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  #1  
Old Oct 26th, 2018, 07:52 PM
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Against the Iron Tide

Hey everyone, thanks for all the interest and great submissions.

Unfortunately, I'm going to have to withdraw this game: I've been reevaluating whether or not I have the time to commit to running a game and I'm sad to say I've concluded I don't right now.

I still have a strong interest in running this game, and might revisit it soon (after the new year, perhaps) but for now I have a bit too much on my plate.

-Phil
 

Last edited by Phil; Dec 19th, 2018 at 02:54 PM.
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Old Oct 26th, 2018, 09:15 PM
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CarwoldName: Carwold
Population: 33,000
Government: Mixed theocratic/mercantile
Leader: Priest-Queen Aneirin Vahal, Council
Capital: High Carwold
Demographics: Humans (80%), Half-Elves (10%), Elves (5%), Other (5%)

Culture: A fairly isolated island city-state, known for exotic hardwoods and hard bargains. The Carwoldan tend to be pragmatic, talkative, and ambitious. Carwoldan society is undergoing a period of transition, where the historic religious domination of society has been diminishing for three generations. Artisans of many persuasions crave Carwoldan woods, and the culture has been leavened with influences from many other locales.

History: Ages ago, Carwold was the center of a maritime empire.


Semaj
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Name: Semaj Buruk
Race: Aasimar (Fallen)
Class: Fighter (then Celestial Warlock)
Alignment: Lawful Neutral
Personality: Aloof and dour, but steadfast. A loyal friend and implacable foe.
Appearance: Strong, lithe, and fair-skinned. Semaj is attractive and cultured, but in a cool, remote way.
Background: Inheritor
Nation/City of Origin: High Carwold
Loved Ones:
History:
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Last edited by Berith; Oct 27th, 2018 at 01:30 PM.
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  #3  
Old Oct 26th, 2018, 09:27 PM
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Ohoho, color me interested. Will you be allowing the artificer?
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Old Oct 26th, 2018, 11:45 PM
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I love the grinder concept. Count me in.


RegaliaName: Regalia
Population: 41,000
Government: Theocratic/Bureaucratic
Leader: The Sainted King; the Disciples
Capital: Regalia
Demographics: Humans (50%), Half-Elves (20%), Halflings (10%), Dwarves (10%), Goblinoids (5%), Other (5%)
Culture: An isolated city-state in mountain fortress. Largely populated by religious devotees to the Sainted King.
History: Fifty years ago, a young man was blessed with celestial power. He took up the mantle of the Saint and quickly amassed a following. He then led that following into a mountain range bordering Verdania and Belvard, where his celestial patron had revealed to him an ancient fortified city, abandoned to time. Since then, the city has only grown under the hand of the Sainted King and his Disciples, which act as bureaucrats that tend to the day to day affairs of the city. Of note is the elite guard known as Heaven's Shield, a group of warriors who have mastered the use of the shield in combat in order to better protect their King. Now, with the Mad King's armies only a scant few days' march from Regalia, the Sainted King has joined the Aegis Compact and sends his warriors to bolster the front.

Rowan
 

Name: Rowan Highwall
Race: Variant Human (Shield Master)
Class: Fighter (Battle Master)
Alignment: Lawful Good
Personality: Loyal and steadfast. Devoted to the Sainted King and the betterment of the world.
Appearance: Dark of hair and eye, fair complexion. Tall and built like a brick wall.
Background: Soldier
Nation/City of Origin: Regalia
Loved Ones: Alder Highwall (father, deceased), Laurel Highwall (mother, a Disciple) Ash Highwall (older brother, Heaven's Shield member), Aspen Highwall (younger sister, a Disciple)
Bio: Born the middle child, Rowan's mother, Laurel, was one of the Sainted King's first Disciples, while his father, Alder, was the original Heaven's Shield commander. Trained from a young age to be a warrior, Rowan planned to follow in his father and brother's footsteps in becoming a member of Heaven's Shield. But with Lorne's war spreading across the land like a blight, Rowan was unable to complete his training, instead being sent with a contingent of warriors to wage war. This is how he finds himself on the front.
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Last edited by ParzivalFair; Oct 29th, 2018 at 12:05 PM.
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  #5  
Old Oct 27th, 2018, 01:22 AM
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Quote:
Originally Posted by Vislands View Post
Ohoho, color me interested. Will you be allowing the artificer?
You'll have to answer questions about why that form of magic is isolated to your nation (or perhaps your character is the first and only artificer?) but if you think you can do that convincingly I don't hate the idea.
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  #6  
Old Oct 27th, 2018, 02:52 AM
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Oof, just realized I made an error in my first post guys: I will need a personal history (albeit brief) of your characters. I've altered the OP to fix this.

