DM Barcas - Iron Gods: Unity's Promise (Inactive)

Game Master Isaac Duplechain

"Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive." -C. S. Lewis


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Welcome, players! I am recruiting for an Iron Gods Adventure Path! This game has a significant twist, however: the setting with be in Hermea, rather than Numeria. Please read the rather lengthy introduction in the following spoiler for information about this setting.

Setting Information:

INTRODUCTION

Much of what follows is directly from the Inner Sea World Guide, with the necessary adaptations for this heavily-modified Adventure Path.

More than 150 years ago, the gold dragon Mengkare grew fed up with humanity. For generations, he had watched members of squabbling nations and religions swarm over each other like ants, fighting and loving and dying in an endless series of poor decisions, always refusing to realize their natural potential. Yet even as he deplored their lack of foresight, he was fascinated by their dogged resilience—he saw how easily, with a little guidance, they could be prodded and shaped into something truly worthwhile. A magnanimous, high-minded creature by nature, he decided to make the perfection of the human race his personal mission. Mengkare immediately relocated to an uninhabited island in the southern Steaming Sea, where his experiment could go forward without fear of contamination. He then began soliciting volunteers from among humanity’s best and brightest to participate in what he dubbed “the Glorious Endeavor,” a utopian dream that began with the founding of the island’s only city, Promise. Here, safe from warfare and ideological struggle, these paragons of the human race could perfect their arts and bodies, making each successive generation healthier, smarter, and more talented than the one before it. Under the dragon’s careful (and unchallenged) guidance, the small population has grown and thrived. Life is easy and fulfilling in Hermea— or so its ambassadors claim.

Here, the government is a massive, sprawling meritocracy, with practically every citizen wielding some sort of official power depending on her area of expertise. While Mengkare alone has final say over every decision made within his nation’s borders, the dragon is wise enough to allow his subjects to govern themselves in all but the most crucial matters, and to this end he formed the Council of Enlightenment. The 13 members of the Council handle most of the day-to-day duties of governance, gathering information and advising the dragon on important matters.

The shores of Hermea are heavily defended, and outsiders are only rarely allowed access beyond the carefully regulated trading docks. Immigration is strictly controlled by Mengkare himself, and the only way for an outsider to become a citizen is to be recruited by one of the nation’s traveling undercover scouts, who follow the exploits of every nation’s heroes and report back to the Council of Enlightenment, delivering invitations to those foreign notables deemed worthy. These invitees are granted a one-time offer to join the nation’s slow march toward perfection and live a life of comfort and security. All that’s required in return is for the applicant to cede all personal authority to Mengkare, agreeing to abide by the dragon’s considerable wisdom in all matters.

Nearly all aspects of life in Hermea are decided by a set of rules and regulations sent down from Mengkare. New rules are announced in the Great Square at the base of the capitol’s hill by the gold dragon. Each of these regulations is written down by scribes; each citizen has a copy of every current order and rule given by Mengkare, and is expected to follow these general policies and procedures. In many ways, society is similar to a military organization in its design. Each individual reports to another (with promotions made by decision of Mengkare by recommendation of the Council) in a strict hierarchy. Violations of these directives are to be corrected by a rule-breaker’s overseer as compassionately and professionally as possible, but repeated or flagrant violations are not tolerated.

Children born in Hermea are given every advantage—educated in magic, art, science, and the martial disciplines according to their interests—until they are 16 years of age. At that point, they are tested by the Council and frequently offered the chance to become citizens. Children who refuse or are deemed unworthy are sent away and never permitted to make contact with Hermea again. Mating and partnering among citizens is encouraged, but the courtship process is long and frequently guided by government officials in charge of helping to naturally breed beneficial traits. While the island is primarily populated by humans, Mengkare occasionally allows in members of other humanoid races if they distinguish themselves adequately in a given field if he feels they could be an asset to the community’s genetic pool. Adding the occasional elf, for instance, tends to ensure a long-lived and physically attractive population.

