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Thread: Echoes OOC

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    Ogre in the Playground
    Join Date
    Feb 2013
    Location
    GMT -4 b/c DST
    Gender
    Male

    Default Echoes OOC

    Reposted from Recruitment Thread:
    Welcome back. For some of you, it's been a while, for others, not so much. I want to try to get into this as fast as I can, so I'll get the happy happy fun stuff out of the way at the beginning without bogging you down with too much unnecessary information. Be warned that I have been brushing up on my feudal structure, primarily by playing Crusader Kings II, so I'm pretty sure I'm a lot closer to having a properly sized empire this time.

    Basic Rules

    Anyway, here goes. *Dims Lights and opens bag of popcorn*

    Even though the war against the Orlin Coalition, a loose conglomeration of city-states peopled primarily by goblinoids, has long since been formally closed, with the last of the treaties being signed at least fifteen years ago, peace has not settled across the land. While both the original inhabitants of the land and the newly instituted government are quick to push the blame for the political unease onto each other, it is hard to deny the existence of extreme militant factions at both ends of the spectrum who see themselves either as liberators trying to free their homelands or as vigilante militiamen trying to protect their new lands from domestic threats. Now the Krill nation, defined not by the land it inhabits but by its overwhelmingly large and highly mobile population has once again started raiding the southern lands. Whether you were assigned there, chose to be there, or what have you, you now find yourself in Redwater, a town near the new southern border of the empire which operates as the final port on the Holgarn river and the main supply point for Fort Redwater.
    Spoiler: Potentially Necessary Background
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    The war started when the Krill nation, a large cavalry of orcs, started raiding the southern border of the Pergric Empire. The assaults had rather low body counts, at least from direct assaults as the raiders seemed more interested in stealing supplies than in killing, but there were always a few casualties. The imperial army tried to fight the raiders, but there were too few of them, and they had never trained for such large scale wars as they now had to fight. The raiders pushed northward, eventually reaching the capital of the southern kingdom. The orcs raided the countryside surrounding the city and split off into multiple groups, one large force remained at the city while smaller forces branched out and raided nearby towns to supply the besiegers.

    Just when all hope seemed lost, the teleportation circle which had long lay dormant flared to life, and the High Army of the empire filed out. They moved quickly, mages lined the walls with archers filling in the empty spaces. As the archers and mages assaulted the orcs from the wall, the ground units stormed out of the front gate, sweeping into the line of orcs that were unprepared for such a vicious assault. Not an hour passed before the orcs sounded a horn of retreat.

    Despite the success, the orcs still nearly overwhelmingly outnumbered the human armies, but the orcs never regained the advantage, and were forced back even through the lands that they had once called home.

    The final real battle was fought at one of the forts near the center of the Orlin Coalition (and is now in the south-west corner of the empire's new land). Many of the orcs' families: women, children, and the like were there and would have been there until the children had grown old enough to fend for themselves. The tattered orcs made one final stand against the imperial forces to buy time for their loved ones to escape. It was in this battle that the leader of the Krill nation, Volar the Red, was captured along with many of his lieutenants. After the battle, the empire signed a non-aggression pact with the entirety of the coalition with the terms that the Krill nation in its entirety was to be exiled; though, it was worded in such a way that only those that had taken part in battle were actually forced to leave (which meant most of the men, a near if not a majority of the women, and some of the children) while any who wished to stay would, like the other citizens of the coalition, apply for paperwork.

    As for the leaders of the Krill nation, they were all taken to the plebeian capital in the east where they met the guillotine and ceased to be of the world.
    Spoiler: 16 Questions
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    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    We will be using the D&D 5e system as I have wanted to use it for a while, but don't be surprised if I throw in bits of 3.5 where the core 3 books fall short.

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
    The setting is described above. I will note that the empire is centered on about 15S, and you'll be at about 36S. There will be storms and heat and stuff to deal with. The empire isn't designated on the map, but it extends from the plateau in the middle of the top all the way to the east and south to the bottom of the red box. It is also bordered by mountains on all but the east side where it is bordered by the ocean. The scale is 60 miles across the short diameter.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    I am looking for 5-6 players, but you have already been chosen, so there's that.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    Right here on the forum.

    5. What is the characters' starting status (i.e. experience level)?
    Start at level 1 with 0 experience, but expect to move quickly to at least level 3. I want you to get a feel of the world before you make an absolute decision on the path you take within the class.

    6. How much gold or other starting funds will the characters begin with?
    Starting packages and all that good stuff for class/profession. Roll for a trinket when you roll for abilities (Roll a d100 if you don't know what to do.)

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    Is there 5e homebrew yet? I'm betting there is, but I'd have to check the balance.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Dark elves don't exist, so you can't be one. You can be a monster race if you want, but it might not be the best idea as the people in this game are likely not going to be as nice to a kobold walking around as in the last game.

    9. By what method should Players generate their attributes/ability scores and Hit Points?
    4d6b3 7x, dropping one or 27 point buy. If you get bad rolls, you may use the point buy.

    10. Does your game use alignment? What are your restrictions, if so?
    I don't want to be cleaning up your corpses/sending you to prison, so please don't attack the guards (unless they deserve it).

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    If you're multiclassing, it will be the first time I've dealt with it in 5e. Let me know how it goes.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
    Roll dice in in character posts (or OOC if you forget something), and I will roll them all OOC. I will also roll saves and other reactionary rolls for you guys, so long as I remember to do it.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    Not really. 5e classes can generally fit where they need to fit.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Background is required. The standard 5e background stuff is a good starting point, but I'd like at least the amount of detail in a ten-minute background on top of it. You don't have to use the template, but I'm looking for about that much detail, and I find that it's helpful for me some days.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    Roleplaying, some fighting, and I'll do my best to stay away from explicit puzzles. There might be some detective work, snooping, maybe sabotage. It all depends what you decide to do.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    Use the core 3 books and any other 5e books that may or may not be out.
    Player Sheet Color Race/Class Trinket Background
    Saskia Brynhild Indigo Dorf of da Mounties/Barbarian 17 Outlander
    sparky9042 Liarramasthan Green Half-Elf/Warlock 7 Urchin
    CeaseofMorality Jasper Maroon(ed) Wood Elf/Monk 24 Sailor (Pirate)
    Shinovar Kinduvas Medium Blue High-Elf/Fighter 28 Criminal
    Bladehunter217 Sadi Orange Gnome/Druid 7 Outlander
    SiegeTower Freyalise Revane Red Half-Elf/Bard 61 Entertainer
    Last edited by Diful Takveh; 2015-03-26 at 11:00 PM.
    Spoiler: Current Games
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