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Do you like the idea for the caimpain?

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yes
60% (3 votes)
no
40% (2 votes)
Total votes: 5

Do you like the idea for the caimpain?

Scheduling---

Okay, due to the number of players climbing, the nature of the game, and to schedule fractures, the players will be broken up into small groups so that we can get this shindig started as soon as possible. As soon as you have your nation declared, let me know when you can play so I can hook you up.

For this week and next week, the only days I will be free are friday and wednesday. After that, I am pretty much an open book. The earliest at which we can start is this friday, so try to have your CS in to me by that time so I can confirm it.

"Don't let history... happen to you."

Do you like the idea for the caimpain?

OMtG! Acid, DMing? Count me in. I blame Saber for my post being late.

>Stick your finger through it, and scrape the shit out your ass with your finger

Do you like the idea for the caimpain?

[b]*)[/b] Analysis of the Kingdomses

For 7 blood-filled years, the entire continent has been at full-fledged war, raiding and pillaging and constantly shifting boundaries. It is quipped that the only city which hasn't been conquered yet is Cais, which is protected against invasion and espionage by the erratic seas and the dense forest which surrounds it.

--At the moment, the Northern Kingdom, with it's heavily-fortified capital Rysen (Occassionally the kingdom is called Rysen by the uneducated), occupies the entire northern region of the continent, save Cais which is unconquerable at the moment, and the deep cavernous mountain chains in at the continental tip. Racially, the kingdom consists of a brand of humans called the Faroth (hunters in elvish), halflings, a clan of mountain dwarves who have emigrated to the capital, and the occassional half-orc or kobold.

Staggered throughout the kingdom are various tribes of monstrous humanoids which are constantly raided and hunted. Thus, the Northern Kingdom is known as an aggressive, warlike kingdom where the sword and shield rule. To further strengthen this mindset, the kingdom alone has good relations with the dwarves in the mountains, which grants them alone access to the strongest metals and weapons. Thus, mercenaries who do not obtain their weapons from the dwarves have a devil of a time trying to get their hands on any sort of metal weapon at all.

The north's armies are the fittest and sharpest of all on the continent. With superior arms and armor, a mindset for fighting, and plenty of experience with monstrous tribes, they are the supreme force on the continent.

--The Southern Kingdom, on the other hand, has constantly shifting borders, due partially to the fact that many elves emigrate during floodseason, and claim a large portion of the southern border simply by virtue of millions of elves living there. The South's capital, Valgûl (elvish for intense rune), well enchanted by the Magical Academy located there, occupies the center of the wasteland desert that is the south. The kingdom, racially consisting of a brand of humans called Avari, gnomes and their wacky inventions, half-elves and elves who blend in with their magical aptitude, and all sorts of golems and such who service the kingdom in some way.

Throughout the desert parts of the kingdom lie a multitude of ruins and artifacts of arcane origin, which have long-since ago given birth to the Magical Academy located in Valgûl, to which is the source of all magical talent and training. The relics often are a source of income for spleunkers, new spellcraft, history, and power, as some artifacts found are still charged with their precursor's sorcery...

In addition to having access to all sorts of strange ancient markers to a magically adept civilization, the mountainous regions at the southern tip are home to quite a few bizarre flora and fauna, most of which can only be found there. Quite a few precious minerals can also be found there, most of which are essential spell components. This gives the kingdom a virtual monopoly on most spellcraft, similar to Rysen's virtual monopoly on metals...

The southern armies, although the smallest of the three nations, consists of the finest assassins, spellweavers, and volunteers who regularly survive the harsh desert climate that they endure. They are not an army to be messed with, and certainly not one you want to be on the receiving end of.

--- Current Potential Characters ---

An elvish druid, seeking to preserve the forest from this war by any means necessary, including seeking out the cause of the disappearance of Cais and using it for the war effort.

A dwarven fighter, grandson to the dwarven commander in charge of the Tirani military guard, a city located near Rysen. He fights to recover the 50 dwarves lost at Cais.

A human warmage, with ambition in his eye as he fights for his nation for personal reasons and magical gain.

A gnomish rogue who seeks to better ply his trade by learning a few arcane tricks, and what better time to do so than during a war...

A human paladin, hailing from the northlands, standing vigilant to put down evil as it rears its ugly head during wartime.

