Elemental Player Input: Champions!

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My wife was a great cleric. Adina was a powerful wizard. Vic was a noble knight and me, well, I was a scoundrel – I refused to be called a thief. Antarac had no proof behind the theft of the Inzul jewels.

This time, however, we had gotten in over our heads. We had entered the ruins of Uthrong beneath the spine of the world and had come face to face with a Lich. 

Given the effort it had taken Adina to counter the magical seal that had protected the opening to Uthrong, we probably should have known there was something very bad in there. In short order, we were dead.

The Lich, I presume, would have gone on to wreak havoc on the poor kingdom that Uthrong resided in. Being dead, that was no longer my concern…

In Elemental…however…

It would most definitely be your concern. Now you’re the sovereign of said empire and now you have a high level monster running around the world thanks to these “adventurers”.

In Beta 1, we introduce the occasional lone NPC named “hero” to test out the plumbing. In beta 2, they get “the treatment”. 

Champions in Elemental are not random. We define specific parties or individuals of champions with their own 100 character history, stats, and items.  If the player’s diplomatic ability is greater than their battle rating, you can recruit them (if we have time, we’ll allow other means to encourage them to join too like good old fashioned bribery).

Now it’s your turn…

Have you pre-ordered Elemental? If so, feel free to comment on this thread with some of your favorite RPG experiences whether that be D&D or Fantasy Hero (my personal favorite) or something else entirely along with the name of your group, the name of the characters and a little bit about them.  We, in turn, will try to fit as many of them into the game.

We’ll want to know what types of quests you guys went on. What sorts of trouble you caused or what great things your party did. Of course, once you’re running a kingdom, these pesky adventurers may be looked at in a whole new way.

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Reply #2 Top

Two of the most memorable characters from our D&D campaign:

The mage Maximillian,  he had a distinct obsession with finding the perfect wine and cheese combination for making the ultimate fortified ration.  One day a count offers us a lunch spread that had a very very rare cheese in the spread.  Well Max, pilfers the uneaten parts of the cheese and that night sneaks out of his room that our gracious host has given us, in an attempt to sample the wine cellar.  Long story short.. we burnt down the palace, cooked the emperor's prized hunting falcons and were fugitives by morning.

Torin Pebbletoe,  exiled Dwarven accountant turned rouge.  After the party had helped destroy an elder artifact the only way out of the collapsing dungeon was a by teleport scroll given to us by a rather inebriated druid.  Turns out, that if you teleport from the inside of a massive magical construct funny things can happen to your party.  Torin's spirit was merged with a firesprite from another plane.  From then on he had a deathly fear of water, and things randomly got lit on fire when he had a drink or got angry.

Reply #3 Top

Well, I've never played a 'real' D&D or Fantasy Hero game, but I did play Baldur's Gate I and II, Diablo II, Morrowind, Oblivion, ... Dragon Age is the latest in a long list. If possible, I always play a mage character named Scorpiana in these games. I even have a lvl 80 WoW mage with that name.

There are a lot of nice gaming moments I had with all these characters (and also many deaths...) and I would really be delighted to see some adventuring mage with the same name stiring up trouble in my (or even better, my enemies) kingdom.

Reply #4 Top

Best characters ever : Morte in planescape torment (a talking skullhead) and Ignus (a flaming body), Fall-from-grace, Vhailor, in fact all og the characters were awesome. The stories of those are excellent because they involve failures, human sentiments and heavy curses.

Reply #5 Top

Berodier "Blade Dancer". The best thief AD&D character I ever had. Ah the memories. :hot:   

Reply #7 Top

Wow! This is a great thought by Stardock...whoever this was needs a raise...but since you all work for free here is my penny thought. R.A. has some memorable ones like… Drizzt Do'urden or any of the many villains and hero covered in his books. Glen Cook always had very deep heroes and villains so anything from the "Black Company Series". Besides those…I always enjoyed seeing the humor of the game designers in Warcraft. Whether it was He-man, or the many other old school memories planted around their games.  Player input is great, but a taste of the game creators memories help keep the relationship to Stardock strong.

