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LF1M DnD 3.5e RP Heavy Eberron Esque Homebrew World (It has airships!). 7:00PM CST Monday Weekly

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Hello all, I am looking for one more to play in a 3.5e homebrew world set in an Eberron esque campaign starting tomorrow. The group is generally RP heavy, so build flavorful, but feel free to optimize, so long as it is to a theme. Here is the synopsis and character requirements. Read through them, especially the last bit about backstory creation. To apply, just tell me a quick bit about yourself and whip up a quick backstory . Thanks! Healing class preferred, but not required. The year is 1634. A massive migration is beginning to happen in the nations of the continent of Mystania. They are headed to what is known as the New World. Two hundred years ago, the continent was discovered to the east, across the vast oceans. Colonies have since been established and those who are able to are charting passage across the sea by airship to etch out a life on new soil. Rumors of gold laden rivers, lost temples, and powerful ancient artifacts have attracted adventurers, who seek to plunder the bounty of the new worlds. Meanwhile, scholars have set out to research the runes and uncover more about the ancient uses of magic unknown to them. Still others come, hoping to claim the readily available land and start anew. Politicians come to run for local offices in the settlements absent local competitors. Families, whose members have already made the trip, come to unite. And still, many come for more reasons. Our story begins with the lives of several individuals who are about to board the Lioness, a massive airship and the pride of the Kingdom of Travia. Each, for their own personal reason, has decided to give up their life in the west and make the journey. With the airship launching from the capitol city of Gilria, the adventure that awaits them is far more grand than they could possibly imagine. Requirements : <a href="https://docs.google.com/document/d/1HftxPnOu_xVvi0GWR1i0WZXp1tckS3LDT9Lv4ZGusco/edit" rel="nofollow">https://docs.google.com/document/d/1HftxPnOu_xVvi0GWR1i0WZXp1tckS3LDT9Lv4ZGusco/edit</a>
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I might be interested if you don't mind taking a newbie. I would probably just run cleric if you guys are in need of a healing class. That said, I'm curious about what exactly this world looks like. It seems like it may be sort of steampunkish, so is this the kind of world where, for instance, a fighter in heavy armor is out of theme or outdated? Are there simple firearms or anything? I'd like to know before I make any sort of character (also, would you be using the pantheon described in PHB or your own? Would need to know to make a cleric). For now, without any of that information what comes to mind for me in terms of bio is the following (I'll use X for character name since I don't have one off the top of my head): X is a cleric of (god of knowledge) originally hailing from the small town of (town). After moving into the city at 7 years old, X took a great interest in the city's library, where he spent a great deal of his time learning of the adventures of old, religion, politics, geography, and all else there was to read about. By the time he was 13, he had befriended a priest of (god of knowledge or something similar) who encouraged X to continue his quest for knowledge by also becoming a priest of the deity. To no one's surprise, X did just that. Becoming a priest of (deity) allowed X access to a great deal of knowledge that had previously not been accessible to him, and he pursued it voraciously - but by his mid twenties, he had exhausted what this small city was able to provide him in the never-ending pursuit of knowledge. X had also become restless. After reading of all the things out in the world, all the tales as a child, he desired excitement of his own. He decided to embark on an airship to Mystania after bidding his family, friends, and fellow priests a fond farewell, where he could find a new life that would be more exciting than the one he had led while at the same time continuing to quench his thirst for knowledge in a new world. As for me, I'm 22 years old and just finished school with a degree in political science and economics - will likely be going to grad school starting next fall. For now, I work full time during the day and I'm in the same time zone as you are.
Hey I am interested, but when do you play?
ill join if u got room
On the one hand, heavy rp makes me uncomfortable, I don't like 3.5, I don't care about eberron, and I'm already busy at that time. But on the other hand, airships. There is no possible right answer. Every answer is wrong. What would Kirk do?
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Just to answer the basic questions, the game does require a microphone so unfortunately, you are out Soft. As for the RP content, it is going to be about 66% RP and 33% combat. For every combat session you can expect about two RP ones. The setting is an eberron esque world which is a campaign setting for 3.5e. It is still very much medieval based, but with magic powered technology, such as airships powered by elementals, trains, living constructs as a playable race, etc. You would naturally expect to see people in armor all the same, but magic items are regularly crafted and sold within cities. Colonol, I don't mind taking a newbie, so long as you can handle the RP, but your backstory is a tad bit generic.
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Zerocaliber said: Colonol, I don't mind taking a newbie, so long as you can handle the RP, but your backstory is a tad bit generic. Would still definitely be interested based on your setting description. RP isn't a problem for me. I've done it in many contexts, just not usually tabletop games. As for backstory, yes it is on the generic side. I figured i'd just get something out there before I went to bed last night and can definitely spice it up if you want. Edit: For example (adding on to the already constructed story), X's parents owned the a deep-vein mine in the town, in which a large portion of the town's people were employed. By the age of 6, X began helping his parents with the mine by doing things like running food and water to the mine workers and other various chores. One fateful day, there was a small cave-in in the newest branch of the mine. No one was hurt, but it was discovered after clearing some of the rubble that they had tunneled straight into a small dwarven settlement. Thankfully the Dwarves proved cooperative, and X's parents were brought down in order to discuss rebuilding the wall and how far they must tunnel in order to avoid any further incidents. However, the cave-in had attracted the attention of a creature of the deep. As the discussion was happening a (umber hulk maybe?) attacked. X's parents were killed, along with several of the miners, among them X's guardian, and a handful of dwarves. The boy had been with his parents, but when the creature appeared, they became split - thankfully the boy was so small at the age of 7 that the creature took no notice of him instead opting for plainly visible targets. Luckily, the Dwarven town had been hosting a small group of adventurers, 2 dwarves and an elf, that had come to investigate a potential necromancer in the area. However, upon hearing the umber hulk, the group took it upon itself to defend the town. The elf and one of the dwarves were injured in the battle - the final dwarf, a paladin, finally struck the beast down with a blow to the head of the creature. After the battle, the paladin took notice of the young human boy looking on in shock. The dwarf, by the name of Daroh, eventually became the one to take the boy in. Daroh owned a small house in the city where he took the boy when he was 7. Daroh thought it his duty to teach the boy both how to fight and how to think. At an early age, X showed a remarkable aptitude for language as Daroh taught him dwarven, and X enjoyed learning the languages. He would develop a fascination with languages using the dwarven script. Daroh also gave the boy some combat training, but X was never particularly strong or nimble. The dwarf recognized this, and told the boy "if you can't fight hard, at least fight smart." Daroh, being a paladin, was often away doing the things that paladins do, and as a result X found himself in need of things to do to keep himself out of trouble. Daroh encouraged him to go to the library to keep his mind sharp. (Earlier backstory covers the rest of this) In his mid 20s, X went back to his old town in order to try to claim rightful ownership of the mine which had been taken under the stewardship of the city council. The mine was too profitable for the city to want to give up, but they did settle on giving X a modest payment for him to relinquish any claim to the mine, which he agreed to. Before leaving, Daroh brought X some armor, telling him that "You may have the gods on your side from time to time, but there is no substitute for a good piece of mail. Stay safe, son." And with that, X departed.
Alright, you have put in more than enough effort, so I will give you a shot.