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22:26, 28th March 2024 (GMT+0)

Seeking Home for Lost Souls.

Posted by W0LF0S
W0LF0S
member, 133 posts
Wed 6 Sep 2017
at 20:07
  • msg #1

Seeking Home for Lost Souls

TL;DR

I want to run one of two concepts.  Solo or party is fine.  First concept works in 5e, second concept works out better in PF.

1.  Half-elf paladin once an orphan now on a crusade to become king and secure a lasting peace for his war-torn home.  Prefer 5e for this idea.

2.  Half-orc wizard unknowingly walking on a path to come face to face with his destiny and the choice to fulfill it or deny his birthright.  Either system works.  5e requires a tweak to ability scores for an intelligence bump.


Summary

So, I've recently had a horrid run of luck with my games here and had several fall apart.  I had come up with some fun concepts to play, and I would very much like to find a home for one or more of them.  I'm up for a solo game or slotting into a normal party game if one of my ideas seems to fit well.  I'll sum up each idea in three parts.  The character itself, the story hooks, and mechanical preferences.


Cayleb Longshore

A half-elf just coming of age and venturing into the world outside the influence of anyone but himself.  The young man is a war orphan raised among monks and clerics of a charitable order, but he was taken under the wing of a paladin of Bahamut who saw something more in the boy.  Having now learned the tenets of Bahamut, Cayleb looks at the world around him and makes some personally significant decisions.  First, he decides that his nation's endless procession of wars must stop.  Second, he can accomplish this by becoming king.

This is the starting line of the story for Cayleb.  He is looking for ways to seek out power and influence and for potential allies that would support him in his efforts.  This story necessitates that there be a real opportunity for Cayleb to seek the throne.  There might be an empty seat up for grabs via some method (tournament?) according to the law of the land, or there is large number of squabbling factions vying for the throne into which Cayleb can enter and try to rise above, or perhaps Cayleb ends up heading a rebellion to overthrow the current monarch and enact his own ideals.

Mechanically, the concept is supposed to be both durable and capable of dishing out large amounts of damage.  This makes Cayleb easily capable of functioning in a solo game or a desirable party member.

Overall, this is a very basic concept without a lot of frills.  The character's growth on his journey to become king are what make this seem fun.  Cayleb is young and full of ideals.  Not all of them are completely correct and unbiased, and the young man will have to learn many lessons before he's actually fit to be a proper king.  The journey to get there will surely be full of many lessons for him.


Orogg Bonebreaker

Orogg was raised primarily by his mother, Haggar, among the lawlessness filling the orc dominated city of Urglin.  Haggar served as one of the priestesses to Sezelrian, and it was her plan to offer her offspring as a sacrifice in order to gain more power for herself.  The ritual didn't quite go to plan, and Orogg was instead granted the boon of magic that Haggar had desired for herself.  The boon manifests as twisting lines reminiscent of flames running all over Orogg's body.  Haggar had made her ritual into a spectacle to try and raise her reputation, so she was forced to declare it a success and raise up her son as her deity's chosen vessel.  Even so, her plan only earned the ire of her rivals.  Those rivals waited patiently for an opportunity to tear Haggar down, and finally found the chance when Orogg was four years old.  Haggar was dead, but her rivals didn't dare earn the ire of their god by slaying his chosen one.  So, they sold the child into slavery.  As fortune would have it, the slavers were attacked by a random band of goblins and both groups fought to mutual destruction.  Orogg escaped into the wilderness until he was rescued by a stern elven ranger named Sarriel.

Sarriel deposited the boy into the care of a trusted friend, a Half-Elf matron named Trian Vironnen in a nearby hamlet.  Over the years, Sarriel has looked in on the boy to see if her efforts would prove to be worthwhile, but she's never exactly said if she's pleased by Orogg's development.  Her only answer to such a question is a small smile and the phrase, "The boy will grow into himself just fine, I'm sure."  Orogg's life with Trian wasn't exactly full of kindness, but the old matron did grow to love the boy after a fashion.  When Trian discovered Orogg's keen mind, she even went so far as to find a tutor for him to sharpen his wit.  Orogg quickly outpaced the tutor's lessons, and Trian decided to test the boy herself.  She taught him the basics of spellwork, the Mage Hand spell in particular, and discovered the boy's true talent for the arcane.  Trian had once been a minor practicioner herself, and she devoted herself to cultivating the talent of her charge.  When Orogg turned sixteen, Trian finally passed away, but she had completed the boy's training and whet his appetite for more.

This is where Orogg's story begins.  He's either preparing to leave his second home, or he has already set out on the road.  He craves to learn more about magic and has an almost supernatural gift for it (some kind of divine boon?).  As he grows into his own power, Orogg will likely have to face his origins and the destiny he's expected to meet by the evil god that initially blessed him.  Where that goes and how it turns out is the larger arc of story I have in mind for this character.

Mechanically, Orogg is a caster with gifts in transmutation, divination, and abjuration.  He does not possess the patience for enchantment, taste for necromancy, or subtlety for illusion.  Conjuration and evocation are in his toolkit, but are not his favored classification of spell.  He can easily be put together in a few ways.  As a pure Wizard, he's a great party member to have around as he's focused on combat buffs and situational tools.  More martially inclined, he could be a Magus or Eldritch Knight and stand on the front lines as a damage dealer and quasi-support.

The concept of a half-orc wizard being not only playable but actually somewhat advantageous is strange to a 3.5 player, but it's completely possible with Pathfinder or even 5e.  I very much want to explore this concept and see it in action.  The background story and its implications are exciting but admittedly of secondary importance here.  The actual character interaction and defying of classical expectation are what make this idea fun for me.


Conclusion

If I've managed to interest a GM, please send an rMail to discuss details, or ask any questions that you may have down below.
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