There are thirteen tribes that a citizen of Hermea might be sorted into upon citizenship. These tribes give each citizen his or her surname: Alkaeus, Diocles, Epaphras, Hagne, Hypatia, Lucarus, Nikephoros, Origines, Pelagio, Rhodean, Themostila, Xanthip, and Zyphros. Each of these tribes has a general focus, such as the Lucarus specialty of military tactics and leadership or the Rhodean specialty of child-raising and education. Each of the thirteen tribes has 500 members, divided into five centuries, and is represented at the Council by a consul – the tribe’s most prominent citizen (as determined by Mengkare). Each of the five centuries is led by a tribune that reports to the consul, and each tribune has ten legates that manage a family of ten. New citizens are selected from prospective citizens and placed into the tribe to fill any vacancies immediately after they occur. Once assigned to a tribe, a citizen cannot switch to another one; asking for a transfer is seen as doubting the wisdom of Mengkara. The citizen receives a prefix denoting his or her place in the tribe: ex- for citizens, tal- for legates, et- for the tribunes, and sun- for the consuls. (For example, a citizen of the Lucarus tribe named Pytros would bear the full name of Pytros ex-Lucarus, while the legate of his family would have the surname tal-Lucarus.)

Those who are not assigned to a tribe, but still deemed fit for citizenship, are sent to the farms of rural Hermea to await their selection. They are expected to live their lives in the same fashion as citizens, and those who do so are sometimes rewarded to fill a needed vacancy in Promise. Citizens from the Zyphros tribe watch over the prospective citizens as they work in the farms and select their mates for breeding (much as the Rhodean citizens chart and plan bloodlines to assign romantic mates). Long-term romantic relationships are not allowed; if a romantic partnership does not result in the conception of a child within the first year, it is to be terminated. Romantic relationships that are not the result of assignment must be approved by Mengkare, and are subject to the same guidelines. Once a child is born, it is separated from its parents and placed with the Rhodean tribe for raising and education; it is prohibited to query the identity of one's parents without the express permission of Mengkare.

While Hermea’s few dealings with the outside world are always fair and polite, if standoffish, not everyone agrees with the country’s goals. To many, the idea of breeding humans like horses or dogs is inherently distasteful, and several major religions (particularly the faiths of Desna, Erastil, Sarenrae, and Shelyn) have condemned the nation’s mission, though their ire may be more inflamed by Mengkare’s staunch refusal to allow any form of organized religion on the island.

Religious beliefs are entirely prohibited, as Mengkare feels that they distract citizens from their duty to improve themselves and the human condition. In addition to following Mengkare’s commands and rules, citizens are expected to follow a humanist philosophy that they call the Unity Doctrine. The Unity Doctrine has the following principles: that the desires of the individual are secondary to the needs of the collective, and any individual who believes otherwise is a danger to the community; that science and reason are the key to solving all programs, and belief in the gods are superstitious fealty to powerful, uncaring beings; while all citizens are to be trained in defense of Hermea, private ownership of weaponry is forbidden and violence against other citizens is prohibited; and that all of an individual’s needs should be met so that there is no need for greed or selfish desires.

Yet for Hermea’s residents, the nation remains a shining bastion of virtue, humanity’s best hope of transcending its petty conflicts and achieving lasting greatness. Every decision in the country is made for the greater good, as determined by Mengkare, who genuinely believes in his goal and therefore remains righteous and pure, even when forced to order distasteful actions such as the termination of citizens who prove disappointing or threaten to disrupt the system. The dragon strives to give his subjects as much free will as he feels they can handle— after all, he’s picked the best and brightest, and believes they ought to be allowed to follow their passions toward greatness—but he has no problem enforcing absolute law when the need arises. What’s more, since all who accept an invitation to join Hermea are required to sign a contract ceding all free will to him before they’re allowed to enter, Mengkare knows his authority is just and legal, and any subjects unwilling to lay down their lives for the cause should have read the invitation more closely.

With its lofty goals and comfortable, progressive society, Hermean citizenship is coveted the world over, and many are the disappointed applicants who sail far across the ocean only to be politely but firmly turned away at Promise’s sandstone walls. (Occasionally, the disenfranchised try to land elsewhere on the island and infiltrate the community via stealth, but these hopeful souls are rarely heard from again.) Invitations to join the community are not issued lightly, and each year only a few men and women from across Golarion are welcomed to Hermea’s shores. Each of these is the result of careful study by agents of the Council of Enlightenment, who sometimes follow a prospective citizen for years before finally revealing themselves, often posing as cohorts, advisors, or bards seeking to chronicle a hero’s deeds. Once an invitation is issued, the recipient has as long as he or she desires to respond, but all decisions are final once made. Once an invitation is accepted, the new citizen is showered with gifts and transported at the nation’s expense to her new home, where she signs the infamous Contract of Citizenship in the presence of Mengkare himself, and is then set up in the city with everything she needs to begin her new life of enlightenment.