Reply #8 Top

Shato was a sorceror upon whom his gnomish relatives had cast a spell.  This spell made him believe that he was dreaming.  He acted with reckless abandon on any given occasion, taking wild risks to accomplish his tasks.  His motto was "Worst case scenario, I wake up!"

Reply #9 Top

Yuri Alexandre was a Proud Warrior. He started out commanding armies for the Horselords of the plains, and then decided to wander off on his own, a lone warrior that had abandoned his post.

He is the greatest Horse Archer in the history books, and it is said he can slay one hundred men upon riding past.

He wears hardened leather, a bronze helmet, and a wooden shield (with Iron bracings) strapped to his back.

His horse-back riding talent is so high he can perform almost any action on horseback. In fact, his only true weakness is when he finds himself without a horse to ride on. He has an innate sense of which trails his horse can handle, and almost never makes a mis-step when it comes to navigating woods or thickets while riding his steed.

Strapped to the horse near his left leg is a 2 foot long curved Dagger for when he gets into a close scruff. Other than that, he has a Shortbow, a Crossbow, and (his favorite) a Recurved Longbow made of the Famous Eastern Yew.

His melee attack/defense are nothing extraordinary, and the Range of his Bow is only slightly above average. However, his Attack Score, Attack Rounds per turn, and maneuvering speed of he and his steed are ungodly.

Woshipping the Power of Lightning and the Mischief of the Wind, having the Air book of magic grants a 20% diplomacy bonus, and solely focusing on Air magic (plus Life/Death) will give you a 50% diplomatic bonus.

Age 35-40, he is quite fit for his age and still as Mischievious as ever, finally free from the Armies that sought to use him for their own gains.

For fun he will attempt to wipe out menacing threats in the countryside, and if he finds himself in over his head he will flee to elsewhere without looking back. Sometimes he will enrage an Orcish Warband, get them to chase him, and then randomly decide to outrun them and leave them in the dust ... wether they happen to still be enraged or not. Usually this involves killing alot of orcs. He tries to steer clear of large creatures like hill giants, but large armies of minions are his specialty, and many will die to his arrow over the course of history.

Occasionally, someone will make him mad enough to raise an army in opposition. In this case he will show off his prowess for native/local tribes, and amass an army of rabble to command against his enemy. Usually he leads such charges from the front, and then circles back, and charges again ... letting his arrows loose upon his enemy all the while.

Reply #10 Top

Interestingly, our D&D campaign at the moment (now on its 32nd session) is very, very similar to how the player would play Elemental.  It is basically just a sandbox environment, with events being determined by reasonable probability rather than just DM discretion.  As the characters act in the world and time goes by, the world changes around them.  Nations go to war, Dragons awaken from their slumber, an Evil Necromancer rises in the far east, sending refugees pouring across the sea, etc.  The characters began as three brothers (Samuel the Scholarly Wizard, Damian Honorable Knight, and Malcom the Beguiler Spy) from the humble merchant House of Verona, which is part of a larger collection of competing merchant houses in the merchantile city of Milan. 

The three players began simply as minor merchants, gradually building fame and noteriety within their household until they were premier members of Verona.  Then, they expanded Verona's trading fleet and journeyed the world to visit the courts of foreign rulers in search of lucrative trading contracts.  Often times, relations were improved with foreigners by aid such as "March with us in our war against the Smoldering Clutch."  But sometimes, if gaining wealth warranted more than mere diplomacy, they often funded resistance elements or hired mercenaries to have a ruler dethroned, blockade port cities with their suprior fleet, or resorted to kidnapping (but such measures were only used when a ruler didn't see the "wisdom" of free markets.)

