View Full Version : Distant Skies (D&D 4E on OpenRPG)

10-16-2008, 03:28 PM
1st level characters, Good & Chaotic Good only, using the point buy from the PHB.

The game will be very role-play heavy with a story centering around politics and intrigue, hidden ancient secrets, interfering gods (and other external beings) and the like.

Jiorkar 4th Edition

Time Immemorial
In the time before time, the gods fought the Infinity Wars against equally powerful beings, known as the Primordials. Over time the Primordial beings gained the upper hand, and it looked as if the gods might fail. Then came might Jordil, the Celestial Knight of the Sun. Rallying the forces of the gods, he managed to defeat the Primordial Tanngar. With their domain secure, the gods set about the business of ordering the universe.

As the Champion of the Gods, Jordil was given first choice when the gods divided up the universe amongst them. He chose a small out-of-the way world which he dubbed Jiorkar, and placed his first Celestial Castle in the planets sun. His wife Miara became the moon, and his brother Zadekor became the shadows. Jordil placed his most beloved people; the humans, in the world, and watched them thrive. Other gods added their own patron races; the craft god Wor gave breath to dwarves, while the Forest-goddess Ulyneens tears became the first elves. No one is certain which god created the first Halflings and if they know, theyre not telling. A god of magic named Scheth created his own race as well the terrible giants.

The Empire of Nane and the First War
An alliance of the so-called Five Races (humans, elves, dwarves, Halflings, and gnomes) worked together to found the first empire; mythical Nane. Led by a human King who administered the armies and civil services of the Empire with the Advice of the rulers of the Five Races, Nane spread from the Daern Mountains to the East Coast and from the southern border of the Forest of Slumbering Dreams to the southern coastlands. Their chief struggle was a never-ending battle for resources against the giants, who used far more than their smaller counterparts.

Jordil, sensing that Scheth was unfairly backing his chosen, the giants, induced Wor to craft five colossal statues in the shape of the ancient Primordials the gods had once battled; one of gold, one of silver, one of bronze, one of copper, and one of brass. To these Jordil gave life and great power; the first Dragons, and they were set as the guardians of Nane and its people. With the power of the Dragons, Nane was unstoppable, and the giant races were soon extinct or driven to other continents and the deep, hidden places of the world.

Unopposed, Nane became prosperous, extending its wealth to an ever-larger portion of its population. As the people became lazy, greedy, and corrupt, the Empire fell into a period of moral decline. A spiritual representation of the health of Nane, the great Dragons, too, were tarnished, their scales changing to red, white, black, green, and blue. No longer guardians of the people, they became oppressors and destroyers.

With the defeat of his giants, Scheth had been banished to the Far Realm, and in his place Jordils own son, Iluke, had arisen as the chief mage-god of Jiorkar. Iluke saw the peril of these dragons, and knew that the worlds mages and warlocks were inadequate to the task of stopping them. He created a new race of being; the Maygus. Born of stolen dragon eggs, the Maygus walked on two legs but bore the visage of their draconic ancestors, and were infused with powerful magic. They were able to craft a series of five whistles which were used to entrap the spirits of the five Great Dragons forever, but by the time the task was accomplished, Nane lay completely in ruins, its dreams and promise forgotten.

The Dark Age
With the fall of Nane, the Dwarves retreated into their mountain, and the elves into their woods. The Halflings, never able to trust civilization again, took to the highways and rivers of the world, while the gnomes grow fewer with every generation since. Alone amongst the races that suffered the tragedy of Nane, the humans were still ambitious above all else. Though the King of Nane lie dead, his three sons each had a vision for the future. The eldest amongst them, Gothrond, wanted to re-build Nane, while the middle child, Ipar, believed in finding a new home and beginning a society of humans only, dedicated to the idea of Order above all else. The youngest, Ravenstone, chose to lead his followers to the devastated eastern plains, swearing to never again fall prey to the weakness and temptation of civilization.

Despite the best efforts of Gothrond and his followers, without the construction techniques of the dwarves and the long-sighted council of the elves, the world fell into a dark age, and all most of the great discoveries of ancient Nane were lost for ages, including the secret power of the Warlocks.

The dedicated followers of Iluke first banded together in this time, gathering the Scrolls of the Tenth Circle and calling themselves the Orders of Wizardry. They did their best to preserve the magical heritage of Nane.