Promise is a true technological marvel, boasting a fusion of magic and science that is not seen anywhere else on Golarion. The soldiers who defend the island are armed with incredible weaponry: firearms that are easier to use than wands yet produce incredible flames, blades that can cut through any metal, and shields of force produced by technology rather than magic. Citizens are assisted by simple mechanical servants who aid them with any household tasks they might need. Doctors treat injuries with alchemical remedies rather than banned divine magic, and technological limbs are standard for those grievously injured. Those citizens who arrive in Promise after living elsewhere in Golarion are amazed by the technology, which far surpasses even that of Alkenstar, but it is simply a fact of life for Hermeans.

Occasionally, for whatever reason, a citizen falls from grace or a child born on Hermea fails to pass the tests required to prove his exemplary status. When this happens, the Council does its best to work with the citizen to resolve any problems that might be leading to disenfranchisement or sub-par performance. If its efforts are not successful, the offending party is quietly sent away in disgrace, and the community does its best to move forward. Hermean society’s understanding in these cases is that the undesirables are returned to mainland Avistan with enough supplies to make their way in the world, and any charred corpses that wash up on the island’s shores are generally believed to be the work of pirates.

Promise, the only large settlement of note on Hermea (population 6,578) is surrounded by red sandstone walls so high as to make its buildings invisible from the sea, with only the extensive docks in its harbor offering sanctuary to brave, blue-water sailors. Inside, its spires and domes are marvels of modern architecture, and its streets and arching skybridges are kept meticulously clean. Commerce is virtually nonexistent, as citizens are encouraged to take whatever they need and give freely to others, with those who abuse the system regulated by their neighbors and the Council. Atop a low hill rests the palatial capitol building, its walls gleaming with gold, which houses the Council of Enlightenment and Mengkare himself.

Life in Hermea, whether in Promise proper or on one of the farms that support it (for agriculture has its innovators as well), is just as wonderful as the stories tell. And if those few sailors allowed to trade there whisper of an undercurrent of fear, of rebels hiding in the forests on the far side of the island or infiltrating the Council of Enlightenment itself, then they must surely be mistaken.

Themes

I hope the above setting interests you. It will allow us to explore some very interesting concepts. Philosophical inspirations for this game will be dystopian novels such as Nineteen Eighty-Four and Brave New World, as well as science fiction stories that question reality and go into questions about technology, such as The Matrix and Battlestar Galactica. You will eventually (spoiler alert) have to rebel against the Hermean order, so the game will have a subversive espionage/social aspect as well. Technology will be prominent. Reading the Technology Guide is recommended. Not all of the technology is available, but it is good to know about.

Expectations

I am looking for six players to join me in this story. I have high expectations for my games. I currently run two games on this forum: a Kingmaker game that I have run for four years (currently in Book 3) and a Skull and Shackles game that I have run for two years (currently in Book 2). Both are fairly heavily modified to meet my stories' needs. The players that I select will be expected to post high-quality posts. Quality is more important than quantity. I generally post every 2 to 3 days (though I will speed up if I can get everyone on at the same time), and I would much rather have one excellent post every few days over a daily post that is barely more than one line of dialogue. Here is a sample from my Skull and Shackles campaign, so that you understand the sort of game that I have to offer. You will be able (and expected) to explore your character's motivations, interests, fears, insecurities, and triumphs. Play-by-post is the single best vehicle to have a heavily-roleplayed game.

Character Generation

As a Hermean character, you will be expected to be human (though you may have some other heritage). However, you will be a 20-point-buy character with a starting value of 12 in each statistic. No statistic can go below 12 or above 20 (after racial modifiers). This allows, for instance, a 20-16-16-12-12-12, 19-16-14-14-14-14, or 20-18-12-12-12-12. You will also receive an extra feat and skill rank of your choice. You must be trained in at least one Knowledge and one Profession/Craft skill.

