A Heroes Beginning (Inactive)

Game Master Archae

A group of beginning young heroes leave the sleepy little village they have trained in and begin their adventures.


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Welcome to the land of Idris, a land stuck in a near constant state of war. This series of wars has caused much strife throughout the land, without the military to defend the common people from other threats.
The pc's are all part of the same guild, the Order of Soriel. You all for one reason or another wound up here under the care of the guild master a kind and wise Undine known as Abel the Wanderer. Your character would basically have grown up in this guild located in a small nation town known as Greywater Hollow, A misty little waterside town.

This will eventually come to the point where you all will help decide the fate of the land. For now you guys are fresh young heroes with little actually field experience.

So on to all the crunch cause there are quite a few changes to make note of.

Character Creation

Starting Level 1

Stat rolls: 2d6+6 or 20 point buy your pick, but you may take only one.

Alignment- No evil under any circumstance, Chaotic neutral must have good reason to stay with the team and just a good reason to want to be it in general; unfortunately I have been tainted by home games and have had bad experiences with it.

Classes- No 3rd party, Ultimate intrigue, or Summoner the last of which will be explained why later on. There are no guns in this setting so keep that in mind when building. Everything else is fair game. Ultimate intrigue I just don’t own so have to disallow it

Races: Sylph, Undine, Oread, Ifrit, Suli, Human, Dwarves, Orc, Half-orc, Goblin, Hob-goblin, Aasimar, Tiefling and Skinwalker. There will be a few changes to each as per this setting's lore and such, please read the Races spoiler for details. No variant heritages for Aasimar and Tiefling.

Traits: may take two traits and a drawback for a third if you want. I expect them to fit the character in terms of backstory and fluff.

Starting gold: you can either take average or post the roll on here.

Hit points: First level Max

We will be using Background skills, Automatic bonus progression and the stamina system for fighters is allowed.

Please read this involves magic in the setting:

In this setting there are no other planes of existence, barring one known as Limbo. As such Spells involving summoning things from other planes such as Summon Monster do not exist .

Spells such as Snowball, touch spells, ect that are normally under the Conjuration school are now under Evocation. Summon nature ally does not count toward the summon monster limit as you are calling things from around you or from this planes nature.

the Cure spells that normally count as conjuration now count under the Necromancy school. Manipulating the forces of life energy and yada yada .

Divine magic, domains, clerics and the like do not gain magic from gods but instead from a personal codes and beliefs.

Most with proper teachings or education know that the energy that powers magic is in all things, even in the air itself. Magic can have effects on people’s souls; magic that is good or evil inherently can taint the soul.

If you get confused or are unsure about something please ask me. Anything I haven’t covered here asks about and I will decide on the spot.

Faiths of Avania:

There are two faiths in Avania

Soriel: That which is Many

Hope is being able to see light despite the darkness

Soriel is not a single being but many, appearing as but balls of light or taking the form of a body-less voice, of multiple things speaking at once. He represents Enlightenment, Community, and Defending those in need. Followers of his faith are taught to grow and learns from their mistakes so that they may further teach others.

Favored Weapon: Unarmed Strike

Symbol: A Tree with many roots spreading far and wide.

Sacred Animal: The Firefly

Sacred Color: Dark Green

The Four Sacred Relics

The most common faith in Avania, many worship the 4 Artifacts that are believed to hold the world together. These Artifacts are known to continually absorb magical energy. Each Artifact represents one of the four elements. They are located at each of the four corners of Avania.

The Crystal Hammer

A large hammer made of jagged purple Crystals, it represents Earth and nature

The First Flame

A blue flame encased in a small glass sphere, it represents fire.

The Morphing Blade

A silvery liquid that changes shape depending on the user. represents water

And The Crown of Winds

A silvery crown of feathers. it represents the wind.

Changes to the Races:

Humans

They are separated into two different varieties

The Barbarian tribes that make up much of the rebellion and hold a strong hatred for the Elemental-kin (Sylph,Ifrit,Undine,Oreads). Due to the suppression and enslavement of them when they first arrived in Avania.

They are a hardworking and strong. However lack formal education and have difficulty establishing connections with other races

They are changed in the following ways

Ability scores- Constitution +2 and a +2 to any other Ability score

Languages- Xenophobic, receiving Common as their racial language

They do not receive the Skilled trait as such do not have access to traits that exchange it.

