Welcome to the Sins of Yesterday on-line forum Play-by-Post.
The Campaign Notes in our campaign site are getting a bit crowded, so I'm porting the introductory bits over here. Please review the forum rules on Play-By-Post and Dice Rolling(!) so you're familiar with how to participate on this venue in addition to our table games. For those players who cannot make our gaming sessions, or are out-of-state, I'll be doing my best to keep this updated. Once D&D Beyond's functionality is fully up to speed, I intend to implement its streaming features.
For purposes of using the Play-by-Post, when a post from you, or from me, is actual game material or RP, label it "GAME ON:" and then whatever else you want to say. Keep in mind that the posts are Private, meaning they can't be added to our commented on by anyone outside of our group, but they CAN be read.
Our adventurers begin in the Duchy of Camber. Most of the in-game items, feats, and our background have been home-brewed for your campaign use. Follow the campaign guidelines on character development, and make sure you choose "Agent of the Manufactory" as your character's background to enable the appropriate feats.
It begins ..
You are all seated in comfortable, but portable chairs ... an innovation that actually never occurred to you before, but now that you've seen them, you can't help but think their existence a stroke of genius. There are quite a few people gathered with you on the grassy field you'd been ushered to as you had entered the walled and secured but famous campus of the Manufactory at Camber. You are excited about your prospects, and neither you nor your families could believe it when you had been offered a position at the Manufactory. The "job fair" they had held was an oddity - so foreign to the ingrained concepts of apprenticeship or work halls that have been the hallmark of how the able bodied sought and found employment in the great Duchy of Camber since your grandsire's time.
You look around, and there are people of all types - men, women, dwarves, a small cluster of men who most certainly were fair folk, and even a halfling or two. What a diverse group! You take the seat you're led to after an usher looked briefly at your written invitation (presented to you by a courier only two days ago, and written out on paper ... unbelievable!) Moments after the nearly 100 people are assembled, a very well dressed and fashionable gentleman, obviously a man of great wealth, steps before a lectern to speak. He can be heard even in the back rows without his having to raise his voice. And what he has to say, is so fascinating and exciting, you can hardly contain your enthusiasm:
"Ladies and Gentlemen ...
"Please be seated." The man grips the podium a moment before continuing.
"Welcome to the Manufactory and congratulations on your career choice! You are the chosen few, selected from a very wide pool of applicants.
"Today is the first day of your ORIENTATION. You will be assigned into teams, which we term "families" here - because that's what the Manufactory is all about. We're a family. Each and every one of you is a necessary cog in a larger whole, and together we make the whole thing work. The Manufactory is the largest mercantile organization in the world, covering all six continents. For those of you curious about what we do ... [he pauses for laughter] ... we make Potions, here. The "Base 12" we call them here are the foundations of all that we do.
"We have brought magical enhancement to the common man. No more does the world-weary farmer need to fear the elements when tending his crop. One sip of the Farmer's Brew, and the weather is no impediment to him at all. You can travel all day with the Walking potion, and even our vast frontiers are no longer a threat to our people. Orcish raiders on the horizon? Fear is a thing of the past! A sip of Strength and a drop of Quick Feet ... shaken mind ... not stirred ... and safety is a heartbeat away! Thanks to the Manufactory, even the smallest child will toss Orcish raiders aside like bothersome ants.
"We are changing the world, ladies and gentlemen, and you are here because you want to be a part of it.
"Some of you have come to explore new lands and bring the Manufactory's potions to the far reaches of the world as Trailblazers. Some of you are drawn to our Reclaimers program - a fancy name, we'll grant you for searching out new formulas and new components that the Manufactory can put to use. Our Advisors train our largest clients in the use of our products, and seek to expand existing markets. The heart of our operation are the Manufacturers without whom none of us would have a job. Any one of you that has been offered a spot with the Manufacturers will be creating new products to continue to change the world in new and exciting ways. Last, many of you have heard the rumors about the existence of a "Shadow Squad" that serves the Manufactory's interests. There's nothing remotely nefarious about the Couriers corps ... they serve the interests of the Manufactory.
