Rathdyn felt a bit of shame for getting along better with children than adults. Regardless his heart belonged to them. Their smiles, adulations, and gumption were the world to him. They'd run day in and day out about the village causing mischief just to have a story for Rathdyn to hear. Now Lepo was missing. Tommen was inconsolable, completely devastated and listless. Sheira told Rathdyn he had to rescue him again, and bit Rathdyn's hand so hard she drew blood when he told her she couldn't come along.
They were too important to risk. He'd save Lepo himself. Rumors:
While napping in the rafters Rathdyn heard about other gods beside Yondolla. At the time he worried if he hopped down and joined in he'd get into trouble. Still, what Rathdyn took away from the chat was different from Tealeaf. There are many gods in the world and Yondolla isn't much among them.
There once was a man who lay bleeding
Whose life flashed before him fleeting
With blasphemous words
He struck pact with others
And made a soul unleaving
The Dwarves who helped the village were in cahoots, cahoots I say, with the goblins! No I dun care ifin they lost as many as us. Nah sonny! You dun git it! Not ev'ry dwarf or gobbo, just the 'mportant ones. Ya see? No? Then git! Brat.
Rathdyn, Halfling Fighter Init +2 / AC 15 / HP 16 / Hit Dice 1d10 Str 13 (+1) Con 16 (+3) Dex 14 (+2) Int 8 (-1) Wis 10 (~) Cha 13 (+1) Skills: Bluff +3, Sleight of Hand +3, Stealth +3
Race: Halfling Size: Small Speed: 25 ft. Languages: You can speak, read, and write Common and Halfling Traits:
When you attack with a dagger, a short sword, or a sling with which you have proficiency, the damage die for that weapon increases by one step: from d4 to d6, or d6 to d8.
Twice per day, when you make an attack roll, check, or saving throw and get a result you dislike, you can reroll the die and use either result. If you have advantage or disadvantage on the roll, you reroll only one of the dice.
Just signed up and this game caught my eye. I'd like to join but I understand I'm late. I made a character I hope will work in that respect! Here's hoping, and cheers fellas.
Still time to join the game but the stowaway position has already been filled I'm afraid. Need to modify your application a little to make him a suitable candidate to be chosen once he breaks free of his parents grasp.
A connection that he gets along well with them is a start. The scar's comment is interesting, that shows promise, can you explain that? Also the way you describe him he doesn't sound all that capable, at least that how I imagine the elders would see him from what you have put down. Personality could work but an example of your connection and also you skill/talent/ability/willingness to protect the kids would make him more of a choice.
Also are you committed to being in this for a the long term? Play by posts games don't move that quickly even when people are posting a half dozen times a week and just want to make sure ya know what ya signing up for.
A connection that he gets along well with them is a start.
I don't know that there were any shared experiences between Rathdyn and others, but being a tolerable town rascal of sorts would be my leaning on this.
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The scar's comment is interesting, that shows promise, can you explain that?
I hadn't decided. I also imagined there would be more than one because he's not entirely cautious. The general idea is that a kid was in risk of being hurt and he took the hit for them. I.e. A kid fell out of a tree so he jumped from his perch to them without thinking.
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Also the way you describe him he doesn't sound all that capable, at least that how I imagine the elders would see him from what you have put down.
I rolled poorly so I constructed someone who could become a hero, but isn't necessarily one. He has all of the leanings towards success and the boldness to attempt the brave and prove himself. However I want to play that growth, I think it'd be interesting.
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Personality could work but an example of your connection and also you skill/talent/ability/willingness to protect the kids would make him more of a choice.
How much am I able to manipulate here?
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Also are you committed to being in this for a the long term? Play by posts games don't move that quickly even when people are posting a half dozen times a week and just want to make sure ya know what ya signing up for.
I'm actually mildly vetted in play by posts. Nothing amazing but I spent around 3 years on and off playing. Simply put i'm a newbie to this myth-weavers but not to pbp.
I rolled poorly so I constructed someone who could become a hero, but isn't necessarily one. He has all of the leanings towards success and the boldness to attempt the brave and prove himself. However I want to play that growth, I think it'd be interesting. How much am I able to manipulate here?
You know you can opt to take the standard array if you want it. Its 15, 14, 13, 12, 10, 8
"As we once again fight the forces of Chaos with advanced financial instruments, like proud Englishmen everywhere"
-The Adventures of Capt. Ezio in the Mare Nostrum, Exalted 3rd Ed.