The 13 Masters of Evil
Follow these rules when creating a character for There and Back Again.
All character will be good, fighting for the forces of good, and being friendly to others that fight for the forces of good. While evil acts aren’t strictly forbidden players should remember they are on the side of good and evil acts can have conquerors that might have ramifications on the outcome of the campaign.
Characters can be any race and class from any of the 4th edition materials including the Players Handbook, Players Handbook 2, and Forgotten Realms Players Guide. You can choose any feats, abilities, powers, and equipment from any of these sources with the following one exception: No powers, feats, abilities, or classes are allowed that refer to or reference the cities, countries, classes, or worlds of Faerun or Eberron. This includes spellscared. If you’re not sure, then check with the DM before choosing something that might not be allowed because of this rule.
We will be using the point buy system for generating ability score which is located in the players handbook on pg. 17. This way all players will have equal scores for their characters.
We will be using the Naramos gods instead of the core DND gods. All players must choose one of the good gods or an alternate power source for their powers.
Players will construct their characters using the core rules used out of the character builder. The builder must show a valid character for that character to be allowed into the campaign and players will be requested to send their characters to the DM at each level.
Players will construct characters that fit into the starting location of Tempest Mi or have sufficient background details explaining their existence in this area. One of the reasons this area was chosen was because of its varied terrain and unusual location. Players should note that the current yearly cycle is late spring but even in the north that means winter clothing and survival gear. Players should be prepared their characters for harsh environments and cold temperatures.
Players can if they want give the DM 3 important “facts” about their characters upon the start of the campaign. It is up to the players to determine what these facts are and how important or unimportant they are to their character. These facts can then be taken as “backgrounds” (Pg. 178 of the Player’s Handbook 2) as appropriate in nature. Players should use the starting area of Tempist Mi along with other creative ideas that will allow the DM to incorporate these facts into the campaign story.
With the use of deceit, hints, role playing, and character development players should try to uncover the “facts” about the other players. When this is accomplished successfully the group will be rewarded with experience point bonus by the DM. This experience point award will be based upon how the fact was found out, the difficulty of the fact, and how well this fact was roleplayed by the player. Throughout this campaign players should remember these facts as a base for their character so that other might be able to uncover them.
When creating characters players should keep in mind the history of Naramos, the world’s philosophy, how creatures and cultures differ, and recent events. This can be a good base for creating characters that fit into the story and can achieve greatness. Other creative character ideas might be allowed to fit into the campaign, but you should ask for DM approval first.
Players are in charge of making sure they have their characters ready to play for each session and for sending them/posting them so the DM has access to them. Players will have 3 game sessions to finalize their characters. During those 3 game sessions players can make changes as they see fit to their race, class, powers, feats, ability scores, equipment, and facts. After the 3rd session players will not be allowed to change or alter anything unless a new DND core material becomes available. At such time it might be possible to add or change things.
Players should make a character they want to play and one that is within the core DND rules. To this end, all players should be of equal ability and power. All characters should be helpful, useful and involved in helping achieve the party’s goals. We are all here to have fun and enjoy ourselves and my #1 goal will be to make that happen. If it’s for the betterment of the game and for the enjoyment of everyone involved the DM can make a judgment to adjust/alter/delete any of game rules/materials/items that he feel need it. This judgment will only be made when necessary for the betterment of the game otherwise all core DND rules/powers/abilities/feats will be followed. If such a time comes that a judgment has been made the player/players will need to alter accordingly to match the judgment.