I have a sample application in a spoiler button at the bottom of the first post which includes the basics of what I'd like to see.
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Old Oct 27th, 2018, 03:15 AM
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BerizziName: Berizzi
Population: 180,000
Government: Imperial Family puppeted by merchant class
Leader: Emperor Etticas ; Doge Challando
Capital: Berizzi
Demographics: Humans (95%), Elves (3%), Half Elves (1%), Other (1%)
Culture: Berizzi is a coastal city, and the merchant clans have made good use of the sea to build up their wealth and power. The city is highly polarized with a huge disparity between the high and low classes. Berizzians venerate a single deity named "Ador", said to have once been a mortal man. As a result, Berizzians are often racially prejudiced against non-human races. Oddly, Ador does not show himself in the way of other pagan deities, leading to a scarcity of Clerics in Berizzi. The study of magic, however, is a luxury only the wealthy can afford. It is a symbol of great prestige and status.
History: Nominally, the Berizzians pride themselves on their vast and storied empire. It spanned continents and brought mighty warlords to their knees... centuries ago. Now, the attrition of ages has reduced the proud people of Berizzi to a single beautiful yet empty city. Generations of war has drained the coffers of the Imperial Treasury, which now pays enormous debts to the city's powerful merchant families. The common folk are mired in crime and piracy while the wealthy watch the city crumble into forgotten memories. Berizzi considers the great nations of Belvard and Eaverwoll to be its foremost trading partners, without which the city surely would have crumbled into nothingness. The trade fleets have slowed significantly in recent years, however, leading the Doge to consider carefully what Berizzi must do on a world stage. In a move which the other merchant families called "preposterous" and "foolhardy", Doge Challando signed the Aegis Compact, formalizing the alliance between Berizzi and the two powers. Now that war has been declared, and the merchant fleets are conscripted for the Imperial navy, many of the merchant families are leaving the city. Poor and humiliated, the Doge will nevertheless honor the Pact.


FelixName: Felix Valencci
Race: Human
Class: Rogue
Alignment: Chaotic Good
Personality: Felix is a gentle soul, and rather cowardly. He would much prefer to talk his way out of problems than swing a sword.
Appearance: Lanky and small, Felix is usually covered in a bit of dirt. His dark curly hair is a mop upon a piercing gaze and knife-jaw.
Background: Criminal. Felix was a smuggler working for the Derrio Family aboard a merchant ship. When the ship and all aboard were conscripted into the navy, Felix had no time to escape.
Nation: Berizzi
Loved Ones: Adeleide and Zara (Sisters), Devon, Leonardo, and Sciprio (Brothers)
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Old Oct 27th, 2018, 09:24 AM
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Danered's RingDanered's Ring
Population 0 (2000 at its peak)
Government Mining Outpost, currently destroyed
Leader Thane Bruin Hammerfist, supervised by Elder's Council (all presumed dead)
Capital Politically dependent on Craghold, allied to other Dwarf holds.
Demographics 85% Dwarfs, 10% Humans, 5% Others
History Danered's Ring was a prosperous mining outpost, located in a meteor crater whose edges acted like natural walls. The strange metals from the meteorite attracted many mining clans from Craghold and other dwarf kingdoms, as well as a few humans and other races. While rich, Danered's Ring was fully dependent on Craghold for living supplies as well as for defense, having but a small (but well organized) militia.
When the Iron Tide reached it, it's walls and its stalwart defenders were overrun and Danered's Ring was razed to the ground. It's inhabitants, killed to the last children for daring to defy the northern invaders.
Culture Danered's Ring was not a very colorful place. Business and practicality came first. The different mining clans compete with each other in stonemasonry, giving the place some truly wonderful stone buildings and statues. Its most renowned building was the Ancestor's Shrine, built in a natural cavern that the miners enlarged and embellished. Travelers were not welcomed, except, at the height of spring and fall, when two big markets sprang to life as many dwarfs came to trade, marry and celebrate.


