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Recent Statuses

6 yrs ago
Current Masses are always breeding grounds of psychic epidemics.
6 yrs ago
The highest, most decisive experience is to be alone with one's own self. You must be alone to find out what supports you, when you find that you can not support yourself.
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7 yrs ago
One cannot live from anything except what one is.
7 yrs ago
The slave to virtue finds the way as little as the slave to vices.
7 yrs ago
The core of an individual is the mystery of life, which dies when it is 'grasped'. That is also why symbols want to keep their secrets.

Bio

The Harbinger of Ferocity


Agent of the Wild, Aspect of the Ferine
Nature, red in tooth and claw.

"There is, indeed, no single quality of the cat that man could not emulate to his advantage."
- Carl Van Vechten

I am, at my core, a personification and manifestation of those things whose blood and hearts run red with the ferocity of the animal world. It is this which convicts and controls my works, my writing, my being; the force and guidance in which I gain wisdom from. It is what inspires me as a creator and weaver of words, the very thing I admire as an author.

My leanings, savage as they are, are of the feline sort as there exists no greater lineage of beasts whom can be drawn from. No others captivate and motivate my talent and skill as the greatest of cats do.

Most Recent Posts

In such a case as yours, @Mister, welcome to the Guild.

Most often the way an interest check such as this one is used, is by a game master posting a game they are willing to run and potential players then pledge their interest in it with a response so it can be determined if the game can begin at all. If sufficient interest is received, usually a formal topic with added details is created; if not enough interest is garnered, the topic does not start. Additionally, this is the best time to ask questions about a potential topic, given it has not already seen itself under way.

All the same, thank you for your interest - all I ask as the Dungeon Master is that you attempt not to disappear. It is one of a few difficulties the Guild faces where players have a tendency to vanish.
The Lost Lands
Third Edition Dungeons and Dragons Adventure


It is uncertain how you found yourself here in this strange place.

A moment earlier there was but a blinding light that erased all vision, more powerful and vibrant than anything else you had ever witnessed before. Whatever the source of its power, or even its mechanism, is unknown to you, but perhaps that is for the better. Looking around, you note your sworn comrades just as dazed and stupefied as you certainly are, seemingly no worse for wear outside of this, their bodies relaxing from their previous postures that suggested a battle was afoot, yet there is not an enemy to be found. In fact, there is nothing to be seen except for great, ever so faintly rolling stretches of empty grassland in all direction that sway with the soft breeze that accompanies this place. Memory eludes you, but there is no doubt that this was not where you were before; more strangely, you are near certain you have never ventured here previously.

Recalling what you can, you remember only the core tenants of your person and that you had some great task set before you... but what was it? It was surely important enough that you should never have been able to forget it, but this disorienting turn of events leaves you with more questions than answers. What mystery had transpired cannot be undone now, although your task still calls out to your heart to see itself done. Time might reveal these questions with far more bizarre answers in store if your current state is any indication, that much is true. However, idleness is unlikely to conjure them quickly and might be counterproductive if your heart's urgency to pursue your now lost quest is any insight. Something must be done, starting with regrouping with your companions and pressing on into this great unknown before you.

Wherever you are, perhaps even whenever you are, your adventure became far larger than you ever dreamt before.



Overview

Set aside what you think you know of Dungeons and Dragons' worlds of adventure and delve into a story where the party has, by some impossible means, found themselves into the various Planes. While these realms might be familiar to you as a player, the characters in question who prove strangely amnesiac about anything other than dire information, are at a loss for understanding. No less, beware that your preconceptions might be erroneously placed; not everything might be just how even you remember it. Experience this adventure with an open mind and understanding that it is intended to be quite different by design and that there are particular expectations that do not generally arise or play a role in many campaigns. At its most elegant and simple, enjoy the adventure to discover what your adventure really is.

