TORCHES IN THE DARK UPDATES:CLASS CHANGES:
----------------------------------------------------------------------------------------------------------------- Cenobite Class Updates: General Cenobite Changes:
Level 1 Cenobite:
Level 4 Cenobite:
Inquisitor Class Updates: Level 1 Inquisitor:
Level 2 Inquisitor:
Level 4 Inquisitor:
Marauder Class Updates: Level 1 Marauder:
Necromancer Class Updates: Level 1 Necromancer:
Level 3 Necromancer:
Priest Class Updates: Level 2 Priest:
Level 4 Priest:
Priest Spell Updates:
Pugilist Class Updates: Level 1 Pugilist:
Level 2 Pugilist:
Rogue Class Updates: Level 2 Rogue:
Warden Class Updates: New Warden Spells:
Wytch Blade Class Updates: Level 3 Wytch Blade:
Torches in the Dark the North War is the first official campaign story to take place on the server. Campaign stories will generally last for 6-10 sessions, or more depending on the level of commitment and availability of playtime for all players and game masters involved. The North War is open to 8 different players, each of which can take on the role of one of the predefined characters. This isn't to say that you can't characterize or ultimately set the tone for these characters as the campaign goes forward, but they do have goals and tendencies that will need to be taken into account when choosing which character you would like to play as. In addition you will roll for their starting attributes, additional careers, purchase their equipment and choose their name.
The campaign characters that can be chosen are: The Mercenary - A veteran of numerous battles, the mercenary has been tasked with overseeing the safety of the diplomats who must make the long and arduous journey to the dwarven Ty'Cerrig of Thaolar in the cold north, far past Ozryn and into the heart of the north-men territories. The advancing glaciers and the freezing temperatures are drawing the north-man tribes further and further south and the threat of war is an ever increasing reality as the temperamental and murderous tribes lay siege to outlying villages and farmsteads, slaughtering everyone in their wake. Mercenary Traits:
The Noble - A minor noble, inexperienced in battle and in the hardships of everyday life outside of Squall's End more seedy underbelly of debauchery is finally getting an opportunity to prove themselves in the eyes Isac Kusov, the current lord and mayor of Squall's End. The noble is a distant cousin who has been living in Squall's End for the better part of ten years, wasting every opportunity afforded to them. A neglected education and a fascination with sex, drugs, and drinking has only proven time and time again that they are undeserving of the lofty position that has been given to them. Now Mayor Kusov has seen an opportunity to push the noble into a direct line of fire, sending them onto the dangerous mission of diplomacy in the cold north. They'll either learn quickly and finally prove themselves capable of the task at hand, or die, and either way it's no longer the burden of Kusov. Noble Traits:
The Inquisitor - Only recently having come to visit Squall's End on the behalf of the cabal, the inquisitor is one of a group of cabal members who have been tasked with rooting out a potential wytch within the city. Already the cabal has gone to work with nightly wytch burnings and interrogations of the local populace. As a fresh faced inquisitor there is still much to learn and the face of heresy can at times look like that of a friends. Inquisitor Traits:
The Magician - A hedge wytch prisoner who was previously tracked down and nearly killed by the cabal. Instead, the magician's abilities are now used to scry and to seek out other wytches in the region so that the cabal can put an end to their use of eldritch magic. The magician had only just awakened before being captured, their pursuit was the result of that awakening - Their entire family was burned to ash as a result and the cabal caught up with them soon after. Magician Traits:
The Warden - A scout and huntsman for Squall's End, the warden is one of the 'warders' in the region. A constable of the wilds who is in charge of protecting the small villages, hamlets, and farmsteads far outside of the protection of the city itself. The warden is experienced in stealth and tactics, but has had to do very little actual fighting besides a stray brigand or wild beast here or there. As acting scout and lead of the expedition into the north, the warden is in charge of seeing to the safety of the entire party as they traverse the hellish landscapes of the northern territory. Warden Traits:
Custom Characters: Players who wish to create their own characters to join this adventure can do so, but only three slots are available for custom characters. You will use character creation rules it states in the Torches in the Dark booklet. Rolling for attributes, race, class, wealth, etc. You begin at level 1. |