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Strongholds and Kingdoms: Laerakond
Applications are closed. Selection Process Has Finished. ![]()
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF)
New here? Try a New Player Solo Game for 3.5e, PF, 4e, 5e, 13th age and FATE. Last edited by savoylen; 05-12-2019 at 09:47 PM. |
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So, with the rolls I got, I’m going to go with a ‘King Arthur’-esk origin here. The ‘ordinary, nobody pulls the sword from the stone,’ except Picah touched an ancient artifact and it called him to rebuild an old (perhaps forgotten?) order. Picah might pull it off even if he isn't so...Smart...And has no experience. Dedicated, though. Maybe that'll make up for it! Quick! Get an alliance? I also like the contrast that some sweet kid is now apart of some crazy Oath (and a creepy emblem)
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Posting Status: Normal: Wed-Thurs Slow: All other days Last edited by Odyssey; 04-10-2019 at 02:01 PM. |
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Nice to meet you!! - Savoy
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF)
New here? Try a New Player Solo Game for 3.5e, PF, 4e, 5e, 13th age and FATE. |
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I have wanted to play with the strongholds and follower rules since i was a kickstarter member...still waiting on my hard copy but i have the PDF.
Name: Ysara Darcmantle Race: Yuan-ti Pureblood Class: ForgeCleric Alignment: Neutral Crest Words: 'Strength, Knowledge, Planning.' Backstory: Ysara was born in the western jungles of Laerakond to a strong tribe of yuan-ti, her father was the leader of the tribe and for a long time it peaceful coexisted with the tribes around them. When Ysara was born her father wanted to give his daughter the world and so he started to conquer the tribes nearest him with ease. After each tribe was assimilated her father took time to allow them to fit in before taking the next which gave great stability to the tribe as it grew. All of this changed when Ysara turned eight and started to tinker with things and watching the few blacksmiths the tribe had. within four years Ysara began creating weapons and armor of great craftsmanship. Emboldened by his daughter's success her father sped up the campaign to take over Laerakond to give to her as a birthright. Everything went very well for the tribe for the first six years but soon after that the tribe ran into the dwarves of the mountains and the advance was halted by the stubborn sturdy dwarves. Ysara was told by the god of the forge that her people were destined to be destroyed, that in order to survive she would have to have a place of faith. Ysara told her father that Gond had commanded her to build a chapel at the base of the mountains near the rivers. Her father didn't like that his daughter was taking orders form anyone except him but with pledging she convinced him and he had it built. After it was built she wanted it to be forgotten by her tribe in order to keep it save through what she new was coming. Through deception and diplomacy she convinced her father to take everyone and leave. She followed and fought side by side with her tribesmen for six more years and in the end the conquest was a stalemate, the tribes won some and the dwarves won some which angered her father. Ysara stopped giving her father advice as was requested by Gond as well as starting to distance herself over the next few weeks. Soon Ysara was at the back-lines of the conquest preaching to everyone who listened and that's where she started to establish herself as a leader. The conquest ended as many dwarven clans descended from the mountains and just rolled over the tribes without much trouble, killing the tribe leader, his guard, and his most aggressive soldiers and sending most of the rest running back to their old lands. As the dust settled the dwarven army came against one finale group of Yuan-ti but this one was different, this one was lead by a calm and level headed. She and those who followed her held out against three separate attacks without losing a single warrior, which gave them pause. Ysara used that pause to negotiate with the dwarven leaders, and she was able to garner a safe place for herself and her followers on the condition that the dwarves could send people to check in on them whenever they choose. Ysara agreed and took her followers, followed by several units of dwarves, back to the chapel she had her father built the craftsmanship astounded the dwarves who started to regret giving her the land but it was already an agreement that was made.
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Someone very close to me has passed on and it had hit me hard. I am taking a break from the site but i hope to return when i can piece myself together. Last edited by Rylus; 04-08-2019 at 08:25 PM. |
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![]() I hope you'll consider applying! Please let me know if you have questions. - Savy
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF)
New here? Try a New Player Solo Game for 3.5e, PF, 4e, 5e, 13th age and FATE. |
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This looks pretty darn fun!