Over time they had a small private army of their own with mercenary auxilliaries at their command.  And then, of course, the father of the 3 protagonists encouraged them to find wives that were beneficial to their commercial interests and continue the growing Veronan Dynasty.  So they found capable wives that would improve their standing with strategically important kingdoms or principalities (and one even married for love, can you imagine?)  Their wives accompanied them on adventures and even a few dungeon romps when they weren't bearing children.  Up to now, the 3 brothers are responsible for 18 children and 4 grandchildren, each one with a name, personality, and class.  Roughly a fourth of our campaign time is spent tending to family duties and House Verona affairs (which makes for some interesting role playing and power struggles.)  While some of their children are obedient, some want to run off on unprofitable crusades or marry the daughter of an arch rival, to which the player characters have had to discourage them, sort it out, or simply demand obedience.  So far, there's a cast of around 150 memorable NPCs from rivals to villains to allies to trade associates.  The world map is 14 feet long and 7 feet high.

The campaign had been "Epic" level for awhile now.  Samuel the Wizard has long since founded a Wizard Order which focuses on scholarship and the expansion of knowledge, but with a warfare element.  Damian the Knight has built the Order of the Crimson Shield, a collection of disciplined knights that enforce free commerce and personal freedoms in their hemisphere of the world.  Malcolm has built a society of spies that informs both orders as well as their House as a whole.  They've fought 2 large scale wars of commerce on the high seas and 1 large scale war of survival against an arch rival nation, only winning after they ressurected a terrifying necromancer of old (which they roundly denied to their allied Milanese merchant houses once the war was over).  While they command legions of mercenaries and House Vassals into warfare, each of their respective orders provides "specialty units" for their ambitions (wyvern mounted knights and crusading Bronze Dragons, war wizards, assassins, etc.)        

The campaign actually has had very little dungeon romping at all, with quite a bit of ammendments to the rules, but we're having a lot of fun!  Our emphasis is generally on depicting and developing the protagonist characters in fun and meaningful ways, rather than powergaming.   

 

Reply #11 Top

The most recent D&D game I was in had a 16 year old Sorceress named Cecelia, rebelling against her mother by trying to make a name for herself in the world, with a fair bit of power and no sense whatsoever. She went around with a really short thief named Jaeden, and a womanizing Elf named Rail who wouldn't give her the treatment he gave other women... which annoyed her a great deal.

There was another game where I was throwing around Lightning in a narrow cave. My apprentice suggested that was a bad idea. So I told him to "calm down. I'm the leader of the black tower, I never miss!"

I then promptly rolled a 1. My next order to him was "Not a word."

Reply #13 Top

Machiavelli the Wandering Sorceror (Morrowind)

A Necromantic Sorceror with a hidden and unseen agenda. Lurking from city to city, dungeon to dungeon, accruing wealth and reagents to maintain his hidden undead army.

If you find him lurking, and he spots you, he will most likely summon several skeletons, or a Giant zombie, to keep you busy as he runs away.

While Machiavelli's main specialty is in summoning Undead and Spectral creatures, he also works strongly in Fear magics and Illusory magics. Among them CHameleon and Invisibility.

A summoner that can either summon a company of Skeletons from where he stands, or call upon a Legion from his secret Headquarters, is dangerous enough. Such a sorcerous fiend that can also turn himself party to fully invisible ... that is a deadly opponent.

He can and will work for others, but only if they accept and acknowledge his skeletal-zombie hoarde.

For personal combat, he carries Medium armor (scale mail or Chain Mail) and wields an Enchanted Dagger, which deals fire damage and can poison foes. He also can wield limited fire magic, usually in the form of Flame Fingers or Minor Fireball. When Machiavelli wants to go about in public (not sneaking around) he likes to take with him a guard of skeletons and zombies (about 3 or 4). If the Town Guard dissaproves ... usually a number of guards will find themselves in mortal peril. Of course, Machiavelli prefers to run and hide than fight out in the open, but if by chance he wins he will take full advantage of the opportunity.

If a city angers him he will usually burn down a building or two, and unleash several Phantasmic Horrors upon the Streets. (especially the kind that can phase-shift through walls to attack the citizenry).