"You will be privy to secrets. You will be expected to keep them. If you're privy to some of our greatest secrets - those which we call the "Top Secrets" - you may be asked to agree to be magically compelled to keep those secrets. But, don't worry about any of that today. Today, is all about your ORIENTATION.
"Welcome to the Manufactory, all of you. You are incoming class of recruits will be called the Orange Squad. If you hear an announcement on the Campus for the Orange Squad ... ladies and gentlemen, that's you.
"So, step on up in an orderly fashion to the three desks that are set in front of me. You will be assigned to your FAMILY. From here on out, and for the remainder of your time with us which we hope to be a long and illustrious career, your family will be your brothers and sisters. Your team leader, you will colloquially call 'Uncle.' Trust me when I tell you that your team leader will be your confidant, your mentor, your ally and your crewmen. Each are veterans of the Manufactory, and they, too, have not only volunteered for this duty but have been selected from a wide pool of possibles to serve as your team leaders..."
///
As you step up orderly to the desks, a well groomed older human woman that you would guess is beyond her 50th year, smiles at you and tells you that your family is the PHOENIX Family.
...
The PHOENIX family.
You have been chosen to be a part of the PHOENIX family for a number of reasons. Each of you comes from a particular background - and if your background is a trade or skill set, you learned it from your parent who practices the same discipline. The background you're to select for purposes of this campaign is: Agent of the Manufactory.
For classes, you can use any published class except for Wizard:Necromancer, Monk:Way of the Long Death, Paladin:Oathbreaker; Wizard:Bladesinger and the Death Domain for clerics is also prohibited. You may also the following new sub-classes: Rogue - Inquisitive, Ranger - Horizon Walker, Monk - Kensai. Ask if you want to use something else.
For races - you choose any of the following races: human, dwarf, halfling, half-elf, elf, or aasimar. Dragonborn and tieflings are unknown, and half-orcs are only the children of **** in a civilized society - most often left outside city gates for the wolves after birth if not born amongst the Orcish tribes.
For backgrounds - select "Agent of the Manufactory," my home-brew creation. It has the correct proficiencies. If you choose something else, I will switch your background, but you're free to set up whatever came before your job with the Manufactory as RP elements.
The Manufactory is located in Camber - a former kingdom in its own right, and now a part of the Kingdom of Mulholland, ruled by the Pale family. Igard Pale was a famous warrior nearly two centuries ago who single handedly slew the last dragon living throughout the entire Reach. There has not been a dragon sighting since. Giants are legendary creatures, thought to have become extinct in ancient times, and the great magics they wielded and used to carve the world has left the world with them. Their famed servants were the dwarves who learned the powers of elemental magics at their master's command. The dwarves, largely unchanged as a people, have existed since ancient times and are the most venerated of races. It is said that the dwarves rose up in rebellion against their cruel masters, and overthrew the evil giants. Even today, though greatly diminished in number, the dwarves are often given the benefit of the doubt. It is also said that "evil can find no harbor in a dwarven heart."
Of the elves there is only legend. Very few people believe that the Fey Folk of the West Alpertine frontier (who live in the outskirts of the great elder forest known as the Living Towers) are actually the descendants of the ancient race of elves. They are, though, though even the Fey Folk have forgotten their heritage after centuries upon centuries of constant warfare with the Orcish tribes who consider hunting the Fey Folk their favorite sport. That and interbreeding with humans being a necessity to insure survival has blurred whatever was unique about the elven people.
The world is a dangerous place, but Mulholland is land of peace and prosperity. It's navy is the envy of the world, the guilds build wealth and power, the roads are populated with way stations and rest stops for the weary and the hungry, and even those born into poverty can seek the blessings of the Temples in any town for an hour after dawn when the needy are fed their daily bread as a sacrifice to the Mother. The Frontiersman are the kingdom's guides and patrol both on and off the roadways. The army is well staffed, well equipped, well trained, and not to be trifled with. Any citizen has the Right to Be Heard before a magistrate should he be accused of a crime or misdeed, but to raise a weapon against the Frontiersmen or the King's Army is to invite a swift and unheralded death.
