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Old Jan 11th, 2016, 05:22 PM
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Purveyors of the New Land [Homebrew Friendly!]

APPLICATIONS ARE CLOSED

Game NamePurveyors of the New Land
Game SystemDnD 5e
ThemeMaritime Adventuring
FlavourDiscovery and Mystery
Plot Summary

Introduction:
Burgeoning hopes travel as fast as the bow can divide the waves. Discovery of a new chain of Islands little more than 100 years ago have created a fantastic new world for adventuring. Travelers and settlers have resided on the northern points of the Archipeligo long enough to establish infrastructure, trade and cities, however, the land masses to the south remain largely untouched.

New worlds, strange secrets, and developing powers are all converging on the same point as many nations and warriors stake claim to their own slice of land. There’s always a job to do in the Archipeligo.



The Archipeligo:

A string of islands stretching about 500 miles across, the Archipeligo has established itself as a haven for commerce and industry, yet troubling for grander powers. The nature of many small to medium sized islands with various resources lends itself to a booming free trade market. Everyone can find their niche quickly, and have many options from which to select customers or intermediaries.

The distance and size of the islands also makes it very difficult for imperial forces to maintain any governance over the islands due to the needs to stretch forces so thinly. In fact, in the 100 years since the chain’s discovery, 3 nations have attempted and subsequently conceded to staking claim.

This can’t entirely be the blame of the landscape, however. Merchants and Pirates alike are highly skeptical of what a national force might mean to their new lands. Nations mean taxes, tariffs, and restrictions. Some forces can be conceived to be actively resisting any sort of occupation.

The islands themselves are various in their contents. Since they all rose from the sea independently, wildlife and plant life between the islands cannot be entirely identical, thus controlling any single one nets the tenant sole access for anything unique that island may offer. This also brings the challenges of islands that are uninhabitable due to their uniqueness, which can mean terrain as equally as it means living opposition.

The Forces at Work:
o THRENDAR, an empirical nation to the east that has begun scaling large shipments of troops and goods to the islands. The environment is somewhat familiar to them, coming from a smaller continent. Their navy is fantastic, but their ability to conquer land is questionable, leaving them to think that cutting their teeth on easier targets like unaligned islands could lead to success and conquest. However, a disjointed and hidden front is hard to assault. They have gained the biggest island, now dubbed New Thrain, and established three large cities: Coastal trade city Portsden, fortress Wallsden, and farming keep Fieldsden.

o THE BLACK SAILS are a group of merchants that have decided to take their destinies in their own hands. As the name might imply, the ships under this banner will often drop a lead and tail set of black sails upon approaching a ship they mean to assault. They do no assault other merchants, however, they are not in the fight for spoils and riches. They specifically assault ships of the empire, or friendly to it. Soldiers often suffer the blade, whereas merchants who are simply couriers of goods are forced to join or drown. Most crewman are, however, mercenaries hired by other merchants.

o The COLLEGE OF PHTHALO is a small retreat that doubles as a college of history and the arcane. They mostly stay out of the way of political happenings, more content to remain silent within their walls in study and discovery. They have recently uncovered evidence of an extinct race of dwarves and are slowly curating their lore and artifacts. Newcomers with the gift of spell often come here seeking refuge from the merchants and mercenaries.

o The BANDED SHIELD are a group of guerilla mercenaries. They are descendants of the first discoverers and visitors of the Archipeligo, and believe foremost and utmost that the right to rule over these new lands belongs with them by the Laws of Honor. This set of laws is very much from the Illuskan descent, and is hardly recognized by many other newcomers. They are few in number and remain as far south as is discovered. They actively war against the Empire when they can, but their tactics are mostly hit-and-run. Many believe they’ll soon be extinct.

o The SKINWALKERS. Mostly tales, there are campfire stories of beasts that come from the south in the night and kidnap children and kill their parents. No one has ever been believed when they see one, as they say that they take on the visages of men with canine features and heads of undead elk. The story often changes depending on who’s telling. They are a popular tale in the region. However, some believe it, they use it as a reason to never travel further south than is already settled.



Ships and their Crews:

Full sized Galleons are rare anywhere outside of Portsden. The waters around the islands are often unpredictably shallow, making smaller frigates and schooners much more popular choices. Boats that are swift are valued above all else. The reason for this is that ships that can approach the shallow bays of most islands are not big enough to carry canons.

Nor would they try. Due to the popularity of ship in the area, black powder is completely ignored and not even imported. Ships rely on swinging across decks and boarding to overtake. For this reason, avoiding conflict means being faster than it. Many ships are retrofitted with odd angular masts on the sides and aft to catch as much wind as possible.