Kullgaz
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Kullgaz (dwarven for no-name)
Race Dwarf
Class Barbarian
Background Soldier
Alignment Formerly lawful good, spiralling towards chaotic neutral
History Kullgaz was once called Drein of Clan Hillzran, but that is but a distant memory now. Raised amidst a mining clan, nothing made Drein stand apart from his kin. As a miner, he was strong and burly. As a dwarf, he liked drinking, singing stories and keeping with the dwarven way of life. He did volunteer for the hold's militia and was skilled at arms for it.
Fate had him away to the south, trading with other holds, when the Mad King razed his home. When he heard that none of his kin had survived, something inside the young Dwarf snapped. He went into a frenzied rage that lasted a fortnight, restrained in chains by the people of the trading caravan.
When he finally regained his senses, he undertook and ancient and solemn dwarven oath of revenge. He burned all his possessions but his weapons and a few rags, shaved his head, colored his hair and beard and tattooed his body. Forsaking his name, for he was no longer worthy of it, he called himself Kullgaz, meaning not-named in the dwarven tongue.
Personality Kullgaz is tormented by the guilt of failing to protect his family. He only seeks revenge, to die in battle killing as many enemies as he possibly can. As a dead-dwarf-walking, Kullgaz is silent, sullen and keeps to himself. His eyes are full of deep sorrow that become deranged, feral-looking in combat.
Appearance Kullgaz is a burly dwarf, his miner's arms and torso plain for all to see. He dresses with naught but a ragged trouser and seems impervious to the weather or rain. His elaborate tattoos speak of doom and death, making him quite a frightening figure that most people stay away from.
Nation and City of Origin Danered's Ring, of the Craghold realm.
Loved Ones Friends and family, all presumed dead.

Last edited by Dorack; Oct 29th, 2018 at 05:36 PM.
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  #9  
Old Oct 27th, 2018, 10:26 AM
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Question: if the characters home realm was utterly destroyed early in the war, would you like me to develop it as well?
Yes please.
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Old Oct 27th, 2018, 10:29 AM
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Understood. Will get to it.

Last edited by Dorack; Oct 27th, 2018 at 10:29 AM.
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Old Oct 27th, 2018, 05:35 PM
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If this helps get anyone's creative juices going, here's a work-in-progress map of the setting. The campaign begins on the border of Verdania and Lorana, just North of Muddsdale. You can see there's plenty of room for minor nations to fill in between Belvard and Eaverwoll, in the mountains to the South of Belvard and the coastal cliffsides North of Eaverwoll, and on various islands in the sea.
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Last edited by Phil; Oct 27th, 2018 at 05:35 PM.
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  #12  
Old Oct 28th, 2018, 01:05 AM
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Alrighty, I think both Regalia and Rowan are done. Feedback appreciated.
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Old Oct 28th, 2018, 03:24 AM
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Hi, I'm thinking of bringing a ranger. For favored enemies, am I correct that goblinoids count as one species? If yes, I'm not sure which second humanoid species I could/should select. Can you give any hints?

Looking at the map, the terrain looks like the opposite of flat. Is it more appropriate to describe that part of the continent as hilly or mountainous? I ask because I would need to select a favored terrain and much of the map appears to be mountains. If they aren't mountains, what would best describe the most common 'wilderness' terrain of western Verdania and southern Lorana?
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Old Oct 28th, 2018, 04:01 AM
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Originally Posted by Solitaire64 View Post
Hi, I'm thinking of bringing a ranger. For favored enemies, am I correct that goblinoids count as one species? If yes, I'm not sure which second humanoid species I could/should select. Can you give any hints?

Looking at the map, the terrain looks like the opposite of flat. Is it more appropriate to describe that part of the continent as hilly or mountainous? I ask because I would need to select a favored terrain and much of the map appears to be mountains. If they aren't mountains, what would best describe the most common 'wilderness' terrain of western Verdania and southern Lorana?
Yes, "Goblinoid" would be a valid favored enemy type, and would work on any goblinoid caste. They're all members of the same species in this setting. It's a solid choice: many goblinoid warrens have allied themselves with Lorana. As for your other choice "human" is also a valid option.

The terrain where you're initially deployed would be considered "grassland". Where you go from there is unknown. Armies tend to march through flat, even terrain, so an ability to quickly navigate through mountains could allow you to get ahead of an advancing force.
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Old Oct 28th, 2018, 04:11 AM
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Quote:
Originally Posted by ParzivalFair View Post
Alrighty, I think both Regalia and Rowan are done. Feedback appreciated.
Looks good. I have a few questions:
Did the Sainted King originate in Belvard? Do you think his patron is one of the Belvardian pantheon or a different entity? Note that I haven't fleshed out Belvard's religion entirely, so there's room to fit it in either way. Did the Sainted King face persecution in Belvard, or did he and his people leave peacefully?
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