The Conquered - These are humans of the Barbarian tribes who were captured during the war when they arrived. They live under rule of the Elemental Kin, some are slaves though most are normal free citizens.

They are standard humans, having access to alternate racial traits.

Dwarves- They are allied with the Oread’s and help maintain the forests and mountains to the east. Dwarves and Orcs have little to no issue with each other. However Dwarves do have a problem with Trolls and goblinoids, both of whom are a big issue in eastern Avania
Orc’s and Half-Orc they came over with the Human Barbarian Tribes, although separated before the war and fight with the goblinoids over the icy mountain caves The Dragon Teeth Mountains to the west. Orcs and Dwarves have little to no issue with each other.
Goblins and Hob-goblins Having few places to live most fancy the safety of the Dragon teeth caves over the dragon infested swamps to the south. There main problem as a race is the lack of formal home as they are driven out of most places the y choose to try and settle down in. They are nomadic and less warlike in this setting.
Sylph, Undine, Oread, Ifrit
These four receive the biggest as they are not connected to Genie’s but rather were borne and created on this plane naturally. In actuality they would be more connected to Elementals . They are called the Elemental-kin. Though they look generally humanoid , they are not made of flesh and bone but rather made of their respective element. It should be added that Oreads are well known as the only of the Elemental kin to not become involved in the whole enslavement of humans thing.
They receive the following changes
They do not need to eat or sleep, though they can.
They do not take additional damage from precision attacks.
They count as Elemental Outsiders for the purposes of effects and abilities but do not actually gain the subtype.
Suli
Are the byproducts of human and elemental kin intermingling. They are seen by many as a mistake.
They receive the following changes
They count as Elemental Outsiders for the purposes of effects and abilities but do not actually gain the subtype they also count as Humanoids. They have access to any human only traits, feats classes, etc.
Their Ability Scores change depending on their Elemental parent- They receive the same physical score and penalty as their Elemental parent, their mental bonus may be any other mental stat.
Aasimar and Tiefling the two races do not get variant heritages as their place in the world is due to good and evil magic respectively. The two magic’s when used by a mage often enough taint the bloodline, causing their birth.
Skinwalker are less were-wolf more wolf –were. Basically they are animals tainted by and changed due to the influence of powerful magical sources. This change has led to small groups of them popping up; they maintain some form of animal like personalities.

posting Policy:

SO over the course of my small gming career i have develop a policy regarding posting. 1/day, if a player doesn't post for 2 days i will send them a Pm, if no response for another 2 days after that then i boot them and see what the remaining pc's want to do from their.

As for myself i will usually post 1 to 2 times a day usually after
2 am Est. I'll probably post more as i am usually just flitting about the boards anyway

Recruitment will last about 2 to 3 weeks depending on interest.

I want pc's to have background and actually personality so i will pick not based off how awesome your numbers are but how well thought out your character is.

Ten Minute background I have taken a liking to this format due to how easy it makes writing a character. this is meant as a tool to help you guys and is not a requirement.

Scarab Sages

dotting for tentitive interest will have something worked out for you soon, I may have questions involving the setting at some point.


Not a problem if i included absolutely everything I have on the setting then this would have been a lot longer. so ask away if you have questions.

I should also add though it is not included i will be making a few changes to weapons that otherwise suck

Examples being the Starknife critical modifier being changed to a X4 to make it slightly more unique and actually usable.

Should add if anyone has and house rule suggestions let me know and i will think about using the


Do the normally monstrous races have that stigma in this world.


@ Gnomezrule i don't actually know what you are asking. specifically what you are referring to about stigmas.


Are goblins orcs and hobgoblins treated like monsters? Is that why they have no real homeland?


OOHHHh i feel dumb now, Orcs aren't they are treated as normally as any human. Goblins and Hobgoblins are however treated like monsters in essence taking the old place that orcs once held


That makes sense . . .I will need to think on this.


Dot.

What about the various Protection From/Magic Circle Against spells? Given that there don't seem to be any alignment-specific outsiders, I would assume they also do not exist?