Trying to control the flow of merchant help, the Threndar Nation has declared any boat without an official deed be declared a Pirate Vessel and will be subsequently conquered and sunk. The only way to gain a deed is to have bought the boat from their Shipyard in Portsden. In this way, they are trying to control all shipping economy. This means chartered rides between islands as ferries are quite popular.

If you do fight off a pirate ship, however, you are eligible for reward. You may sail it to Portsden for a bounty, depending on the ship size. The boat is then reregistered to the Empire for use or resell.

Since the ships are smaller, the crews generally tend to be a skeleton staff. The area isn’t yet very populated, but with rich resources that means that the many jobs that need doing are rather handsomely in their reward. This news is bringing many workers and adventures as of late. Seafaring is hard work, but very lucrative.

DM Info:
This will be a 5e adventure! I’m rather open to many materials, just read the Materials Allowed section below.

As a DM I like to be a storyteller and facilitator more than a conductor. By that, I mean that the narrative is not on tracks by any means and you will not be railroaded into doing one thing or another. This world is a Sandbox, you can choose to do any number of things you want. The story does start you with a bit of a “beginning mission,” but you can abandon it at any time to pursue other interests you have found. The PC’s have absolute control over the direction of the party.

I will keep track of time, I will probably post it in some sort of OOC or Important Info thread so that way you guys will have up to date information in which to make decisions upon.

XP is granted for all encounters, whether combat or roleplay. If you successfully talk your way out of a fight, you can get as much XP as you would have for winning. If you successfully stealth and navigate around an ambush, you’ll get as much XP as if you had slayed them all, etc.

I have been guilty of overlooking small rule infractions in order to make a good narrative. If something bothers you, please, bring it to my attention. Generally I’ll rule in favor of the rules unless there’s a unanimous agreement that whatever infraction occurred was heavily outweighed by the nature of badass event.

That said, don't worry about tracking your XP, I will. Basically this will work on the milestone system.

Characters:
I’m open to all alignments, all classes, all backgrounds.
Please use the Stat Array. It absolutely scales the best in my environment.


Materials Allowed:
All Class options, Archetypes, and Backgrounds from any published material by WotC is allowed, including all the Unearthed Arcana. My rule with the UA, however, is that there can be no mix/matching. For example, you cannot take the 2D6 Hit Die and Ambuscade from the Variant Ranger, then choose the Hunter Archetype from the PHB.

I am open to homebrews, but they are subject to my approval first. There are many ‘established’ ones out there, feel free to send them my way. I enjoy games with a great balance, so please don’t be offended if I think your class is too powerful for the world we’re in.

Off Limts:

We’re all adults, yes, but let’s keep a limit on some of the more provocative stuff. If you want to seduce a bar patron to get information, go for it. If you want me to roll D20’s to see how your bedroom performance was, I’ll ask you to grow up.

Direct insults of another person, made IC or OCC will get you kicked out of the game. There’s nothing that will arise that can’t be handled. I can act as an arbiter.

Godmodding is something that happens by accident, but please, still try to avoid it. I don’t know if the term is big on this board, but it’s basically writing someone else’s reaction or actions for them during your post. If you walk into a room, don’t assume another PC is surprised or glad to see you, let them post their reaction.




Q&A

I'll answer questions that have arrived in post and in this OP.



Q: What deities are you running?
A: Pagan Norse, like this: https://simple.wikipedia.org/wiki/Li..._and_goddesses

Q: Has gunpowder been invented?
A: Only recently in another part of the world, I expect it to find it's way here soon.

Q: Can I use "x" from Unearthed Arcana?"
A: Yes, any UA is open game.

Q: Can I use "x" homebrew?"
A: PM me for approval, I'm open to all suggestions.

Q: What kind of character should I make?
A: Anything you want, but yes, sailing and swimming will be a big part of all of this.

Q: What kind of encounters should I anticipate?
A: Cross-ship raids, halfway underwater dungeons, and political roleplay will be the most common.

Q: What level will the Characters start at?
A: 3rd. I hate the grind, I like to start established.

Q: I see that the campaign is starting at Level 3 - what about equipment? Do we just have the starting equipment, or can we have picked up a thing or two along the way?
A: Assume starting equipment, I'll award things to PC's as they are picked.

Q: What's your favorite fruit?
A: Plums.


In the short future expect a prompt I will write up that you can use to tie your character to the story.