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Welcome to the Sins of Yesterday on-line forum Play-by-Post.
The Campaign Notes in our campaign site are getting a bit crowded, so I'm porting the introductory bits over here. Please review the forum rules on Play-By-Post and Dice Rolling(!) so you're familiar with how to participate on this venue in addition to our table games. For those players who cannot make our gaming sessions, or are out-of-state, I'll be doing my best to keep this updated. Once D&D Beyond's functionality is fully up to speed, I intend to implement its streaming features.
For purposes of using the Play-by-Post, when a post from you, or from me, is actual game material or RP, label it "GAME ON:" and then whatever else you want to say. Keep in mind that the posts are Private, meaning they can't be added to our commented on by anyone outside of our group, but they CAN be read.
Our adventurers begin in the Duchy of Camber. Most of the in-game items, feats, and our background have been home-brewed for your campaign use. Follow the campaign guidelines on character development, and make sure you choose "Agent of the Manufactory" as your character's background to enable the appropriate feats.
It begins ..
You are all seated in comfortable, but portable chairs ... an innovation that actually never occurred to you before, but now that you've seen them, you can't help but think their existence a stroke of genius. There are quite a few people gathered with you on the grassy field you'd been ushered to as you had entered the walled and secured but famous campus of the Manufactory at Camber. You are excited about your prospects, and neither you nor your families could believe it when you had been offered a position at the Manufactory. The "job fair" they had held was an oddity - so foreign to the ingrained concepts of apprenticeship or work halls that have been the hallmark of how the able bodied sought and found employment in the great Duchy of Camber since your grandsire's time.
You look around, and there are people of all types - men, women, dwarves, a small cluster of men who most certainly were fair folk, and even a halfling or two. What a diverse group! You take the seat you're led to after an usher looked briefly at your written invitation (presented to you by a courier only two days ago, and written out on paper ... unbelievable!) Moments after the nearly 100 people are assembled, a very well dressed and fashionable gentleman, obviously a man of great wealth, steps before a lectern to speak. He can be heard even in the back rows without his having to raise his voice. And what he has to say, is so fascinating and exciting, you can hardly contain your enthusiasm:
"Ladies and Gentlemen ...
"Please be seated." The man grips the podium a moment before continuing.
"Welcome to the Manufactory and congratulations on your career choice! You are the chosen few, selected from a very wide pool of applicants.
"Today is the first day of your ORIENTATION. You will be assigned into teams, which we term "families" here - because that's what the Manufactory is all about. We're a family. Each and every one of you is a necessary cog in a larger whole, and together we make the whole thing work. The Manufactory is the largest mercantile organization in the world, covering all six continents. For those of you curious about what we do ... [he pauses for laughter] ... we make Potions, here. The "Base 12" we call them here are the foundations of all that we do.
"We have brought magical enhancement to the common man. No more does the world-weary farmer need to fear the elements when tending his crop. One sip of the Farmer's Brew, and the weather is no impediment to him at all. You can travel all day with the Walking potion, and even our vast frontiers are no longer a threat to our people. Orcish raiders on the horizon? Fear is a thing of the past! A sip of Strength and a drop of Quick Feet ... shaken mind ... not stirred ... and safety is a heartbeat away! Thanks to the Manufactory, even the smallest child will toss Orcish raiders aside like bothersome ants.
"We are changing the world, ladies and gentlemen, and you are here because you want to be a part of it.
"Some of you have come to explore new lands and bring the Manufactory's potions to the far reaches of the world as Trailblazers. Some of you are drawn to our Reclaimers program - a fancy name, we'll grant you for searching out new formulas and new components that the Manufactory can put to use. Our Advisors train our largest clients in the use of our products, and seek to expand existing markets. The heart of our operation are the Manufacturers without whom none of us would have a job. Any one of you that has been offered a spot with the Manufacturers will be creating new products to continue to change the world in new and exciting ways. Last, many of you have heard the rumors about the existence of a "Shadow Squad" that serves the Manufactory's interests. There's nothing remotely nefarious about the Couriers corps ... they serve the interests of the Manufactory.