On a very related note, does that mean alignment in your campaign is more a function of personality rather than a hard mechanic, and would an aligned character therefore not be restricted in casting? I'm specifically thinking about Inflict, though there are a few other [Evil] spells to which it could also apply.


ALignment is a reflection of your soul and the deads your character does.

the protect from blank and magic circle spells protect from things with said alignment. That said not all things you fight will be guaranteed to be evil. So yea they can work and do exist, but being able tell whether or not something is evil has bigger value.

Characters have no alignment related spell restrictions. There should be the understanding that casting said spells more and more will have an effects. Mwhahahah *cough cough* evil laughter not cool.


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Ammon Knight of Ragathiel wrote:
Characters have no alignment related spell restrictions. There should be the understanding that casting said spells more and more will have an effects. Mwhahahah *cough cough* evil laughter not cool.

That sounds fun.


Cool deal! I actually have a character concept I've tried to use a time or two that focuses on the manipulation of life energy; I always had to make the character neutral to be able to fit the bill, but envisioned it more as a beneficent healer.

I'll get it up sometime tomorrow, most likely.


It's come to my attention that i neglected to mention favored weapons for clerics, warpriests and the like. When domains and stuff are determined through personal belief and such.

So i have decided it will operate in a similar manner based of your characters general culture, upbringing, beliefs, ect.

Examples

Someone from a desert esq area would probably use a scimitar,

Someone who grew up as a hunter might have a weapon typically found on a hunter Ie spears, bows, Daggers.

A character with a higher upbringing like a noble type character would use a rapier.

Character who grows up among farmers would be more likely to use weapons that originally were farming tools.

Someone who might want to be a knight could be inspired to uses a long sword or something

This should encourage people to pick weapons based on what would work with the theme of the character vs just picking the best weapon. also it might encourage people to learn a bit about the weapon they are using or rather having their character use


Dot for now. I'll probably have a rough concept up sometime tomorrow.


Well, let's make some rolls.
2d6+6: 2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6+6: 2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6+6: 2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6+6: 2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6+6: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Huh. These rolls are just better than a 20-pt. buy.
My initial character concepts are a slyph air elementalist or a oread brawler.

Scarab Sages

STR: 2d6 + 6 ⇒ (6, 1) + 6 = 13
DEX: 2d6 + 6 ⇒ (3, 5) + 6 = 14
CON: 2d6 + 6 ⇒ (2, 3) + 6 = 11
INT: 2d6 + 6 ⇒ (4, 4) + 6 = 14
WIS: 2d6 + 6 ⇒ (4, 4) + 6 = 14
CHR: 2d6 + 6 ⇒ (4, 4) + 6 = 14
initial thoughts like TheWaskelly
hmm, Sylph Swashbuckler? Sylph Rogue? Oread Oracle of the Crystal hammer?


Dot.
Just one question: should we all "choose sides"? I mean, there seems to be two sides, one is humans, orcs, etc and the other the elemental-kin (with Oreads being the cool guys). So maybe the majority of the PC should belong to one side?


I would suggest for now everyone remain neutral


2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 3) + 6 = 11

Hmmmm I can work with that.


Well here's my Prayer to the RNG gods

2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (1, 1) + 6 = 8

wow talk about one end then the other no middle ground .... MMM I think I can work with this


I hate rolling...but it's worth a shot; at least the lowest I'll get's an 8, right?

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (4, 2) + 6 = 12

And the gold roll:

3d6 ⇒ (5, 3, 3) = 11

21 PB and +5 above average gold. Not bad!


Well, I might as well give this a try. Consider me interested.

2d6 + 6 ⇒ (6, 6) + 6 = 18

2d6 + 6 ⇒ (3, 2) + 6 = 11

2d6 + 6 ⇒ (4, 2) + 6 = 12

2d6 + 6 ⇒ (6, 6) + 6 = 18

2d6 + 6 ⇒ (1, 4) + 6 = 11

2d6 + 6 ⇒ (3, 1) + 6 = 10

Verryyy interested.

Scarab Sages

I have decided to go with a Suli Swashbuckler
STR 13
DEX 16
CON 9
INT 16
WIS 14
CHR 14

Starting gold: 5d6 ⇒ (6, 2, 2, 3, 5) = 18 x10 = 180

Quick question for the GM would you the Estoc (a 1H/2H) to neet the requirements to refill panache if I spend a feat on exotice weapon profiency and decide to use it one handed at times?