Going to put a place holder here and should have something fleshed out come Monday. What is the deadline for apps?
Last edited by Retry; 04-10-2019 at 10:46 PM. Reason: Added a theme because I couldn't stop myself :p |
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Whoa! Sounds awesome! Very intrigued...
Can I ask what the general posting expectations are? Both in terms of frequency and length?
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I have taken the Oath of Sangus. |
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I'm going to Aim with have every one selected and tucked away in their new homes by April 26th. I'll update the first post with that info. - so thanks for bringing that up! If it becomes obvious who the selectees are before then, we'll get started sooner... and if it gets crazy and hard in might be a bit latter. I'll be sure to keep this thread updated so there are no surprises for anyone. - Savoy
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF)
New here? Try a New Player Solo Game for 3.5e, PF, 4e, 5e, 13th age and FATE. |
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![]() As for length... that's a hard one. Quality is paramount. I'm looking for people who like to tell stories. You are largely going to be writing about your stronghold even while we are adventuring elsewhere. That's going to take a few words - but your writing style is your own. I'm find with breaks - so be sure to let the team know that your disappearing and we'll cover for you! In the summer, there will be about a three week break - toward the end of July. I do humanitarian relief projects in various places. This year, I'll be in Asia (normally I'm in the USA). I hope that got your question. I hope to see an app from you! - Savy
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF)
New here? Try a New Player Solo Game for 3.5e, PF, 4e, 5e, 13th age and FATE. Last edited by savoylen; 04-06-2019 at 09:14 PM. |
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Posting Status: Slow to Nil 12/6 to 12/12 - Extended family weekend trip Fri night to Sun night. Working Charity event 3 nights after. Last edited by Drachenspirit; 04-25-2019 at 09:37 PM. |
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This seems like a really cool game. I have a character concept in mind, but I'm not sure how detailed you need us to be. The character I'm thinking about is a marine whose led a successful career, but one full of controversies and run-ins with their superiors. She pretty much carries out her orders using tactics a pirate might favor and is rather controversial herself.
My idea for how she ended up with a keep is that she gets assigned to maintain it as a sort of pseudo-punishment and to keep her out of her superior officer's hair for a while. But she is not the sort to take to something with half-measure and dives into the assignment with full gusto. Would you say this fits in with the theme you're going for? How much information are you looking for? I've been known to get a little zealous at times. >.> Last edited by Raizen; 04-06-2019 at 09:46 PM. |
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Awesome... thanks!
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There are so many options here (good job!). We should consider... * Pirate ship assigned to the Forgotten Shores as a mobile base * The Pirate Fortress * The Inland Garrison * The Hidden Keep It really depends on how you'd like to interact with the others and how you see her struggling with her own internal conflicts. I think any of those would be a blast - but don't limit yourself. If you have another idea, run with it! - Savy
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF)
New here? Try a New Player Solo Game for 3.5e, PF, 4e, 5e, 13th age and FATE. Last edited by savoylen; 04-06-2019 at 09:55 PM. |
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Extinction is the rule. Survival is the exception. I have taken The Oath of Sangus Last edited by Begon Ugo; 04-25-2019 at 08:45 PM. |
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You certainly can - I'm being very flexible with the format though Begon Ugo's off to a great start in the previous post if you'd like to see what I'm impressed by. Use the prompts I gave as inspiration but feel free to go your own way on the presentation of your vision. Truely, as long as the info is there, you can't make a mistake on formating. If you are interested in selection criteria, I always go with story, then mechanics. I hope that helps! - Savy
__________________
GM of: Dark*Matter: The Hoffmann Institute (2007 HOF)
New here? Try a New Player Solo Game for 3.5e, PF, 4e, 5e, 13th age and FATE. |
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