Divine characters are initially not allowed. As you discover the dark secrets of Hermea, you may be exposed to religious beliefs and be able to take levels in divine classes. Thus, the following classes are not allowed in character creation: cleric, druid, paladin, oracle, witch (as a patron is similar in role), shaman, and warpriest.

When creating a character, please include a 1-2 line elevator pitch, and a Ten Minute Background. (If you are unfamiliar with this fantastic character-building tool, check this character's "Background" tab for an example.) A further narrative history is good if you want to flesh things out, but it's not necessary. A stat-block or a completed character profile isn't necessary, but I won't stop you from making one. If you do make a stat block for your character, please use the standard Hero Lab format.

An important aspect of your character's background should be a time in which his or her faith in Hermea, Mengkare, Promise, or the Unity Principle has been shaken. Also, I've only assigned two of the tribes to their roles. The rest of the tribe names are first-come, first-serve. If you like a tribe name and choose it for your character, please define what a particular tribe's role in Promise is. (Presumably your character's presence in the tribe will make sense.)

Timeline

I will leave this recruitment open for one week, closing it on February 1st at 6:00 am (Central Time). I may or may not select some of the players before then if an entry is particularly compelling. I will probably ask follow-up questions to flesh out characters or get more information.


Wow, this looks ... seriously impressive. Dotting with interest, thinking about an Alchemist (chirurgeon) who has issues with the experimental medicine sometimes practised on patients: the concept that the knowledge gained benefits all even if the individual dies does not sit well with his medical instinct, which is to try and heal every patient with treatment that he knows will work.

Hoping that I can find sufficient inspiration to do the concept justice.

Also, are you having traits (Iron Gods or otherwise)? Would like to work them into the backstory


Here's a character concept. I don't have his crunch done, but I'm planning to make him an Unarmed Fighter moving toward Dragon Disciple.

Kaxon:
Five background and concept elements important to Kaxon ex-Origenes.
1) As a result of being intelligent, strong and terribly good looking, as well as remarkably potent, Kaxon has been a hot item for breeding partnerships. At the age of 19, he’s already sired 74 children from 58 different women. He is largely disillusioned with the process and sees it as a chore of which he is becoming increasingly discontented.
2) Kaxon is currently a citizen in charge of making breeding choices amongst the people being considered for citizenship amongst the outlying farms. Seeing the breeding of the cattle and the similarities between what happens to them and what happens to the humans around him despite the clear superiority of the humans has brought intellectual doubts concerning the Unity principle.
3) Oddly enough, Kaxon has also been losing his taste for meat. He doesn’t find the texture appealing anymore and having witnessed the slaughterhouse as well as seeing the similarities between the livestock and the people around him has made him somewhat sympathetic to their lot.
4) Whether through familiarity with the technology or his natural prowess, Kaxon has shunned the use of weaponry. He prefers getting his hands dirty and he possesses the strength to make it work.
5) Kaxon is well liked and regarded because of his detachment from the process and is considered one of the best at what he does regardless of his young age due to his unbiased work.
Two goals that are important to Kaxon.
1) Kaxon would like to find out the whereabouts and fate of his children
2) He also would like to discover the fate of the citizen known as Acerbalana whom has recently gone missing without explanation.
Two secrets about Kaxon, one that he knows, and one that he not yet aware of.
1) Kaxon, after having many short relationships longs for the first one he ever had with the citizen named Acerbalana. This longing has made everything else a burden to him, and he doesn’t really know why it’s such a problem.
2) Kaxon is one of the people with Menkare’s blood in his veins. As a result, despite his fruitfulness, the children were rigorously tested and many were rejected from citizenship to keep too large a content of the great dragon’s blood itself to be spread throughout the population.
Four people that are tied to Kaxon, three are friends and one is an enemy.
1) Acerbalana is a rare beauty and the person to whom Kaxon’s heart belongs. They have had four children, more than any other pairing, mostly due to the favorable mix of their attributes. She was his first, and all women in his opinion pale in comparison. He idly dreams of her golden hair and when carrying out his duty in reproduction with other women, he imagines that he is with her.
2) Horack tal-Origenes, Kaxon’s supervisor is his biological father and uses a fair about of favoritism toward his son. Since opinion of Kaxon is high, there are few that resent this. Although it’s not outwardly known, Horack is a Sorcerer of the highest order.
3) Menkare keeps an eye on all his progeny, expecting much more of them than from regular citizens. Currently he’s in the midst of deciding whether or not to keep his bloodline mingled with the humans or to toss the whole batch out of the grand experiment.
4) Opastaca ex- something is possessed with a fierce jealousy toward Kaxon. She both loves and despises the lack of reciprocation from Kaxon and is aware of his feelings toward Acerbalana.
Four memories, mannerisms or quirks Kaxon possesses.
1) Kaxon has a bad habit of scratching his skin, particularly around his hands. It’s not really irritated or dry, but he has a deadness in it that he can’t explain and it brings him comfort to scratch.
2) Kaxon is plagued with dreams of his beloved, day and night. As a result he doesn’t sleep well and tends to be a bit grumpy.
3) Horack had found him when he was quite young, told him a secret that he was his father and embraced him strongly. The motion, never repeated, had filled his young heart and is one of his earliest memories.
4) Opastaca had idly questioned him about leaving the grand experiment once, hoping that the two of them could run away together. Kaxon had laughed at her, having never thought of the idea before, but it had grown in his thoughts since then and is one of his regrets. He doesn’t feel any real attraction for Opastaca, but he’s begrudgingly decided she may have a good idea.


