Death Incarnate: A Zombie Tale OOC
Posted: Mon May 19, 2014 7:59 pm
by ratwizard
- Setting
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- It is the 169th year in the 3rd Era of the Age of Knowledge in Ganoltir. The campaign takes place on the Island of Brennis in the Forellian Archipelago, where many individual city-states govern the various islands. This particular coast is home to Vizidel, a large coastal city that controls a fair amount of the island, claiming much of the western seas as its own stomping ground, as well as a number of the nearby hamlets and villages.
With Imardin as the most prominent world-power since the beginning of the era almost two centuries ago, a lot of the trade and culture has shifted to the west, especially the Forellian Archipelago. Merchants come and go from many walks of life and areas of the continent. Vizidel's bustling ports are no stranger to a myriad of sailors, sellswords, and sex workers, amongst more noble of folk such as priests, traveling entertainers, and emissaries of foreign civilizations.
The attack, assault, outbreak - whatever it was - had been instantaneous. One moment, the city was busting in the late afternoon sun, the citizens working their crafts and the streets full of life. Trade, laughter, and discussion filled the streets of Vizidel as the citizens basked in the warm early-summer sun, taking pleasure in the cool, marine breezes floating softly through the air. The poor were taking shade in their decrepit bungalows, the rich sat in their manors, amongst fine foods and servants cooling them off with large palm leaves.
As sudden as the flick of a wrist, they came. You aren't sure if they erupted from the ground, came from buried graves of fallen citizens, or simply materialzed from unholy magic into thin air, but they came in droves. Within minutes, the strange, undead, and humanoid creatures had spread over the surface of the city, attacking people and goring them with their gaping mouths and sharp, raking fingernails. Those of you that survived cannot seem to recall their effect on other mortals, whether they reanimate their prey or more of them simply "appear," but their numbers seemed to swell and rise throughout the day as they conquered more of the city.
You find yourselves cornered into the last place that wasn't inhabited by the creatures, tucked away in the quiet and less-populated Calepha district of Vizidel, a region mostly for minor trade caravels and middle-class housing. The band of about a dozen people that includes you retreated into the Gilded Mare, an inn that is a local favorite and known for being quite large and sturdy compared to the small-town vibes that the Calepha district emanates with its minimal architecture and budgeted expenses. You heard rumor that the bridges to the mainland have been quarantined, leaving you stranded in this borough.
The dozen-or-so of you that managed to make it to the safety of the Gilded Mare represent members from a variety of walks of life. Whether a merchant in the ports to sell your wares, a sellsword to guide and protect nobles or paranoid folk in the rough city, a sailor from one of the busy ships, a priest spreading his religion from foreign lands, or a con-man looking to make a quick steal, your being here was fated. You do not know why this chaos is happening, but one thing is crystal clear. In order to survive, you must band together and protect each other, lest you will all perish grisly, terrifying, and bloody deaths.
- Chargen Rules
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- Character Creation Rules
System: 4e
Level 1
Stats: 25pt buy.
Race: Any published, refluffed as human, orc, elven or dwarven.
Class: Any published.
Feats: Free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: You start with cloth armor and under 20 gp worth of mundane items or coins that your character would have on them at any given time. If you feel that your character, being in the city, would typically have leather armor, a sheathed dagger, a walking stick, or anything else additional, let me know and I will make a ruling on the idea. Remember: this survival challenge is focused on progression. Starting off with the simplest of items is the most interesting and fun.
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).
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. If by (mechanical) race or some other means you are granted a language other than Common, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven). Everyone begins knowing Common.
Miscellaneous: I'll save you the pain and clarify now that the zombies will not be vulnerable to radiant damage. Gone are the days of running radiant mafias in a zombie campaign. You are welcome to try and burn, poison, or freeze them if you'd like, however.
- Languages
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- Brennisian – The native language of Brennis. Everybody will use this as a default language. Brennisian is not well-known outside of the island.
Common – Common is a developing lingua franca in this world. Typically, the people who know Common are sailors or traders. It stems from Serran roots but is distinctly different at this point in time.
Tulrissian – The national language of Tulrisse, a primarily human agricultural-based kingdom.
Serran – The primary language spoken by the many small kingdoms of an expansive arid region known as the Serran Desert, which consist mostly of humans and orcs.
Imardanian – The national language of the monotheistic Imardin Thalassocracy, a very diverse nation. However, humans still make up the majority.
Kurnish – The language of the orc tribes of Kurnhuelde, a region primarily consisting of snowy hills on the Kurn Peninsula.
Dwarven – The common language of the many dwarf kingdoms that occupy the mountains that run down the center of Voreld.
Elven – A catch-all term in Voreld for any of the many distinct dialects spoken by the elf natives of Quellam, a continent to the east.
- Map
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- Quests
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- Important Figures
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- Isdren, the Brave Youth
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- Drozga, the Aged Keeper
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- Matilda, the Glowing Barkeep
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- Burtin, the Injured Artisan
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- http://i.minus.com/jhdff5lmjEIEO.jpg
- Bastia, the Sly Vagrant
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- Guthrik, the Venerable Orc
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- Rorsi, the Coward Drunk
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- Jozanta, the Worried Matriarch
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- Bessia, the Sheltered Daughter
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- Smock
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- Weasel2
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- Locations and Lore
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- Forellian Archipelago
Island of Brennis
Vizidel