The intent is to have no more than five player characters, with a few specific rules about the game below. However, there is a forty-eight hour posting limit, meaning that if you do not post on your turn within that allotted time, the Dungeon Master automatically assumes your character, acts on your behalf, and keeps the plot moving. This is most applicable to initiative order, but consistent offenders will more or less be relegated to non-player character status until it is acceptable to remove them from the plot. The more pressing rules beyond this are as follows;

  • First, the edition being used is the Third Edition of Dungeons and Dragons, with all official, published supplement material available. Unofficial material will not be accepted.
  • Second, that the characters in question begin their adventure in the Planes at 5th level, having been traveling their world together as an adventuring party for months if not years. The characters must know and trust one another, at least enough that they would credibly adventure with them.
  • Third, is that characters may be any alignment, but they must validate it among the party. The added caveat to this is, that as the Dungeon Master I strongly suggest that you do not play an evil alignment. It is assumed the player characters are largely neutral or good in alignment.
  • Fourth, the level of optimization is intended to be low-to-mild, with special scrutiny placed on classes that are notoriously powerful, such as clerics, druids, sorcerers and wizards, over those that are not. If you intend to submit a character and play, choose a theme or a few to go and act with, but be mature and credible with it.
  • Fifth, the characters are from a world of low magic, sword-and-sorcery fantasy, which is predominantly human with very few elves and dwarves, with fewer yet more unusual or exotic races. The game itself now takes place in a high fantasy setting of the Planes, where unusual and incredible things the characters cannot imagine have become possible.
  • Six, the characters do not begin the game with any magic items. Magic items are of incredible rarity and will only be rewarded if appropriate, not adhoc and random as they oft are.
  • Seven, the game will be played as close to the rules as possible without the introduction of house rules. A notable exception is that there are no multiclass character experience penalties. Do not assume usual house rules such as natural criticals on skill checks work, or that a defender wins on a tie.
  • Eight, if you are uncertain about something in regard with your character, ask rather than assume. You are required to create a Myth Weavers account to maintain your character sheet there, in addition to submitting that link, and use the Guild's built in dice roller for your rolled actions.
  • Nine, be mature with your characters, play out their personality, and avoid deplorable clichés of fiction in general. The characters hail from a traditionalist, European, medieval style realm that has limited understanding or exercise of magic or exoticism. This means that while you can alter the flavor of a class and its abilities, you cannot alter the rules of it or the likely perception of your allies of it.
  • Ten, I retain the total powers of the Dungeon Master. I only ask that you trust my expertise and system mastery as well as my intent to tell a story. Yet, in the end, I will make final arbitrations as I need to or see fit to, but only after consideration; I am not one for whims. If you or your character are problematic or ill suited, I will be sure to inform you.
  • Eleven, expect that if and when I do change up the rules on something you are not expecting, such as planar traits, that it is not permanent or meant to be used against you. This adventure is meant to be serious enough, there is still a tremendously important quest unfinished, but lighthearted that the characters should eventually be finding themselves enjoying the unique experience with time. It goes without saying that the adventure will not be arbitrary, random, or illogical.


Mentions

The following persons have previously mentioned interest and thus are allowed to announce their interest here as first-come, first-served. If they decline, their tentative slot is relieved and the next person in queue advances to it. If they do not answer this summons and interest check within the next three days, they are removed from their reservation, meaning that if you do have any interest at all, you should post here in the hopes that you are able to gain a slot.


Intent

The intent of this setting is to let five players go on a grand adventure and play with powerful magic they would not likely or regularly assume in the majority of Dungeons and Dragons campaigns, hence their already heroic level they begin at and the world they are thrust into. The explicit purpose of clouding their memories and the plot itself is to not only add an added element of excitement, but to also give the players motivation to do what it is they must do beyond being marooned on the Planes with their party.

The world, or worlds rather, are intended to be very sandbox-esque and open for exploration, but major portions of the story will be put into place; failing to meet them might have consequences and not everything will be recoverable. It is possible to "lose" this game, but that is not the objective. It should also be worthy of mention that for these player characters, such a journey is not even possible normally in the first place; the Planes are more an abstract concept than a hard, define place as they are discovering them now. After all, they have been lost to the world for untold ages...

Closing

If you have comments, concerns, discussion or questions, post them below.
@Garattee, the appeal of golf is to provide older men, usually, even more so those who style themselves as having reached a notable point of achievement in life often by virtue of their working history, a sport that is still competitive and largely skilled based without being too physically demanding. Likewise, it can be enjoyed by their general peers or superiors as a way to instill bonding and endearment. It is also used as an avenue of escape to avoid conflicts outside its normal associations, such as by letting one put either their mind at ease just through repetition, effect of practice, conversation and for the satisfaction of executing aggression by the virtue of striking.

Golf itself also comes with a plethora of accessories and allows for competition even among its equipment, just by quality and make alone, as well as common ground of discussion among its usual age bracket. A golf bag with a number of clubs and the opportunity to play often might be viewed as that person being more successful than someone who owns only the minimum and plays infrequently. It could be seen as a measured form of "success" and something to do instead of being "idle" or left to activities that would be considered more boring.