Rebirth and Renewal
300 years after the fall of Nane a family of half-elves, escaping prejudice in the southern fishing villages, came across the ruins of an old Naneite city on Daern River. They decided to re-build the place and call it their own. Though the project would take over a century to complete, this was a defining moment in the history of the post-Nane era the birth of Daernguard. Eventually the half-elves were joined by many others, and the city that rose out of the darkness became a symbol of the strength and dignity of free people everywhere, and was the catalyst for the acceptance half-elves receive wherever they go in the modern world.

The Gothrond Empire
Daernguard, became a fortified center of civilization, and the hub of trade for the northern lands. Because of its influence, the dwarves and elves came out of hiding, and others began to dare to build great cities once more. The Orders of Wizardry built their central tower there, making it a cultural center for all time. The tattered remnants of the Gothrond blood found themselves elevated in Daernguard and, with their leadership abilities, created a network of trade and mutual defense throughout the centrality and the southern ports. Eventually, a Gothrond rose to hold the title of Prince of Daernguard. With Gothrond Princes ruling most of the other major cities, the Prince if Daernguard soon became an Emperor, and the lands connected by their leadership, though interspersed with non-aligned lands (most notably the gnomish settlement of Greyholme), and became known as the Gothronduk Empire.

Unlike Nane before it, the Gothrond Empire was not universally inclusive though trade alliances existed with elves and dwarves, those races maintained their sovereignty and their territory, while the Halflings who traveled throughout were nominally citizens, but never professed any real loyalty. The Gothronduk Empire was protected by two sacred Knightly Orders; the Golden Order and the Knights of the Oaken Shield, and it battled orc and goblinoid tribes as well as the barbarians of the eastern plains.

During this time, the Orders of Wizardry prospered. Gothrond Emperors and Princes relied on them for advice and insight, and their power and wealth grew. The Orders leaders became arrogant, refusing to admit anyone not of noble blood. Their arrogance blinded them to the danger that they themselves were creating, in the form of a young apprentice named Jykell. Jykell was a street orphan, secretly taken in and trained by a kindly and influential wizard. After the wizards death, his secret apprentice was discovered and sent to the Academy in Daernguard, where he excelled in all of his studies and eventually chose the Order of Necromancy. He was the youngest Master of an Order ever, but in a dark reflection of the arrogance of the other Masters, Jykell had an agenda of his own; he would be a god!

The Scrolls of the 10th Circle, one in the possession of each Master, were meant to be a covenant with Iluke, a promise not to abuse power. They were never meant to be read, much less understood or used by mortal powers but Jykell did just that. With total power over death, he raised an army such as the world had never seen. Until that time, Jiorkar had known only the mindless slaves of undeath zombies, skeletons, and the like. For the first time, they knew the terror of thinking nightmares from beyond the grave; vampires, liches, death knights, and their ilk.

The Orders of Wizardry moved quickly to stop Jykell, assaulting his tower in the Northeast corner of the continent, but that too was a trap that Jykell had laid against them. Once the wizards were close enough, he destroyed the tower himself with a wave of necromantic energy, killing many of the Orders best, as well as an entire undercity of dwarves who dwelt in a nearby mountain. Jykell himself transported away to his new base of operations; the fell Tower of Bones to the distant south.

This time it fell to an unlikely hero, the drunkard Barbarian Prince known as Argos the Bear, to defeat Jykell, but that was a long way off still. For seven long years, Jykells armies attacked, slowly eating away at the Gothrond Empire until only Daernguard itself remained. He also laid siege to the dwarves in the Drakespine Mountains, and sent his armies into the Forest of Slumbering Dreams seeking elven cities to destroy.

Throughout his assaults, Jykell spared barbarian lands; considering them nothing but an afterthought, something to be dealt with once the world was his. But the Barbarian King, Athrondor, saw that Jykell would not leave his people be forever, and he sent three of his strongest Tribes; the Dragon, Phoenix, and Griffin tribes, to aid the Gothronds. Jykell, in retaliation, sent armies to wipe out barbarian encampments, including their trade center, and killing Athrondor himself.

In so doing, Jykell awoke the sleeping titan that was Argos. With a band of his childhood friends and allies gathered along the way, Jykell traveled to Jykells tower and, after an epic clash, defeated him once and for all, even as Jykell was about to achieve final victory.