Machiavelli feels that if he has made Children Scream (in a scarred for life way, not a dying way) then he has done a good deed.

In the center of his Headquarters he has three tortured souls that hold a jurisdictive command over the Local Undead legions. Leon, Rux, and Raithlyn. These were the first peasants to cross him on his rise to power, and through his tortures they have gained great command over eldritch energies, as well as a crazed mania and (literally) undying devotion to Machiavelli. Unfortunately they are not very bright, so opposing factions and adventurers can trick them rather easily if they have some skill at it. Of course, saying the wrong things will likely get you killed by cannibalistic rotting corpses ... so its still not always a good idea to try.

Brutish, Cruel, and Insane leaders can have a diplomatic bonus with him, as well as anyone that delights in tormenting naive souls and torture/cruelty in general. However, don't turn your back on him or he might simply use you towards his own ends ...

(in the game his "HQ" is a random location, usually hidden in the upper caves of mountains, or in the abandoned hut/fort inside a swamp. It sizes increases relative to the amount of people Machiavelli has callously murdered. Usually consistently increasing as time passes by. It also starts out with 5 zombie lords and 3 spectral generals ... with several rotting corpse minions and lesser spectral demons. For every 10 citizens/random people he kills, the HQ increases by 8 skeletons and 2 shamblers. Every 2 turns the HQ increases by 1 skeleton. For every Champion he kills, his HQ increases by 1 Zombie Lord with 75% stats of its living form. His hidden HQ has a max capacity of roughly 500 skeletons, 200 zombies, 100 spectral demons/ghosts, and 50 Zombie lords. His 3 Spectral Generals are undying NPCs that are removed from the map only if Machiavelli dies. Machiavelli can "upgrade" his fort if he wants to hold more minions/if he is nearing max capacity, in which case it becomes a Visible Icon on the map and readily explorable (multi-tier). If Machiavelli kills a Sovereign, he takes over their lands (either automatic or he marches his full army to take-over and rebase there). Once he takes over a city, its population is reduced by half, and his armies recieve that many lesser skeletons.)

for the most part he sneaks around killing citizens or learning/studying spells. Sometimes this is done by stealing spells from other nations, sometimes its by his own research (special spells). He will gladly (if temporarily) ally with a fellow Necromancer.

He would certainly like to see the entire world "Undead" even if that isn't his ultimate goal. However, he doesn't necessarily mind the living, he merely prefers the control he is able to wield over the undead ... and if anything he loves control and power.

IF a Sovereign is killed, he tries to take over their foreign lands ... and if he thinks he can best a Sovereign, he will invade with his army of Undead.

Reply #14 Top

"Flamma, swordsman, lived 30 years, fought 34 times, won 21 times, fought to a draw 9 times, defeated 4 times."

Four times he was given freedom and four times he refused. The above is the inscription on the tombstone of this gladiator.

Reply #15 Top

Joam is an deceptive rogue priest who left the church to go strike out against evil... his way. He wields dual swords, a trimmed beard, a little magic, and a silver tongue.

John is a leprous axe-murderer wrapped in rags who is only as subtle as his weapon. He only talks to say something obscene if that kind, but for whatever reason cannot ever tell a lie. His origins are unknown but he is famous for his fearsome appearance and his bloodlust to fight evil. He is wrapped in linen bandages from head to toe.

Together, they fight crime!

Actually, together they answer to the orders of the mysterious force Ahuramazda, which might be either be an otherwordly being or a result of shared psychosis. This means they seek dangerous and mysterious evils... but they'll always take the time to breeze through towns on the way to depose (i.e. murder) petty tyrants, the greedy, the abusive of power, and other miscreants.

I don't know what you'd call them... just "Joam and John" maybe, or "Ahuramazda's Hand" if you want something fancier.