Mind you I have never so much as played it, but my first hand experiences and observations in having been present for it seems to suggest at least this much.

What is the appeal of people calling themselves, "insane", "random" or "evil"? I level this predominantly at the internet and its various communities, but why and what draw exists and what purpose does it actually have? Is it an expedient way to develop an "identity", despite how positively cliché the effort is? Is it attempted endearment? Attempted excuse for behavior? Stereotypical angst? Immaturity? I ask this in particular because almost everyone has witnessed it, some even having done it.

I would prefer an actual attempted answer.
@The Darklight Project, I have a few plans in mind that I would like to put forth this coming week given delays with my partner, as you are aware, so you can expect to hear from me soon.
I will edit my post accordingly then.
"Suggestions, lad?”

The familiar world-weary voice, scored by innumerable journeys past came like the tide of frigid air that accompanied the freely flowing, now freezing water of which blossomed upward and formed an icy shell. Not that the huntsman paid it any unneeded mind for the moment while he remained within cover, out of sight; the old man had done something, but at this point it was par for the course. He seemed to have a number of tricks, ones that had certainly seen him through the long years worn into his appearance and salt stained robes.

"If your hands can still manage a bow and its arrows," Brannor started with a loud bellow, the knocked arrow lurching back as the sizable human frame revealed itself on to the ramparts again with weapon at ready and tracking the draconic threat, "... pray then to your patron that they guide your shots."

The immediate implications were a bit grim, suggesting the old druid relieve one of the fallen of their weapon, but more loosed bolts were superior than fewer and the dead would likely want their revenge were it possible, even more so as it seemed the town had not kept up with their defenses; many brave men and women paid dearly for that fact now.

As fate would have it all the same, guided by the mystic lights that fluttered about the dragon's great frame, tracing over its wings, about its neck and its skeletal cobalt features, the arrow launched free of Brannor's worn longbow came with an accurate, deadly whistle into the chaos.


Undoubtedly the shaft fired free of its string was to sink itself into a more exposed part of the scaly beast, placed with an accuracy granted by blessings from on high. It was after the shot that Brannor's hand fought with his tattered cloak for a moment as it fluttered about from the beat of the dragon's wings pushing it further from the keep, but he prepared another arrow from his quiver out of repetition, muscle acting in place of thought.

Back into cover he returned; having the dragon answer his shot was not a retort he wished to experience. That was simply a matter of no-contest.

@Hekazu@Ryonara@Lucius Cypher@Gordian Nought@Norschtalen
Returning back to our current topic regarding Orchid, I am unsure just how well this plan will work out to begin with - if the dragon will even come in reasonable range or how it will react to being boarded by a harpooner. Reasonably, I imagine it is going to stay out of our effective reach, but at the same time I have no real idea what this encounter is intended to entail. Part of why I am having Brannor seek out if there's anything we are supposed to be using.

That said, @Lucius Cypher knew well the dangers of failure in this circumstance; death is all that likely awaits. Then again, being reborn as a badger does not sound like that bad an outcome. If we ever travel to the Beastlands, just as an example, most of us would end up as beasts in place of our race anyway.
On another note, I thought about Bless and the Advantage mechanics, and given how advantage and Bless are written (Advantage is rolling the d20 twice and taking the higher while Bless is adding to a single check), I believe one does first roll the two d20's, pick the bigger number and then add a single roll of Bless. Technically it changes very little, but that's how I interpret it. Do you people have other theories on the matter?


My point being, I totally agree with you and Bless is an awesome spell for the average adventuring day.
Coming from optimization circles, it is actually well balanced owing to the competition of spells for concentration, which is the real problem, in particular for the person casting. At lower levels it certainly holds well above its own, but as our repertoire of spells advance, it becomes harder and harder to choose which spell for which situation and its scaling as a whole tapers off.

The positive aspect for us players is that Kyra appears to be a ranged cleric, meaning her concentration is less likely broken; opens up my opportunity for Brannor to instead use smite spells more or Divine Favor.
I am both curious and honored to your rationale in regard to our resident knight-aspirant of the wild domain, @Gordian Nought. Just as I am interested in what other readings of the Bless spell exist. Is there a standard contrary interpretation to its normally assumed function? I know in this edition it is legendarily good spell and a staple of those playing clerics and paladins but all answers I have seen were akin to that linked.
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