The Great Betrayal
No longer able to trust the Orders of Wizardry, the tatters of the Gothrond Empire turned to the Maygus for guidance. For 100 years a Maygus stood as chief advisor to the Emperor. When the old Emperor died without an heir, it was the Maygus who found his closest living relative, a young Gothrond Prince named Skyathax. Skyathax was, in reality, a demon summoned up by the Maygus, meant to be their puppet as they took over the Gothrond Empire from within but as a being of raw chaos, Skyathax rebelled, intentionally sending the Empire into a downward spiral from which it would never recover before revealing its identity and the nature of the Maygus plot.

As the Gothrond Empire fell, the people turned on the Maygus, hunting them mercilessly. The Maygus, their treachery and true nature known to all, were forced to go into hiding and limit their numbers for ages to come.

The Age of Heroes
Though the Gothrond Empire was gone, much of its infrastructure remained, and for 1000 years the world moved forward without Empires. It was a dangerous place and an uncertain time, and the names of heroes from this era could fill many tomes and many libraries.

The Gothronduk Empire Reborn
During a time of great turmoil a band of heroes rose to combat the combined threats represented by the return of the giants and the rise of the psionic powers in the southern lands. Amongst these was a simple Monk from Ipara known as Ossius who proved to be the lost heir to the Gothrond throne. With the help of his fellow adventurers, he was installed and reigned over 80 years of peace and prosperity before abdicating in favor of his daughter, Empress Detria, who ruled another 15 years.

The Godfall
The wheels of destruction were always in motion, and the end of the world-that-was grew ever closer. For all of time, the world had balanced on three equal powers; creation, purpose, and destruction. Creation brought things into being, Purpose gave them a reason for being, and Destruction removed them from the world when their time was done. But one of these essential forces was growing weak. If something was not done, Destruction would have ceased to be, leaving a nightmare world where nothing ever ended, or died, a world where things outlived their purpose and Creation continued its work unchecked.

The fundamental forces of the universe had to be re-balanced, and once again, a group of adventurers rose to the task. This time they didnt know all of the consequences, however, and though they chose to burn the world to save it, they couldnt know that they were serving the purpose of another power altogether; the Primordials, long defeated, but not gone. For millennia they waited in the shadows, and they watched and in the end, victory was theirs.

Brave New World
Much that was Jiorkar is no more. The worlds sun plummeted into the southern ocean as Jordil himself was slain in the uprising of the Primordials. Many other gods, including the Mage-lord Iluke and the death-god Jykell, fell to the nightmare storm.

With the sun gone, the world was plunged into an ice age that lasted 80 years, killing the majority of the population and effectively cutting people who lived just a few short miles from one another completely off. The High Elves had disappeared completely; left the world seeking a new Immortality after the destruction of their Soul Tree during the battles with the Psions.

But a pair of new suns have found their way into Jiorkars skies, and the gods some old, some new, have reasserted their dominance in the heavens. The new Jiorkar must rise from the ashes of the old.

Chapter One: Races
From the PHB
Dragonborn: Their magical essence lost in the Godfall, the Maygus have lost their heritage as powerful sorcerers, but have found new purpose as great warriors. The world has finally forgotten the treachery of the past, and the Dragonborn of today bear little resemblance physical or behavioral to their counterparts of the past.

Dwarf: Their ongoing battle with the creatures of The Underworld having turned against them during their time of isolation, the Dwarves of the Drakespine Mountains have moved most of their settlements above ground, though they still mine deeply and frequently battle the dark things that well up from the world beneath.

Eladrin: Before the Godfall, the High Elves exiled themselves to the outer realms, seeking to re-establish the immortality they lost when their Soul Tree was destroyed. The Eladrin have returned only within the past year or so, and they are much changed from the High Elves remembered in the histories of the other races. The world they return to is, also, much changed, and they must adapt and find a way to reclaim their lost Kingdom in the Forest of Slumbering Dreams from the giants who have claimed it. They have found a new immortality, of a sort, by re-establishing their ancient connection to the world of the fey.

Elf: The Wild Elves persist, much as they always have, one of few constants in a much-changed world. In the centuries since the Godfall, they have civilized somewhat, and elves now dwell in small numbers in and near human cities.

Half-Elf: Long accepted by humans in Jiorkar, the Half-Elves have remained with and continued to be a part of that culture.