(NOTES: "Modified" from an In Nomine campaign... an Elohim of David and a Seraph of Michael for those in the know. Not my characters but definitely my favorite from any game I've ever ran. It's hard to bring up specific instances of what they did because they are modern-day characters... they almost overthrew the government of Mexico... but I don't think Mexico should be in the game :grin: .)

Reply #16 Top

Damn, I'm out of place here with those requirements. Too much DMing and not so many opportunities of regular play. :(   Unless I can start talking about NPCs and those were mostly individuals, not groups/parties*. :\

I suppose it's somehow sad that my only characters are of the marvellous Neverwinter Nights 2 and Dragon Age, which campaign story ye surely know already.

(pic just because, both are dual blades, as I like to make my melee characters)

* No way in hell I'm making free publicity for my players' characters. Revenge is sweeeeet.}:)

Reply #17 Top

Lord Tenebrion, The Mercenary Merchant 

This character, in the games that I have used it, has the outward appearance of a wealthy and well-spoken merchant. While he has a hand in all practical wares of warfare, both big and small, his specialty is in the arcane, and his mastery of enchanting is second to none.

But, this character isn't just any ordinary merchant. Aside from his strong sense of profit (or, as some might put it, greed), he was born under the ill-fated sign of the fool, cursed to live life with both an innate ability to discern irrefutable truth in all things - and the inability to convince others that what he advises is true (or, in many cases, even worth listening to).

This condition has turned Tenebrion into something of a futilistic and maniacal individual, who, while outwardly appearing a well-to-do man of means, is just a few arrows short of a quiver. Though he does his best to protect those with whom he travels, through the use of his wealth, his wits, and his wares, he is fated to merely follow in the paths of others, seeing every pitfall along the way, and being able to do little but chuckle as the ills and mishaps that he warns of inevitably come to pass. However, while those he travels with may fail or fall, Tenebrion will never take a wrong step, and always lands on his feet.

This character holds few loyalties (though those to whom he is truly loyal, he is loyal to the grave), and has been known to sell his services to the highest bidder - be they bid with gold, or be they bid with flattery. However, the quickest way to earn this character's interests is through a steady supply of the finest artifacts to further his enchanting, as well as a market to consume it.

This character knows full well that the weight of the coin has brought more kings and kingdoms to fall than the might of the sword, and as such, he wields his wealth to the same effect as a blade-master wields his sword. And, for this, he is known and feared as the Mercenary Merchant - the most powerful man in *insert world-name here*.

Reply #18 Top

Jlorn of the night wind: Little is known about this enigmatic wizard from the valley of the lost sun. A powerful elemtnalist Jlorn formed a mercenary group to help him defeat the elder beholder summoned by Drelin his half brother. Upon arriving in this dimension Leas'korm the elder beholder killed Drelin and the rest of Jlorn's family.

Jlorn unaware of the tragedy that had befallen his family was focused on practicing his magical abilities deep within one of the valley's many caves.. Upon his return he stood in horror looking upon the corpses that were his family. Jlorn in a blind rage struck at Leas'korm with all the magical power he could summon. 

Despite his valiant attempt to kill Leas'korm Jlorn failed. When Leas'korm hit Jlorn with an immensely powerful energy blast from his main eye it was miracle Jlorn wasn't killed outright. Leas'korm over joyed to be in this dimension ignored the critically wounded Jlorn and begun to subgiate the surrounding country side. The beholder showed no mercy to any living creature he encountered and soon had the entire Lost Sun Empire on the verge of defeat. 

A cleric by the name of Old Bear found and healed Jlorn. Once he was back to full health Jlorn sought out the strongest allies he could find to assist him with killing Leas'korm. Old Bear and Jlorn were then joined by the lovely but deadly Miraya a rogue of unmatched skill and Dreamland the paladin who single handedly defeated an army of undead. Together the heroes launched a surprise attack against Leas'korm's lair within the ruined castle of Holdrom capital of the Lost Sun Empire.