Darkness Rising wrote:

Wow, this looks ... seriously impressive. Dotting with interest, thinking about an Alchemist (chirurgeon) who has issues with the experimental medicine sometimes practised on patients: the concept that the knowledge gained benefits all even if the individual dies does not sit well with his medical instinct, which is to try and heal every patient with treatment that he knows will work.

GET OUT OF MY HEAD.

Had a similar idea (Vivisectionist maybe) in mind.

Time to work on a plan B.


Barcas, how do you feel about using a reflavored False Priest (or other, similar Arcane caster grabbing some divine stuff)?

Seems like it could be a great fit, or not fit at all for what you're building, depending on various societal details and such.


dotting for interest.


This seems really interesting. Different, but very interesting indeed!


I'm definitely interested by this, and will be pondering a character concept. My thoughts currently lean towards a human ex-Rhodean wizard.

I've been curious to play a Diviner for a while (specifically one of the Foresight focused school), but I know the Divination school tends to present some campaign issues. Would this be a problem for you, or do I have your go-ahead?

Another question: Is the extra skill rank only at level 1, or at every level?


Traits are fine, though some might have to be re-skinned to fit the setting. An additional trait can be earned with a flaw, if it is appropriate for the character.

Oh, and before I forget: Occult Adventures classes are allowed. Another thought that I wanted to convey is that Gattacca is also an inspiration, as is the book Starship Troopers.

The prospective citizens (called residents) who live in the farm communities is of an undetermined population size. They have far less technology, though all of their needs are similarly met. Generally, the populations do not mix. Residents are not allowed in Promise, and citizens have little reason to venture outside the city. Leaving the city on non-official business is a suspicious act.

Oterisk: Would others be aware that his father is also his legate? This would be highly unusual, and the ban on knowing the whereabouts of one's parents or progeny would make it quite difficult to know for sure. My suggestion is that he and his legate both believe, based on similarities and possibly wishful thinking, in a filial relationship but don't have any confirmation. Would he make the possibly dangerous step of petitioning Mengkare? Presumably he would work closely with his Rhodean counterparts. Is he close to anyone in that tribe? Also, 74 conceptions in 3 years is an impressive feat. He must be quite potent. Have they been breeding him with other citizens, or both citizens and residents? The pairing process takes a little while, so he would probably top out at 36 or 40 or so (unless the high number is an intentional breach of protocol).

LessPopMoreFizz: I could be convinced with the right story that it is a viable option, but it is a hard sell considering the anti-divine bias of Hermea. I encourage a bold story, so have at it!

Cydrius: Divination is fine, though it might (depending on usage) be socially shunned as superstitious. It might be quite useful as a Rhodean, though, in determining bloodlines. The extra skill is every level; basically, the human bonus feat and skills have been doubled. As a result, one could trade the bonus feat and skilled racial trait out for another racial feature and still have one bonus feat and an extra skill point per level.


We will also have Hero Points.