Halfling: Following the 8 decade long Ice Age, the Halflings of Jiorkar have only become more independent and willful, but as the world re-awakens, those that remain have resumed their wanderings, more protective than ever of their free spirit.

Humans: The main body of humanity is as ambitious, resolute, and vigorous as ever. Perhaps amongst all the races, the humans have been the quickest and most easily able to adapt to the changes brought about by the Godfall and the resulting chaos.

Tiefling: An open portal to the Abyss, where the demons and devils of Jiorkar live, sits where the hidden town of New Daernguard once sat. Though it takes a tremendous amount of power to bring anything forth from The Pit, occasionally before The Godfall and after, some have managed. Once loose in the world, the evil beings from the Worlds Beyond have sometimes been known to mate with mortal beings. The ultimate result of these matings is the tiny but growing population of Tieflings across Jiorkar.

From the MM
(Except for the Shifter and Warforged, all of the creatures from the Racial Traits section of the MM are existent in Jiorkar. DM permission is required to use them, however, save the Gnome, which is a common race.)

Gnomes: Though fewer in number than in past ages (and with a consistently diminishing population), gnomes are cousins to dwarves, known for their neutrality in most matters and their love of comfort and ease.

Alternate Humans
Leaders extraordinaire and remnants of the purest and most noble blood
Racial Traits
Average Height: 6- 6
Average Weight: 140260 lb.
Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Gothrond, 1 Other
Skill Bonuses: +2 Diplomacy, +2 Athletics
Born to Lead: Diplomacy is always a trained skill for Gothronds
Bonus Feat: You gain a bonus feat at 1st level. You must meet the Feats requirements.
Bonus Power: You gain the Warlord Power Wolfpack Tactics as an at-will power
Defense Bonuses: +1 Will
Strong Will: Gothronds gain a +4 to Saves against Charm and Compulsion
Noble bloodlines stretching back to the Empire Nane, Gothrond men are few in modern times, but they are a reminder of the nobility that all men can achieve. Gothronds are natural leaders who are traditionally taught that their heritage leaves them with a powerful responsibility.
Play a Gothrond if you want
To be noble, courteous, and well-bred
To be seen by others as a living symbol
To come from the upper crust, or be a lost heir
To play a race that favors the Warlord, Fighter, or Paladin
Physical Qualities
Gothronds are noticeably taller (nearly half a foot on average) than common men, and are typically broader at the shoulder as well. All Gothronds have blond hair and dark eyes, with lighter hair tones and brown eyes being seen as evidence of pure blood.
Gothronds live a few decades longer, on average, than their common brethren, but grow and age at the same rate.
Playing a Gothrond
Gothronds who are raised in proper households (by Gothrond standards that means one with wealth, respect in the local community, and a strong tradition of service) are drilled relentlessly to learn their family lineage all the way back to Nane, including the names and exploits of heroes in their direct parentage. Martial and intellectual traditions are also powerful influences in Gothrond households, and rare indeed is the Gothrond who doesnt at least own a longsword, the millennia-old symbol of noble blood and noble purpose.
That is not to say that all Gothronds are truly noble of purpose many are snide, aristocratic would-be tyrants, while still others are simply ignorant of the way their behavior effects others. Still, some few manage to live up to the ideal; forthright, brave, honest, loyal, and compassionate. Regardless of their motivation, all Gothronds are driven to show their worth in whatever endeavors they undertake. Pride is a strong force in a Gothronds life.

Fierce, independent-minded tribesmen from the eastern plains
Racial Traits
Average Height: 6- 6
Average Weight: 150260 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 7 squares
Vision: Normal
Languages: Common, Barbar
Skill Bonuses: +2 Intimidate, +2 Nature
Born to War: Barbarians are taught to fight from the moment they can walk. When wearing non-metallic armor, they gain a +1 Bonus to their AC Defense.
Fierce Reputation: Barbarians are known for their ferocity in battle the world over. When using the Intimidate Skill to Demand Surrender, a Barbarian may target two individuals (if two qualifying targets are available) rather than just one.
Defense Bonuses: +1 Fortitude & +1 Reflex
Play a Barbarian if you want
To be loud, boisterous, and warlike
To be contemptuous of civilization and polite society
To be an outsider almost everywhere
To play a race that makes an excellent Fighter

