Post by Josiah on Sept 2, 2011 17:45:12 GMT -9
Plot Preview:
Fliers have been posted around several taverns around town - Minoa - stating that a merchant is soon to make his annual trip to Arkhosia to trade his goods there with the rest of society. But not everything is as 'safe' as it's made out to be. He's currently interviewing people of all races and abilities to cut in as mercenaries and ensure he and his goods make it there safely.
Get paid to see the world. What could possibly go wrong?
Description of Land:
All roads lead to Arkhosia, the City of the Dragonkings.
Yet by road, one doesn't mean padded paths of dirt or a solid layer of stone stretching from one place to another. While those exist, such remains only behind the Six Great Walled Cities, separating houses, the great fields and the like. From one city to another, the only means of 'safe' travel are the High Roads.
A dozen feet high of stone and two dozen feet across, the High Roads are as much barriers as they are the highways that keep the average person safe, for the wilderness of this land is an extremely dangerous place to be. Monsters, physically and metaphorically, make their homes everywhere across this broad continent, including the temperate forests to the east, the desert wasteland to the southwest, and the cold, mountainous northwest.
The High Roads allow 'safe passage' from each of the Six to each other, by way of Arkhosia in the center. A few days' journey from any of the others, all business must flow through this massive capital. Though there are other means of travel, of course, those are only available to those who can afford such ludicrous travel fees (read: Paragon tier or higher).
The eastern most city, Minoa - also called the City of the Dawn Seaport - is one of the larger city-states, with a massive port, a prosperous main city and several smaller towns around. Between the farmer's large fields, fishing vessels and traders of all kinds, it is one of the more well off cities of the Six. You could find just about any kind of person here...
Facts for Players:
Players:
Fliers have been posted around several taverns around town - Minoa - stating that a merchant is soon to make his annual trip to Arkhosia to trade his goods there with the rest of society. But not everything is as 'safe' as it's made out to be. He's currently interviewing people of all races and abilities to cut in as mercenaries and ensure he and his goods make it there safely.
Get paid to see the world. What could possibly go wrong?
Description of Land:
All roads lead to Arkhosia, the City of the Dragonkings.
Yet by road, one doesn't mean padded paths of dirt or a solid layer of stone stretching from one place to another. While those exist, such remains only behind the Six Great Walled Cities, separating houses, the great fields and the like. From one city to another, the only means of 'safe' travel are the High Roads.
A dozen feet high of stone and two dozen feet across, the High Roads are as much barriers as they are the highways that keep the average person safe, for the wilderness of this land is an extremely dangerous place to be. Monsters, physically and metaphorically, make their homes everywhere across this broad continent, including the temperate forests to the east, the desert wasteland to the southwest, and the cold, mountainous northwest.
The High Roads allow 'safe passage' from each of the Six to each other, by way of Arkhosia in the center. A few days' journey from any of the others, all business must flow through this massive capital. Though there are other means of travel, of course, those are only available to those who can afford such ludicrous travel fees (read: Paragon tier or higher).
The eastern most city, Minoa - also called the City of the Dawn Seaport - is one of the larger city-states, with a massive port, a prosperous main city and several smaller towns around. Between the farmer's large fields, fishing vessels and traders of all kinds, it is one of the more well off cities of the Six. You could find just about any kind of person here...
Facts for Players:
- All characters start off at level five, but will level fairly rapidly. This campaign will be easy to get people adjusted to the system.
- All characters will start out with 4,480 gold to spend on whatever (magic) items they want. That's enough to buy a level six, a level five, and two level fours, officially, though you can buy whatever you want so long as you have the money.
- This is an informal game. PM me if you would like me to make a house ruling on something. I may make an adjustment, such as for Clerics. Clerics are underpowered in 4.0. Clerics in this campaign have proficiency with Plate and Heavy Shields automatically.
- It is likely that I will create a player character as well, as a member of the party. Whatever role is left in the group, my character will be a class of that type.
- You may have a character from one of the other cities originally, but let's all start in the same city. It'll be easier that way. Each person can start on their own and then meet up either at the interview, or when they're all about to leave.
- More information will be added as I develop the plot.
Players:
- 4lphanumer1c, "Lucas Shaw" - Human Wizard
- Matthew, "Medrash" - Dragonborn Paladin
- Josiah, "Alexei" - Half-Elf Sentinel
- ? - Seeker?