An elvish necromancer... A human ranger... A kobold samuari... A goblin archer... A human cleric... and an elvish warmage...

Making a Char? Here's what you need:

Abilities: 32 point buy, have a free table
[quote]
8 - 0 14 - 6
9 - 1 15 - 8
10 - 2 16 - 10
11 - 3 17 - 13
12 - 4 18 - 16
13 - 5

Starting Gold: Depending on your race, class, and starting location will dictate how much gold you start with. Your starting location will also dictate what you CANNOT buy, keep that in mind. (90 or 150) GP.

People starting in Tirani (The northern kingdom) are banned from buying any alchemical items, any magic items, any spell components, and spells of any kind, divine or arcane. If an exception ever comes about during the game, these items will be prohibitively expensive (100x more costly)

People starting in Valgul (The southern kingdom) are banned from buying any medium or heavy metal armors, (chain shirt is okay), any metal shields (wood is okay), all martial and exotic weapons except for bows, a whip, nunchaku, bolas, spiked chains, and nets, and from any special material. If an exception ever occurs, the items will be prohibitively expensive.

If you want items banned to you, you'll either need to travel or loot. No exceptions because "You were special as a child".

"Don't let history... happen to you."

Do you like the idea for the caimpain?

Obviously, since this has gotten infinitely more support than I would have expected, I will begin to post more details about what I expect and what details I have in mind. Note that I never said you had to PM me, even if you posted... just because I don't post often doesn't mean I don't read... *shrug* no biggie.

I plan on twisting the plot around quite a bit, because A) what is here is kind of flimsy and weak, and B) it would be a bit more interesting. Let me expand on what is confirmed at the moment.

[b]*)[/b] On this planet, which has two suns and three moons of differing color, there are four fully explored continents. This adventure takes place on the smallest of the continents, the only one to be civilized. Although voyages of exploration and trading do occur between these continents, for the most part, the focus is on one continent.

[b]*)[/b] Since no map was provided and I don't have any webspace to host/time to draw, let me just give a rough description of the continent.

The northern and southern tips of the continent point are very mountainous and have very tall ice peaks. In the northern chain of mountains, dwarves make their home deep within cavernous tunnels and hollowed out mountain.

From the mid-west to the mid-east is a low valley which is periodically flooded, skinning the terrain into fertile, yet bare soil. A large chain of trees which survive the flooding give residence to many, many elves.

Between the mountains and the valley is a hilly, grassy area where a tribe of humans and halflings coexist with orcs, kobolds, goblins, and all sorts of bugger humanoids. The uncivilized area is generally a highly dangerous place to be in, and even inside city walls nobody is really safe. Between the hills and the forest is a large expanse of plains which is home to very fertile soil and many ancient ruins. Between the hills and the northern mountains is a most wondrous city located on the coast, Cais, which is the only coastal city on the continent, other than the elven cities which sometimes lie dangerously close to floodwaters.

To the south is a hilly, desolate land which is home to an entirely different group of humans and gnomes, who are forced to live in dry, arid condictions, adapting to the climate. This land is home to most of the world's technology, and also the only 'official' magic academy. Many ruins also poke out of the surface at various locations, but, like the other continents, these ruins are largely unexplored and thought to be dangerous.

[b]*)[/b] Over 20 years ago, (Not 150 years, that would make it 5-8 generations missing) the aforementioned city of Cais had been cut off by a strange turn of events. Two of the moons had suddenly vanished from the sky, and at the same time, the coastal waters began to become noticeably more violent. Lush forest had creeped around the city, and had successfully managed to cut off any travel to and from the country.

Great sages and wizards in the southern land found themselves no longer able to teleport to anywhere near Cais, nor divine anything in that location. They demanded that this ban be lifted on Cais, and at the same time, the northern kingdom, at the moment dealing with and assimilating a large clan of dwarves emigrating from their mountainous home, demanded that the southern tribes calm the waters and dispel the forest so that they may save their bretheren. Both sides blamed each other, and quickly, the situation broke down into war...

[More to come later...]

[i][u]CHARACTER CREATION[/u][/i]

Most likely, this will be a 32 point-buy game for determining stats, but I am not averse to lowering or raising the number if it gets to be a problem before we start.