Once inside they realized why Leas'korm had halted his attack against the Lost Sun. He had been trying to summon his brother to this dimension as well. Realizing the danger that the entire planet would be in if Leas'korm was joined by his brother the heroes attacked Leas'korm and his chaos guards. Leas'korm's guards where killed before he could complete his spell and thus had to engage in direct combat.

It was a titanic battle with large sections of the capital being destroyed in the process until once again only Jlorn and Leas'korm were left. Old Bear had focused all of his healing powers to keep Dreamland alive and Miraya had be seriously wounded and could no longer fight. Jlorn had saved a special spell for his rematch against Leas'korm cosmic flare. Just as before Leas'korm focused his tremendous power into his central eye and let loose the most powerful attack he could but it collided with Jlorn's cosmic flare spell. Magical energy ran wild causing horrific damage to both combatants but Jlorn's cosmic flare finally engulfed Leas'korm's attack and slammed directly into Leas'korm burning the elder beholder alive in a blaze of cosmic fire.

 

Reply #19 Top

Angatorix- a noble fighter for justice (Longsword, Heavy Armor (plate), powerful melee stats)

Griffern- a cutthroat mercenary (dual-poison-daggers, cape of greater invisibility, hardened leather armor, traps)

Memluke - a freed slave, fighting for continued justice and his own newlyfound pride (Iron Spear, enchanted cloth armor of endurance/health-regen)

Zanzibar- a quirky wizard that seems to get the ingredients right 80% of the time.

 

Angatorix was sent from distant lands with a noble mission ... to do good things in the world. Or at least, this is what he thought as he raided an Armory in the Night and stole Platemail and a Longsword. Of peasant background, he is filled with illusions of fulfilling a noble quest from a distant kingdom. He is the "party leader" and has the highest Strength and Charisma Scores.

Our story starts with Angatorix docking in a new land, a small settlement near the swamp. He aids the local government in various tasks, and has to slay several bandits along the way. He fights to weaken the black market, confiscating drugs and freeing slaves. One day, an assasin tries to kill him. He sucessfully fends off the attacker and spares his life. Surprisingly, the Assasin asks Angatorix if he could use a hand. He would be willing to work for Angatorix if well paid, and would make sure any future assasins are dealt with. All that is needed is for one favor to be answered. Angatorix agrees, and he teams up with Griffern. Griffern's request is to sneak into the Rogue-Company's headquarters deep in the swamp and to kill off the leadership. These were, coincidentally, Griffern's previous contracters.

During the long and haphazard escapade, the managed to free a rather Valorous slave named Memluke. He readily joined their party, starting off fighting with nothing but a long stick he called a stave. Later during the sacking of the compound, they ran across an armory and he picked up a proper spear (decided not to go with the stave). He refuses to wear any proper armor, wearing only the cloth armor he crafts himself.

Eventually the group runs across Zanzibar, saves the old fool's life, and eventually he joins their party. During the process of joining the party, Zanzibar places a powerful enchantment on Memluke's cloth armor, which increases Memluke's endurance, health, and health regeneration. Zanzibar can call upon Fire and Air spells (Call Lightning and Chain lightning being among the most powerful) however his greatest prowess is Alchemy and Enchantment.

Once Zanzibar accidentally summoned a great Demon while trying to learn the "Greater Teleport" spell, and much later the party helped to rid the kingdom of the Demon and his minions.

Reply #20 Top

Marosz is a human warrior. Not the type to start a war but to end it. One of those that knows that in some situations a tiny pin is mightier than a battleaxe and the weapon itself is nothing without the wielder.

During his apprenticeship he fought along bow-wielding and mud-slinging elves, small winged - but nonetheless fierce - people of a blueish persuasion and lizard men with beaks (who can get extremely aggravated when having their mother compared to or even called a chicken). He has seen victories over terrible horrors and tragic deaths of comrades (said lizard men are even worse flyers than chicken it seems).

Although he has traveled with many people there a only a handful that he calls friends. Because of a few let-downs and betrayals early in his career Marosz does not tie a close emotional connection with people. That is not to say he is anti-social. He just tries to avoid the feeling of loss of someone close to his heart. For him it means keeping everyone else out.