Order-obsessed beings from the Iparan Peninsula
Racial Traits
Average Height: 55 58
Average Weight: 120180 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Iparan, 1 Other
Force of Honor: You can spend an Action Point as an Immediate Action to end any Charm effect that can be ended with a Save.
Family Blade: All Iparans are trained in the use of the Katana (Bastard Sword)
Bonus Skill: You gain training in one additional skill
from your class skill list.
Defense Bonus: +1 Will & +1 Reflex

Chapter Two: Classes
No notes here YET. Will work on Swordsman & Blue Knight Paragon Paths once I grasp the rules a bit better

Chapter Three: Religion
When the smoke cleared after the Godfall, the religious landscape of Jiorkar was changed forever. The King of the Gods, Jordil, was dead and gone. Old alliances were smashed, and new ones forged. Ideas and ideals shifted, leaving an entirely new paradigm. The Temple System, perhaps the oldest standing order in Jiorkar, was destroyed once and for all time. No more would gods of wildly differing purpose and morality be unified under one set of rules.

Whereas in the past, most people worshipped the entire Pantheon, calling upon each god in turn as need arose, without the Temple System, the gods have become protective of their worshippers, some going so far as to actively discourage the worship of other gods. This is not to say that people have become monotheistic; most people acknowledge the existence of other gods, they simply choose to believe that their god is superior.

Within a given community, the relationship between Priests of different faiths can be anything from friendly to contemptuous to openly hostile (this is prevalent in communities that are evenly divided between gods with widely differing ideals). Some communities are even served by a single lay-priest (a non-cleric) who is versed in the teachings of all of the gods worshipped locally, and is capable of working rituals (though usually not of using Prayers).

Some of the gods of Jiorkars new pantheon follow;

Formerly the Queen of the Gods, Miara is goddess of family, home, hospitality, and compassion. Every community of decent size has a Temple to Miara, and shrines to her are found everywhere. She is favored by humans, elves, Halflings, and well-meaning tieflings (the warlike dwarves and dragonborn have little use for her peaceful ways, but respect her as a fertility goddess and a guardian of homes). Miara is perhaps the most commonly worshipped god in all of Jiorkar. Her commandments are these
Treat one another as you would be treated, and always provide for others as best you are able
Protect your community that it might be a bastion against injustice and tyranny
Compassion and Loyalty are the highest ideals; foster them in yourself, teach them to all you encounter

Called the Mistress of Rains, Ulyneen is a nature goddess known for her temperamental behavior. She is also the matron goddess of the elves and fey, and has shown a powerful inclination to protect her chosen people at any cost. Ulyneen is believed to be highly emotional, and rain is often considered to be a sign that Ulyneen is crying, though from joy or sorrow none can say. Unique amongst the Halflings is the belief that Ulyneen is the source of all pure water, and they worship her more in that aspect than as goddess of the wilds. Ulyneen honors the cycle of life, and bids her followers to respect that man and beast alike must hunt and eat to live, but asks that her worshippers honor that cycle with a reverence akin to worship. Ulyneen commands her followers;
Respect the oceans and the wild spaces, for they are pure and unblemished
The beasts are your brethren, love them as such. When you eat them, honor the sacrifice they make that you might live.
Do not disrupt the balance, lest you incur my wrath.

Lawful Good
God of justice, righteous wrath, and honorable warfare, Noranos is the eldest son of the fallen Jordil and Miara, and the brother to Ulyneen. Noranos is enraged by injustice, and is known for his wrath against evil-doers. Some also honor Noranos as a lesser weather deity, and one of his nicknames is The Thunderer. Noranos commands his followers to;
Uphold justice, protect the weak, and make war against evil
Defense before destruction, but once defense is secured, bring War to the Enemy and lay them low.
Be fearless yet wise in battle, never allowing arrogance or pride to cloud your judgment.

The god of Magic, history, hidden things, and mysteries, Daetar is new to Jiorkar and still building her following. The torn remnants of the Orders of Wizardry have adopted her after the death of their patron, Iluke, and she has some popularity amongst the High Elves, but she is little known otherwise. What few temples to Daetar exist also invariably hold libraries accessible to the public. Daetars commandments are;
Knowledge is the key to all things; through knowledge everything is possible
Unlock mysteries for yourself, but do not be too quick to explain to others. Learning and discovery are their own reward.
Seek wisdom and knowledge for its own sake

God of crafts, trade, and patron to dwarves, Trantus is the child of Primordials rather than gods, and is little trusted by the other gods. Trantus stands for free trade and favors craftsmen of all kinds. Trantus is said to be evident in the cool breeze that gives the smith the strength to work longer. He teaches his followers to;
Respect all who work with their hands
Honor the earth, as it is the source of the metal, wood, and water with which the craftsman works
Deal fairly with everyone at all times; a tradesman is only as good as the deals he makes.