All core races and classes are acceptable (just because it's in the MM doesn't mean it's core, >=O). Any other races or classes must be cleared by me. Keep in mind we are all level 1, so don't even consider it if it has any ECL.

Keep in mind your allegiance is dictated based on your race and class as dictated above. There are very few sorcerers who favor the northern kingdom in a war, and the number of fighters or dwarves on the southern side is quite limited. And elves, being caught in the middle of the stupid fighting...

Have a character synopsis (Summary of personality, background, whatever), character sheet, and availability times ASAP. Any questions, let me know.

[i]Non-Core things accepted, but not necessarily recommended[/i]

Warforged constructs
Orcs
Kobolds
All Psionic classes in the SRD
Warmages

"Don't let history... happen to you."

Do you like the idea for the caimpain?

Acid, I'm interested in joining. Check your PM.

Do you like the idea for the caimpain?

Im Interested, Farfettched but it sounds like I can wring it of some entertainment. Ill see if I can get Khazan in also.

[img]http//h1.ripway.com/Hihepux/Battle02.gif[/img]

Do you like the idea for the caimpain?

Who ever said that these rude boys were heros?

Ill play. Ill pm you in a sec Acid. Seems a little far-fetched for DnD though :lol:

Hi everybody!
Hi Dr. Nick

Do you like the idea for the caimpain?

Now, before I know what I'm diving into, let me get this straight.

Here is the plot:

*) There are three moons, white, silver, and orange, and suddenly two disappear.
*) Dwarves start coming out of the closet.
*) Cais disappears off of magic maps, replaced by highly acidic trees.
*) Two kingdoms (or cities) declare war on each other for the audacity to MAKE AN ENTIRE CITY DISAPPEAR.
*) War was happen for 100 years. Oh look, level 1 heroes to save the day. Also, someone from the lost city arrives.

Great plot, yeah... totally logical and everything. Not a "A wizard/demon did it" plot at all. Yeah, I'll be glad to hijack it and see how far I get DMing this.

Rather, I've been toying around with the idea of a group of PCs assigned by a kingdom at war to do their part to help the war effort, hanging amid a border that constantly shifts, aiding and fleeing from various military forces, and eventually becoming powerful enough to declare themselves one-man armies.

Okay, yeah, this will be a 3.5E game, adventurers starting off at first level, 'well trained but lacking any real experience'. Message me if you're interested, and we'll talk about getting this train wreck off the ground ASAP.

(Note: I'm serious.)

"Don't let history... happen to you."

New campaign up for graps

Ok... i would run this myself right now but my schedule is backed for a couple of weeks... so if another DM wants to grab this and make it his own i say go for it. I am putting this out there, and if this gets off the ground i will continue to write spair outlines on these boards because i have seen that a big problem is getting games going. So here we go:

The Battle for Cais

One hundred and 50 years ago the world was at peace, the dwarves shut up in there moutains to the north, humans on either side of a great forest which housed the elves in the middle of the continent. Three moons were in the sky, White, Orange, and Silver, and yes you can tell the differance between white and silver. That is until two of the moons disappered, White and Orange. It is said that these moons represtented the gods, White was good, Orange evil, and Silver neutrality. It was then that things began to change. First the dwarvers began to come out of their solitdude, as forests began to grow along the west side of the contenint. And the last thing was that the great and Marvouls city of Cais, in the Northen Reaches, diappered off of magical maps and the face of the world. Very soon the forests consumed the nothern quarter of the contient. It was then that strange races came out of the mountains and forests, they had always been there of course, however, like the dwarfs they saculded themselves.

Both of the human nations accused each other of hiding Cais from the through magic. After 50 years of cold war the fighting broke out and dwarves and humans as well as the other races began to choose up sides. Brother fought brother as the two nations fought for the elven forests to control a buffer zone, while some of the elves fought against both sides.

It has been 100 years of war and the Nothern State is prepareing one last assault, when a rider for the lost city of Cais rides into the closets city (insert your own name) with a note.

PM me if you want to kno what the note says.

All DMs are welcome to use this idea and make it there own... im already running this campaign on another site called plothook.net if you want to check them out yourself

All charater creation and everything is up to you... i started my players out at first level.

Tell me if you want me to put up anymore ideas.... i have a huge back log.