He really values life as he knows how fast it can end. Maybe that is because he knows how to end life himself quickly as well. Still he journeys on because he does not know what else to do.

 

Ah, that brought back fond memories of long evenings playing Earthdawn with friends and sometimes with complete strangers. Great times.

Reply #21 Top

I played pen 'n paper Dnd and the Neverwinter Nights series.

Aaron Blueflame was a wizard who was interested in creating scrolls and wands.  He spent most of his time searching for rarer varieties of these artifacts and created a good deal in an effort to make a definitive magical compendium of knowledge.  Aaron travelled around for years and eventually settled down to write his book.  He was slain before its completion, though he served as court magician before he died.

Davydd Glaer was a druid who served as the king of the kingdom our campaigns were set in.  He lived in the forest but regularly travelled to the palace whenever the king was in need of a good healer or druid.  He eventually shapesshifted into an eagle to escape a magician who was hunting him, but she sealed him in that form and he was stuck forever as an eagle.

My favorite character was Aamana, a bedine (desert nomad) sorceress.  She was ostracized for her magical abilities and eventually left her homeland in search of adventure.  She was very elitist, and she poured contempt upon non magic users.  Her magic grew, and she eventually led a coup in her resident kingdom to set up an arcane aristocracy.  SHe failed and was executed.  Aamana's son, Zarif, inherited his mother's talent and spent his lifetime searching for artifacts and ruins from ancient kingdoms.

My last character was Justin Moonward, a druid whose circle had been destroyed.  He travelled from land to land in search of new companions, but eventually died alone at the hands of a Medusa.

We picked up Justin's story later and had the Medusa's half-human son a member of one of our last games,  Cyrus, a sorcerer.  He, unlike his mother, esd virtuous and kind, and travelled throughout the desert lands ridding it of the undead evils.  Eventually he was lynched by a Bedine tribe when he defended his mother from a mob trying to kill her.

Reply #22 Top



In Beta 1, we introduce the occasional lone NPC named “hero” to test out the plumbing.

Occasional? Were you playing the same build I was? In my games there were more heroes than all other NPCs combined by the time my sovereign was marriable age.

 

Aratomel Gwathon was one of my old Shadowrun charaters. An Elven physical adept who was good with martial arts and the sword. His most important ability was always a precognitive combat sense that time after time allowed him to ambush his would-be ambushers. When going on a mission he was always looking for extra creative ways to make money. Usually involving stuffing anything valuable not nailed down into his backpack. Also had a habit of negotiating during missions that allies he didn't like to the most dangerous parts of the assignment (And sometimes for less pay).

Though of course you're always welcome to make a rebel wraith mage named Rishkith who leads a group of Infidels seeking to blend life magic with their own. :D

Reply #23 Top

Segallion:  Human warrior wanting to form his own mercenary band.  Not for profit, but for his own sense of justice.  Had a profound curse which essentially made his life work all but fail.  He could get anyone to do what he wanted, but once they broke the charm they would forever react negatively to him from then on.  Fought with a Bastard sword/shield and a heavy crossbow.

 

Martek of "insert location here" ...Human mage who hates warriors and is looking to do whatever it takes in order to get more power.  Formerly a good man who was left behind by his party without so much as what happened to him, as well as a member (warrior) taking his first love for himself. He eventually came across a magical staff that turned into a female sorceress several times a month, which augmented his powerful blasting spells with those of a defensive sort.  Esentially loving the one thing he could count on in life...magic.

 

Syler Stoutheart....halfling barbarian.  Living on his own out in the forests and jungles, he learned how to take care of himself.  Using only a longspear and patchwork studded leather he did whatever it took to survive.  Trying to avoid combat, but once entered and hit would rage away until only he stood standing.  In search of his grandfather and a legendary sword he was said to possess.