At some point tonight I will have all the crunch and fluff finished.


Str: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Dex: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Con: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Int: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Wis: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Chr: 2d6 + 6 ⇒ (5, 6) + 6 = 17

This could be interesting!

Question: If we go Suli, do we have access to the human favored class bonus?


Sorry forgot Gold

Gold: 3d6 ⇒ (2, 6, 3) = 11 x 10 =110

not bad


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Well here's my submission. - From Brandon Dellmen

Baylin Storysong's page

Almost took the Battle Scion Archetype. But you said no UI. But any question just let me know


Nice to see the thread's blown up over the course of the day

@Thenine Sure but only when your using it one handed

@Valjoen_KC That is correct, suli do have access to human favored class bonus as well

@Baylin Good Job! Also if Ultimate intrigue comes out on the d20psrd during the recruitment i will allow you to add it.

Edit in side note: i will be adding bits of lore and such into the campaign info tab. only little bits and pieces for now though


Ammon Knight of Ragathiel wrote:


@Baylin Good Job! Also if Ultimate intrigue comes out on the d20psrd during the recruitment i will allow you to add it.

That would be great, :) I want to take it cause it allows me to share teamwork feats with anyone that takes my Rage song bonuses.


2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 6) + 6 = 17

That looks like a caster of some sort with 3 good stats and 3 average.

Random Background Generator Results:

Human Homeland
Town or Village
You gain access to the Militia Veteran regional trait.
Human Parents
Both of your parents are alive.
Siblings
Male Human [older than you]
Female Half-Elf (half-sibling) [younger than you]
Circumstances of Birth
Noble Birth
You were born to privilege among the nobility. Unless one of your parents is the regent, your family serves a higher-ranked noble but lesser nobles serve your family in turn. You gain access to the Influence social trait and the Rich Parents social trait. Roll on Table: Nobility
Nobility
Minor Prince
You are the child of a prince or princess, and part of the royal family. You aren't the next in succession, but your power and wealth are grand indeed.
Parents Profession
Merchants
You gain access to the Merchant social trait.
Major Childhood Events
Betrayal
a friend or family member whom you trusted more than anyone else betrayed you. You have never fully trusted anyone since and prefer to rely on your own abilities rather than place your trust in others. You gain access to the Suspicious social trait.
Wizard
Fitting In
You hail from a long line of sorcerers or from a community known for its natural affinity for magic. Your manifestation of wizardly talent, as opposed to blood-based sorcery, caused you to hide those talents at a young age, and then to disguise them as sorcery to the best of your ability later. You still retain some tricks from this early misdirection. You gain access to the Shrouded Casting magic trait.
Influential Associates
Well-Connected Friend
In your circle of disparate associates, there was someone everyone knew. This person collected friends like trophies, and she had contacts in every social or professional circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. You gain access to the Well-Informed halfling race trait (which you may take regardless of your race).
Conflict
Murder
You killed someone.
Conflict Subject
Clergy
Conflict Motivation
Religion
Conflict Resolution (Choose One)

Regret and Penance (-3 CP)

Conflict Points
Total CP:
7 (10-3)
Romantic Relationships
a Few Significant Relationships
You've tried to make deep connections with individuals on several occasions, but it's never worked out.
Drawbacks
Safety or Security
You are cautious and guarded—wary of others who might harm you, steal from you, or betray your trust. As such, you sleep lightly, always suspecting someone or something to sneak in upon you in the dark. Even when in relationships with people who trust you, there's always the fear that they harbor hidden agendas or will change and turn against you. You gain access to the Paranoid drawback.
Relationship with Companions
Companion 1 - Criminal connections
Accessible Traits
Militia Veteran regional trait
Influence social trait and the Rich Parents social trait
Merchant social trait
Suspicious social trait
Shrouded Casting magic trait
Well-Informed halfling race trait (which you may take regardless of your race)
Paranoid drawback

Interesting. The random background generator app is here if someone else wants to roll their way to an outline to flesh out.