PlayerCharacterRaceClassArchetype
MontageMagicUriel KahlirTieflingSorcererRed Dragon Heritage
DiePinafore 'Daddy-o' SmallsHumanRogueArcane Trickster
Wolf173Lucian NailoWood ElfMonk?
suburbanplanktonTibelun SvatalexipeskiDragonbornBarbarianTotem Warrior
SgsgssegMarik StormhallowHumanPaladinAntipaladin
UmsSweyn WyrmshanksHumanClericTempest
SpizzowLavy SacarHumanMystic 
Mintana93Gentan StormseekerDwarfDruidCircle of the Moon
XalnagaTandith ArnorHumanRanger/Rogue 

Interested:
  • Epelj1
  • Archaon
  • Eachan Delras
  • voodoozombie
  • gestalt


Prompt
Quite oddly, the job posting had circulated around all the islands. Not even a single tradesmen has friends in every corner, yet found there was an ad looking for souls brave or foolish enough to consider entering the employ of the College of Phthalo. Furthermore, they would be even crazier to enter a contract that required them to enter ‘those’ dreadful places, residences of the God of Death to be sure.

Archeological, or so named it was. A mission to discover, unveil, and recover artifacts, culture, and treasures of a long lost race, the Sea Dwarves of the Deeps. Seemingly swallowed by the seas, they were. Most considered it a foolhardy effort, especially considering no one had discovered the secret of even entering one of their massive doorfronts!

Yet some poor fools might make the trip to the Island Dogbone to try and claim in the reward. Some respond to the word “adventure” the way a dog responds to “dinner.” Hapless without burdens of wanderlust, a sorrowful state if you ask me. They have a word for that terrible feeling.
I think they call it destiny.


Preapproved Homebrew Classes
Runeseeker: https://www.dropbox.com/s/6oo3dqwnk5...eeker.pdf?dl=0
Shaman: https://www.dropbox.com/s/nxudia9cgj...haman.pdf?dl=0
Warlord: https://www.dropbox.com/s/05h7g5wpwu...rlord.pdf?dl=0


Alignment
If you are thinking of playing an Evil character, that's great! One thing I would have you include in your application is how you would fair with a mostly good party or employer. Many times, interests will cause people to clash heads. If you were the only evil member of your party, how would you convey ideas? Would you hide it? What would be your end goal?



APPS DUE JANUARY 25TH

Last edited by InspireCourage; Jan 26th, 2016 at 09:10 AM.
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  #2  
Old Jan 11th, 2016, 05:42 PM
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I am down for this, but when does the application date end?
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Old Jan 11th, 2016, 06:21 PM
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Posting interest.
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Old Jan 11th, 2016, 06:54 PM
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Old Jan 11th, 2016, 06:58 PM
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Hi, I was wondering are you using the firearms from the DMG for this?
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Old Jan 11th, 2016, 07:59 PM
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Old Jan 11th, 2016, 09:24 PM
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Alright, here we go!

Application
right-aligned image


Name: Uriel Kahlir
Race: Tiefling
Class: Sorcerer (Red Dragon Heritage)
Age: 29
Gender: Male
Alignment: Chaotic Good

Appearance: Uriel appears as most tieflings, a light crimson skin, prominent canines (perhaps a little longer than others), Black/bluish hair, with swept-back, curving horns. Tattoos adorn his face, with his eyes glowing yellow, he stands at 6'1", or 6'5" including his horns. He's lithe for his height, but very agile.

Personality: Uriel has grown accustomed to be cautious at all times. He is incredibly slow to trust others, as he's had many experiences in his past where those who appeared to have his best interests in mind, had such horrible ulterior motives.

However, despite his suspicion he's always willing to listen to every side of an argument before making his own judgement on a situation. However, regardless of how much pain, suspicion, and distrust Uriel has had to endure in his life he believes in redemption. He believes there is a spark of good in everyone. It's that ideal that drives him in his search for answers, about his parents, his heritage, and what the source of his powers are.

That doesn't prevent his anger from getting in his way. Too often he'll hear veiled insults and threats in every word addressed to him, and it causes him to lash out in anger. Growing up as a tiefling in the world understandably brings him to such a state.

Background:
Bounty Hunter
Feature: Ear to the Ground
Skill Proficiency: Deception, Persuasion
Tool Proficiencies: One type of gaming set (Deck of Cards), thieves' tools

Traits: I am incredibly slow to trust. Those who seem the fairest often have the most to hide. I’m willing to listen to every side of an argument before I make my own judgement.
Ideal: Redemption. There’s a spark of good in everyone.
Bond: I’ve been searching my whole life for the answer to a certain question.
Flaws: I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.