Reply #24 Top

I vote that you name some of the Chamions in game after some of the people here on the forums :) . That would be a real treat for us beta testers ;)

Reply #25 Top

Yuan-Ti Warior (Ergonan)

Kobold Cleric (Synnthia)

Orcish Paladin (Marin)

Succubus Shadowdancer (Marcel)

 

The Orcish Paladin is on a holy mission from the God(ess) of Fire, and ended up saving the life of a Yuan-Ti warrior that was cornered by savage human mercenaries, having wandered from their post, jeering and looking for blood. The Orc cast a spell of divine flame spirit that cast the Humans' hair aflame and blinded their eyes (temporarily). They screamed and ran, stumbling in various directions deeper into the forest.

The Yuan-Ti then pledged devotion to the Orc's cause. They went in search of a mysterious prophet of the wilds ... who was famed to be a powerful Saurian warlord. Instead, they ended up finding a Mischievious Kobold Cleric who worshipped the calming Godess of the Rivers. She is as wise as she is mysterious, and decided to join their party and gently guide them on their way. Her name is Synnthia.

They find themselves in a Giant City ruled by a corrupt Yuan-Ti nobility. They get in trouble with the Mob boss of the city, and get captured in the dark streets of the city's underground.

Their journey takes on a much stranger element once they are rescued by a Chaotic Neutral Succubus named Marcel. Marcel is part demon and part human, with Dark blood-red hair cut off at the shoulders. Her eyes are a deep green and she has turned to a profession of thievery over the course of her life. In her early years, she grew up on the streets, born of a human peasant in a city of Snakes and Lizards ... constantly curious and wary of her origin, she grows up as a Bard/Thief in her early years. Eventually starting to work for the Mob, she becomes a trained agent. Part killer, part thief, part bard, Marcel becomes the most creative Shadowdancer in a long time, all the more skilled for the tiefling blood in her veins.

Well, her career as the Mob's "hunting dog" didn't last long, as being controlled by the mob soon grew old. So she broke off from her mobster career ... which led to them sending several assasins after her. Being hunted at every turn, Marcel decided to make the separation from the mob "permanent" and in blood. So she ended up sneaking into the Mafioso's main compound, and waited in the shadows. She killed the Kobold Don, and stole the 4 crown jewels of the Don's family. The Kerrovetis were infuriated, and anyone that ordered a hit on Marcel ended up dead in the central square of the city. While the Kerrovetis weren't quick to learn, the Majabaris seized the moment and captured the Underground for themselves, in a bloody gang-war that lasted several weeks. Eventually, the Majabaris held the top position on the streets and the Kerrovetis were outcast and ostrasized to the darkest tunnels of the Underground Reptilian city ... and to the Caverns beyond. The new Don in charge knows to keep largely out of Marcel's business, and in the ensuing years Marcel has felt that its "her" city.

When the adventuring party enter the city, she takes an immediate liking to them. Something inside of her says that their cause is worth helping ... although that could simply be the boredom speaking, embodying her yearn for adventure outside of her comfy city of sins and secrets.

So, after the party gets captured, she rescues the hapless heroes and guides them throughout the city. This is the final straw for the Majabari Don, who has long since started to grow uneasy of Marcel's continued arrogance, and as he percieves, no gratitude or respect.

The City's ventures culminates with the Thieves Guild (Mafia family) convincing the ruler of the city to help them quell the interests of the adventuring party ... so they have to fight through City Guards, even a few Royal Guards, and eventually destroy the head honchoes of the Mafia's Family in the Throneroom while the King watches in amusement.

The King gives the party a Royal Party, and offers them a place in his kingdom. Marin politely declined, however he asked the Lord if he knew the location of the Ancient amulet of Bhall's holy fire.

They get a vague direction, and eventually gather all the items of Bhall's fire. The epic-level end of the adventure was when they fought the God of the Ocean ... and defeated the God of the Ocean, lessening his dominion to merely God of the Oceanic Ravines (he was banished there). Then the River Godess used the power vacuum to expand her dominion into the Ocean proper.