Looks like my parents had one of the Magical Bloodlines of Rulership which seems to fit the theme of being infused by magic for the setting. My character was drawn to wizardry instead of sorcery. Betrayed by my tutor, who had hoped to mold me into an obedient pawn, I was forced to kill and fled my parent's lands. One day I will return, to face my crimes seek justice! Or something like that. Definitely worth poking at. Probably illusionist?


Ammon, I'd like to introduce you to Granite Mountainbones, an oread brawler, a stalward guildmate.
If picked, we can go over his backstory more.


Uhm... Already some people with 15 as their highest Stat and others with two 18s (that's why I hate rolling), but hey... let's play.

2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (3, 6) + 6 = 15

Regardless of the rolls, I had a Druid in mind, but first I'll think about the background. I might ask you some other things about the World if I need things to feet in. :)

Edit: Good, I can't even start with an 18. Let's see what I can squeeze out of this...


Feel free to ask Jereru, Also don't worry too much about stats. a good background is more important right now.


First thing I thought of when I read that Soriel's favoured weapon was unarmed was the sacred fist archetype for warpriest. I have in mind someone that was left in the care of the church (or perhaps Abel the wanderer) at birth and showed aptitude that was developed.

Who he really is, and who his parents are is unknown so he could have a hidden background that would later be revealed.

Would this work in your world?


Ammon Knight of Ragathiel wrote:

Also don't worry too much about stats. a good background is more important right now.

Okay. I'll iron out Granite's backstory a little more, but I reserve the right to change it later to fit the campaign.


2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (3, 2) + 6 = 11


@TheWaskally Of course your character, your background, if you don't think it fits feel free to change it to fit

@Gavmania Abel's original reason for starting up the guild and such was to take in and train those young children without homes or who needed help so yea it could work and fit in very easily


I'll be submitting Aerynnel, an Aasimar Cleric of the Four Relics. I'm still working out the details but should have something up by tomorrow.

Gold: 4d6 ⇒ (4, 4, 4, 6) = 18 x 10 = 180 gold.


Gavmania wrote:
First thing I thought of when I read that Soriel's favoured weapon was unarmed was the sacred fist archetype for warpriest.

I have a non-archetyped Warpriest of Irori I'm running; I haven't gotten far in the main campaign, but we're running a little side arena for members of the party, and I gotta say, it's quite fun. Monklike, thanks to my feat selection, but still in full plate and swinging hammers.


2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15

Hm. Alright, I'm thinking Skinwalker Warpriest.


2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 2) + 6 = 10

Beginning to work on a skinwalker Barbarian... I like the feel and idea that my Great Great Grandfather was actually a full blooded animal.


Starting with rolls to see who fate has in store for me...
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 3) + 6 = 10


A bunch of cool idea's so far, i didn't expect so many people to want to play cleric's or warpriests. So with the amount of interest seen so far i think i'm going to hold this recruitment until say next Thursday.

maybe expand a little bit on the faiths.

As an addition since skinwalkers are beginning to show that the ragebred variant aren't allowed for balance reasons


What, 5 natural attacks by level 2 is too much? :p

Are the stats rolled in order?
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (4, 5) + 6 = 15

Hot damn, my best rolls ever, probably. Thinking about some kind of Kineticist or a Psychic. I like the idea of one walking around in Full Plate with a Tower Shield. :)


I've been told by a reliable source that ragebred are a bit to overpowered and good at one thing


This will be the nine's entrant, and on second look, I will go back to sylph instead of suli. An inspired blade Swashbuckler.

random details:

height modifier: 2d8 ⇒ (1, 6) = 7 so 5'9"
weight: 2d8 ⇒ (1, 8) = 9 so 145 pounds

5 points (of the ten minute background):

5 things about charector (concept)
a. Was left with Abdel the wanderer when he was very young, the only thing his mother left with him was an old worn (but still servicible) rapier and a locket with a painting of her face inside.
b. Has always been sickly growing up.
c. He loves reading... it doesnt matter what it is, poetry,fanciful stories, histories, dull financial treaties or trade deals...if is written down it deserves his full attentions.
d. Although his heritage with the winds is clear, there is nothing he likes better than watching the water and waves.
e.He looks to Abdel as more than a father figure, he sees him as the embodiment of what a true hero should be.

2 goals
a. To find out what happened to his mother that she felt the need to leave him with Abdel
b. To become the greatest swordsmen known in the lands.

