Beyond the Tainted Mire — OOC
Hook
Beggar’s tongue and devil’s dung. Oh Elder One, the bell is rung.
The time has arrived at last. The past several weeks, the Coven’s shamans have been assaulted with visions and revelations that spark inspiration and devotion. Their visions hold a recurring image, that of a wooden palace standing above the marsh: the domain of Avuulamak, the Elder One. After much discussion between shaman and diviner alike, their meaning has become clear. The Elder One has offered an invitation to his elusive realm, a separate plane with its entrance hidden within the Great Swamp. Preparations for the ritual to discern its location are to begin at once.
Eye of newt and owl’s hoot. Oh Elder One, do not be mute.
But the ritual does not go without its hardships, its perils, its trials. Though the Great Swamp is bountiful, such a powerful rite calls for reagents most elusive. Ones found beyond the mire’s borders and in the realm of the vile nonbelievers. The shamans have recruited you to journey beyond the sacred swamp in search of these materials. A test of your dedication to the Elder One and a test of your own skills, they’ve called it. You’ve spent your whole life within the confines of the Great Swamp. But now, the time has come to venture into the world of heresy, into the lands known as “Tulrisse” and “Imardin” according to the shamans. With their frenzied hatred of the swamp and its devotees, great care is needed.
The hour is at hand, servant to the almighty Avuulamak. Your skills must be honed, and your stories kept straight. The rest of the world awaits!
Toe of frog and flame of bog. Oh Elder One, lift off the fog!
Setting & Lore
It is the 7th year of the Sixth Era. Seven years ago, an unknown force overran the renowned Kingdom of Andor and spawned a crisis never seen before. Within the Great Swamp, the Coven’s shamans rejoiced as they received visions of the destruction wrought by their all-powerful god. Making the border between Tulrisse and Imardin, the Great Swamp has been the home of worshippers of the Elder One since time immemorial. It is your home, and you’ve spent your entire life within its confines.
Notoriously dangerous and nearly impassable, few would dare journey within and ever fewer choose to leave. Though life is beyond easy, the Coven finds belief in their god’s essence being part of the swamp. It is the source of power for the ravenous beasts dwelling within, and his devotees may too bathe in such power. And many believe they do, as martial and magical process are particularly common among the worshippers. Though relatively primitive in lifestyle, their skills make up for their limitations in weaponry.
A cluster of small villages and huts, the Coven protects its own with the same passion as they worship their god. Though difficult to traverse, they nonetheless maintain a connection through raised wooden walkways, rope bridges between trees, and shallow channels free of overly ravenous creatures. Numbers are far from plentiful and only increased by a stream of kidnapped infants from beyond the mire. Though many perish within their first year, those that survive are particularly hardy and considered to carry the Blessing of the Elder One.
Character Creation Information
You’re a member of the Coven of the Hunted, a cult-like group of villages and hovels within the depths of the notoriously deadly Great Swamp. You were kidnapped as a child, either stolen from your family or taken in as an orphan, and raised by members of the Coven as one of their own. The Coven is your life, and you’ve spent nearly all of that life within the boundaries of the Great Swamp. You’re still young though, not even past twenty-five summers, and the world is your proverbial oyster.
Though your origin is ultimately a mystery, you are likely from a village bordering the swamp, either in northern Tulrisse or southern Imardin. Or perhaps your family was traveling near the swamp’s edge when misfortune befell them. Regardless, you have little to no recollection of your previous life. Any memories you do have seem more dreamlike, nightmarish even.
Though not yet battle-hardened like some of the Coven’s older members, you’re competent in battle. While the swamp’s fauna may still prove particularly deadly, you’re still able to hold your own. You’ve likely been trained in such a way for your own survival, as well as in preparation for your future role as a greater part of the Coven.
Character Creation Rules
System: 4e
Level: 6
Stats: 25pt buy. (rather than 4e's default 22)
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.).
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: One free level 7 or lower item. This item is meant to be an heirloom or gift of some importance, so feel free to add lore meaning to it for your character. Free basic gear within reason (ask if you’re unsure). You start with 0gp, as currency is unused within Great Swamp society.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). Also, if after class selection (and prior to race, feat, theme, etc. selection) you possess fewer than 4 trained skills, train as many as it takes to get to 4.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: Yes
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Elder Speech will be the required campaign-specific language. If by (mechanical) race or some other means you are granted a language other than Elder Speech, pick Imardanian, Tulrissian, or both if allowed. This is to represent your character being taught one such language in preparation for your journey.
Hybrids: You will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. Most hybrids are incredibly sub-par, and it allows for some really interesting combinations if you look hard enough. The CB does not allow for this option by default, though, so you will need to house-rule it and keep track of the benefits manually.
- Languages
- [SHOW]