Matron goddess of artists, Vendyl is the goddess of inspiration and invention. She encourages all forms of creative expression, whether it be painting, sculpture, architecture, or any other type. Vendyl is said to be a quiet beauty, a muse who uses quiet encouragement to allow others to be their best. She encourages her followers to consider these tenets;
Let others find truth for themselves, through whatever medium is best for them
Inspire through encouragement rather than explanation.
Share your gifts with the world; true beauty is a boon to all thinking beings.

The Lady of Luck, Yonvar is a goddess who finds herself popular all over Jiorkar. Her very name has become something of an exclamation, called out in moments of danger or need. All gambling establishments have a small shrine to Yonvar, and Halfling caravans take one with them whether they travel by land or by sea. Most Halflings also bear Yonvars symbol, a pyramidal, 4-sided die crafted from cherry wood, with them at all times. Yonvar teaches;
Luck upsets fate, and is an agent of change.
What Luck gives, Luck can take. Accept both good and bad fortune with the understanding that all things are in balance
Luck is of greater value than skill

Responsible for guarding the Gates of Death and judging which afterlife is appropriate for each soul that passes through, Senthus is known as the god of death. Senthus has always jealously protected his domain, and is a vehement foe of undeath, as it steal souls out from under his purview. Senthus is unemotional and pitiless, but his motivations are not evil. He teaches;
Death is a natural part of living, and should neither be rushed toward nor avoided, only accepted
The souls of the dead are the property of Senthus, he will return them if he so chooses
All souls are judged in the end. Remember that, and respect Senthus because of it

Called the Master of Time, Lorne is the god of history, observation, and record-keeping. Lorne is a favored god amongst scholar who dont specialize in arcane matters, and his priests maintain libraries and schools for anyone interested in learning (in most communities, only the youngest children can afford time away from their home and work to receive this education). Priests of Lorne also tutor the children of the wealthy, and act as historians and sages to leaders and rulers all over Jiorkar. Lorne teaches;
History is to be observed and recorded, never interfered with
Learn all that you can, and spread knowledge as widely as possible.
Knowledge is a treasure best shared

The Evil Gods
Jiorkar also has its share of gods who a

12-13-2008, 02:12 PM
Holy Crap you wrote a lot.

Im going to print it out and read it all at work. But I am new to the classic pen and paper RPGs (Ive played lots of video games) and I'd like to join a chat based game if you're willing to have a noob join.


12-15-2008, 01:44 AM
Hello Wildknight,

I am part of an existing pen&paper D&D group that is trying to setup our campaign in OpenRPG as a backup play method for when we can't all get together. I have downloaded v.1.7.3, which patched itself to 1.7.5. It looks like it comes w/ D&D 3.5 tools, but no 4.0 ones. What tools/plugins are you using to implement 4e rules?



12-16-2008, 09:37 PM
I'm up for it, but was unaware that the latest version of that app works with D&D 4. Please tell me how to do so and I'll be willing to be anything in the campaign.

02-10-2009, 10:08 PM
I'm interested. What time do you usually start, and what kinds of characters (class/roles, eta) do you need filled?

02-11-2009, 03:40 AM
You've done a lot of excellent work on the background here. Would love to join you, but Weekday nights don't work for me. Hope the game goes well.

02-12-2009, 05:15 PM
... Awesome! I'd love to join. Though it should be noted that Im new to the fourth Edition :confused:. Just tell me if theres any particular thing you need in a character or if I could just sorta... Generate my own XD. Once all the conditions are set!

05-25-2009, 10:30 PM
Hey Wildknight, I'm totally up for playing! That background is extremely well done and I'm very impressed. The character idea I had is going to use the Devas from the PH2, if that's alright. I've got some cool ideas for him that I hope you'll like. If you'd like to talk, just PM me and let me know. I've got aim and you can also e mail me. Thanks sir!!