2 secrets
Known Secret - Many at the guild believe him to be an orphan found by Abdel, at the wise older man's counseling he lets them continue to believe that, but he knows his mother is out there somewhere and felt the need to hide him away for purposes he does not know.
Unknown secret - His father is a powerful and evil Undine. His mother escaped her captivity with him long enough to hide him away before she led the ones sent to capture them both far away enough for her son to have a chance at freedom.
2. He is supposed to be married to another Undine Lord's unruly daughter to cement an alliance. between the two powerful Undine lords.
3 people
Jazaila Ni' Terqiha - His mother - Her father was a wise leader in their small clan's lands. They angered a powerful undine general and he struck quickly scattering what small forces they could bear to fight back and taking her as a hostage to ensure prompt obediance to his desires. After She became heavy with the general's child, she began planning her escape... when it became obvious she they were going to be eventually caught she hid her child away with an old friend of her father's and fled further away hiding him away.

(friend)Denira Fairwind - Denira is the lovely human daughter of one of the local innkeepers (her mother) Her father is a prominant fisherman whose small fleet of fishing vessals in the town. Despite her humanity he very much is attracted to her genuine pleasent demeanor, his sense of humor and well everything about her. He thinks she knows his attraction, but he hasnt said anything about the very taboo subject.

(enemy)Darhaak - His father - A powerful Undine general and lord who took Jazaila as one of his favored concubines after a short quick battle against the Sylph where she was given up as a hostage to prevent further incursions. He knows she stole his (so far) only son away, and he keeps her close humiliating and insulting her hoping she gives some clue as to where she hid him away.

3 memories
Though very young, he still remembers his mothers final hug and the smell of her as she held him close before reliquishing him to Abdel's care. The frightful wind that arose as she hurried away into the mists, leaving him behind is a dull weight that still has a small grip on his heart.

He was eight when he read the fable about the legendary Derbin the Dervish . . . a fanciful tail about the worlds greatest swordsman who could defeat any man woman or monster with his skilled dance of blades. It was after reading that book that he asked Abdel if he could learn how to use the sword his mother left with him...

The first time he saw Denira at her mother's inn. It was the strangest sense of being hollow and filled with heat at the same time. He was thirteen and picking up and order of foodstuffs for the guildhall and had stopped in for a quick bite. She brought him his food and he was smitten from that day forward.

Actually I had a quick question about the world a bit further. as an Elemental kin do we have parental type figures? I assume we would of course But want to double check so my background makes sense. *lawls*
When you mentioned Continual wars, is it just between the nomadic and barbaric humans? do the elemental kin sometimes strike against one another? Is there a third party that is battled from time to time.
I have the ten minute background tentively done, if anything in it doesnt quite fit with the setting let me know, I can rework it easily enough.


Parental figures, yea you can have them, the guild Abel thing is more a way to connect the pc's easier for me, and give a reason you all would be traveling together.

Good thing you asked, The human/Barbarian tribes forces fight with the Elemental kin quite frequently but aren't fighting with their own kind (ie the Conquered Humans or other Barbarian tribes) as of right now. There are in fact other factions and parties with their feet in the war.

The Elemental kin are all ruled by one ruler they believe chosen by the four artifacts: the current ruler is a Sylph woman Calling herself the Queen of wind she is known to be in possession of the Crown of wind. As such none of the Elemental kin are fighting with each other.

All of these factions will eventually be know to you guys in time.

One of the biggest known issues Are Trolls.

Many monstrous races are even fighting with each other, just about the only known race not directly fighting are the Fey...


cool cool will make some adjustments then to the ten minute background, thanks for the prompt response :)


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Show me the money: 5d6 ⇒ (5, 1, 3, 6, 5) = 20

200. Not bad. I'll have the nitty gritty done by Sunday night.


What would the stats be for an Oread-born Suli? They don't have a penalty to a physical ability score, and the rules for mental stats only mention a bonus.


updated the ten minute backstory to hopefully fit more in line with the world. If there is anything there still troublesome let me know I can make further adjustments.

Would it be alright with you if I took the alternate racial trait

Breeze-Kissed:
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

over
Air Affinity:
Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.

As I have no intention to put any levels into sorcery? If not thats cool .

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