History:
Uriel grew up as an orphan in the city of Portsden. Living amongst the minority races of the city, he learned quick to avoid trouble, and find care in where he went. He had to look out for himself most of the time. The only companion was an older salty-dog, Jerod, who was losing sight in his left eye and whose right leg was taken from him by the sea, leaving a piece of wood as a poor substitute. He found the babe tiefling wrapped in cloth and abandoned at the side of a muddy road. All that was left on the child was a note, "Uriel Kahlir". While he tried to give the tiefling child a fair home to find his own path, Jerod wasn’t long for the world. Uriel was completely alone from the age of 12 onwards.

Around the age of 14 the first signs of magical talent were brought to his attention. He discovered that he was capable of controlling flame with ease, and manipulating the natural energies of the world and magic without the aid of scrolls or even spell tomes. He was naturally gifted in the use of magic. That did not save him from being feared or hated as a tiefling, a constant reminder of a tainted past that he had no control over.

Portsden was a difficult city to grow up in normally, let alone if you were a tiefling. But it was even more difficult to find a teacher to try and learn about the power that the young man possessed. Eventually he fell in with the criminal element in the city, seeking to use Uriel to their own means. He was taught how to harness his power, but in doing so, he always felt horrible for what he was coerced into doing with it.

Uriel would grow more and more bitter as the years went on, until he could not take it any longer. He fought against the criminal element who had made him a virtual slave. Even their spellcaster could not withstand his red-hot rage. He burned their compound to the ground. As far as Uriel knew, he was the only one to make it out of the building alive, the flames licking around him like a snake tasting the air around an enticing meal.

Recovering from the incident, Uriel decided to take the skills he learned in the underworld, and put them to a more profitable use. He became a bounty hunter, one rightly feared by many wanted men. His time amongst thieves gave him not only the skills to pursue his prey, but the mind-set to know how they think. Ultimately Uriel searches for any information on who his parents were, or are. What his name means, where his power comes from, and what his destiny might be. It is here, on the Archipelego, that Uriel seeks his answers, and some coin too.

However, it turns out that perhaps he was not the only one to survive that blaze. Recently Uriel has found himself being tailed, tracked, and hunted himself. Word on the street from what he's been told is that a hit has been put on him from someone... and Uriel's instincts tell him it's his old gang. He comes across the job posting from the College of Phthalo. This gave Uriel 2 options. 1) He could seek refuge in the College of Phthalo for a time until things quiet down, or he gets enough information on who is targeting him, and he hits them back hard; or 2) He takes the job on a ship which will keep him off-shore and away from Portsden for a time.

It doesn't take Uriel long to decide. He's heading to the College of Phthalo.



 


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Last edited by MontageManiac; Jan 18th, 2016 at 12:46 PM.
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Old Jan 11th, 2016, 09:29 PM
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Quote:
Originally Posted by Noupatris View Post
Hi, I was wondering are you using the firearms from the DMG for this?
Great question and fantastic catch on a small oversight of mine! As there is no gunpowder that's made itself to this region yet, firearms haven't yet arrived. Although it's not far off!
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Old Jan 11th, 2016, 09:32 PM
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Application
right-aligned image

Name:Yaggy Drasil
Race:Wilden/Formerly Human
Class:Cleric of Nature Domain
Background:Sailor
Trait:I stretch the truth for the sake of a good story.
Ideal: The Sea is freedom. Freedom to go anywhere or do anything.
Bond:The ship is most important, crewmates and captains come and go.
Flaw: Loyal to Njord to a fault and has an overwhelming hatred toward Vidar and his followers.


Backstory

 
.


 



Last edited by Avner; Jan 17th, 2016 at 06:19 AM.
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Old Jan 11th, 2016, 10:11 PM
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Quote:
Originally Posted by InspireCourage View Post
Great question and fantastic catch on a small oversight of mine! As there is no gunpowder that's made itself to this region yet, firearms haven't yet arrived. Although it's not far off!
Oh cool, so they'll arrive sometime when the campaign is under way? That sounds like a great way to dynamicly build in all the change which went with them
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Old Jan 11th, 2016, 11:26 PM
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Exactly.
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Old Jan 12th, 2016, 12:20 AM
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Just registering interest for shivering some timbers c:
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Old Jan 12th, 2016, 01:58 PM
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I have dreamed of maritime D&D. Posting interest to the moon and back!
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Old Jan 13th, 2016, 08:21 PM
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Posting interest as well.
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Old Jan 13th, 2016, 08:28 PM
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Just to be clear our, our characters will be the ship hand type? Will we be starting with our own ship or as a crew of some sort? Or are we more the mercenary types?

Also, how would you feel about a psi character from unearthed arcana?
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Last edited by Spizzow; Jan 13th, 2016 at 09:13 PM.
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