"You will be privy to secrets. You will be expected to keep them. If you're privy to some of our greatest secrets - those which we call the "Top Secrets" - you may be asked to agree to be magically compelled to keep those secrets. But, don't worry about any of that today. Today, is all about your ORIENTATION.
"Welcome to the Manufactory, all of you. You are incoming class of recruits will be called the Orange Squad. If you hear an announcement on the Campus for the Orange Squad ... ladies and gentlemen, that's you.
"So, step on up in an orderly fashion to the three desks that are set in front of me. You will be assigned to your FAMILY. From here on out, and for the remainder of your time with us which we hope to be a long and illustrious career, your family will be your brothers and sisters. Your team leader, you will colloquially call 'Uncle.' Trust me when I tell you that your team leader will be your confidant, your mentor, your ally and your crewmen. Each are veterans of the Manufactory, and they, too, have not only volunteered for this duty but have been selected from a wide pool of possibles to serve as your team leaders..."
///
As you step up orderly to the desks, a well groomed older human woman that you would guess is beyond her 50th year, smiles at you and tells you that your family is the PHOENIX Family.
...
The PHOENIX family.
You have been chosen to be a part of the PHOENIX family for a number of reasons. Each of you comes from a particular background - and if your background is a trade or skill set, you learned it from your parent who practices the same discipline. The background you're to select for purposes of this campaign is: Agent of the Manufactory.
For classes, you can use any published class except for Wizard:Necromancer, Monk:Way of the Long Death, Paladin:Oathbreaker; Wizard:Bladesinger and the Death Domain for clerics is also prohibited. You may also the following new sub-classes: Rogue - Inquisitive, Ranger - Horizon Walker, Monk - Kensai. Ask if you want to use something else.
For races - you choose any of the following races: human, dwarf, halfling, half-elf, elf, or aasimar. Dragonborn and tieflings are unknown, and half-orcs are only the children of **** in a civilized society - most often left outside city gates for the wolves after birth if not born amongst the Orcish tribes.
For backgrounds - select "Agent of the Manufactory," my home-brew creation. It has the correct proficiencies. If you choose something else, I will switch your background, but you're free to set up whatever came before your job with the Manufactory as RP elements.
The Manufactory is located in Camber - a former kingdom in its own right, and now a part of the Kingdom of Mulholland, ruled by the Pale family. Igard Pale was a famous warrior nearly two centuries ago who single handedly slew the last dragon living throughout the entire Reach. There has not been a dragon sighting since. Giants are legendary creatures, thought to have become extinct in ancient times, and the great magics they wielded and used to carve the world has left the world with them. Their famed servants were the dwarves who learned the powers of elemental magics at their master's command. The dwarves, largely unchanged as a people, have existed since ancient times and are the most venerated of races. It is said that the dwarves rose up in rebellion against their cruel masters, and overthrew the evil giants. Even today, though greatly diminished in number, the dwarves are often given the benefit of the doubt. It is also said that "evil can find no harbor in a dwarven heart."
Of the elves there is only legend. Very few people believe that the Fey Folk of the West Alpertine frontier (who live in the outskirts of the great elder forest known as the Living Towers) are actually the descendants of the ancient race of elves. They are, though, though even the Fey Folk have forgotten their heritage after centuries upon centuries of constant warfare with the Orcish tribes who consider hunting the Fey Folk their favorite sport. That and interbreeding with humans being a necessity to insure survival has blurred whatever was unique about the elven people.
The world is a dangerous place, but Mulholland is land of peace and prosperity. It's navy is the envy of the world, the guilds build wealth and power, the roads are populated with way stations and rest stops for the weary and the hungry, and even those born into poverty can seek the blessings of the Temples in any town for an hour after dawn when the needy are fed their daily bread as a sacrifice to the Mother. The Frontiersman are the kingdom's guides and patrol both on and off the roadways. The army is well staffed, well equipped, well trained, and not to be trifled with. Any citizen has the Right to Be Heard before a magistrate should he be accused of a crime or misdeed, but to raise a weapon against the Frontiersmen or the King's Army is to invite a swift and unheralded death.