All he knows is that this person said he was his father and later became his legate when he became a citizen. I would think that others did not know, and it was possible that his father used some kind of divination to discover which of the kids was his own. I'm pretty sure he wouldn't petition Menkare on that front because of that lack. The reasons why he did this is still up in the air, but I figured it could be just an acquired sentiment or it's possible that in growing up he always longed to know who his father was and made a point to seek out his own offspring.

I was operating under the assumption that as soon as he was able to sire children he'd be put into the job. This isn't being done for companionship or because the parents are ready, but just as soon as they are biologically fit, so I figured he was at it for about five or six years. Regardless, I just treated him like a prize bull or rooster which is a bit overworked in the area to encourage his discontent. We can adjust the numbers down or even make him older if you'd like. Bumping his age to 25 would make him slightly easier to play since that's closer to my actual age, and it wouldn't hurt my concept at all.


They wouldn't begin breeding a citizen until he or she has passed the tests, as they would be focusing on their education and preparing for the test. It also probably would take a young man quite some time to get bored of such a setup, so 25 is probably a more fitting age for his number of sired children and his disillusionment.


Thank you for the information. I'm fine with potential social shunning. I was picturing it as more of a "peer through time and space for useful information" take on divination, which seemed fitting for a society such as Hermea.

There's a slightly thornier point of my character's potential background I'd like to get your approval on, as it makes an assumption that I'm not 100% sure is right:

Spoiler:
For a time, the character was eyeing a bright and motivated boy, the child of fellow Rhodeans, as a potential future apprentice. However, the boy failed to pass the test required for citizenship, and was sent off. The character has no issue with this, understanding that it is the way of Hermean life, though concern for the boy's well-being nags him for a few days afterwards. Wanting to lay that concern to rest, the character attempts to get an omen of the boy's safe passage... and finds himself completely walled off from that information, as though someone were actively working to conceal the boy's fate from him. This, naturally, concerns him gravely, planting the first seed of doubt in his mind.

Does this seem in-tone with the setting?


Dotting for tracking


I would love to get into this campaign. Right now all I can do is dot, but tomorrow I can definitely get some crunch up. Thinking of going unbreakable archetype into ranger specializing in shield use. The thought behind the unbreakable archetype is that he was recruited for his natural physical abilities. Probably going for a trappers as a profession, maybe even a smithy.


Returning with outline 10-minute background for Simeon ex-Themostila; I hope it matches your concept. Let me know if it's overly dystopian (or not dystopian enough!)

@LessPopMoreFizz - what can I say? Great minds, and all that... :)

10 minute background outline:

Five important concept and background elements

1) Simeon was born in Hermea and knows no other life. His quick thinking and aptitude for physical endeavours (particularly those requiring finesse over brute force) marked him to be chosen into the Themostila tribe.  Themostila specialises in the technical fields where both intellect and skill with the hands are important: surgeons, mechanical artisans, technologists, experimentalists.

2) Simeon has mastered a number of different fields, including alchemy and medicine; his supervisors have been impressed with his progress. He has recently been assigned to military research, including explosives and battlefield elixirs. He views this as an annoying distraction from medicine.

3) Medicine is more than Simeon's profession: it is his calling, and he can allow himself to get too involved with his patients. He takes it personally when they die and has to occasionally be reminded that no one is immortal and that humans do not live forever. There is some concern that his care for his patients can compromise his detachment, but so far no one has said so to Simeon's face.

4) The practice of medicine within Hermea is that all should receive care; however, the Unity Doctrine means that all are subordinate to the majority, and experimental treatments are often approved for high risk patients. The idea is that what is learned will benefit everyone, even if that patient dies. Simeon loudly disapproves of this concept, and seeks to treat all his patients with techniques that he knows will work, even if the sum of human knowledge is not advanced. His supervising tribune, Janus et-Themostila, has quietly been trying to dissuade Simeon from attracting too much unwanted attention.

5) Simeon has not married, but has started a relationship with Zoe ex-Diocles, one of the girls he grew up with (see below); however, they have been together for 9 months and have not successfully conceived even once. Simeon knows that in the absence of pregnancy within the next three months, they will be ordered to separate. This knowledge has driven him to investigate and experiment upon himself and on Zoe (with her permission), in an effort to find the cause of the problem.

Two important goals

1) Simeon wants - needs - to know what is preventing any child from being born, and will go to almost any length to find out.

2) Simeon would like the use of experimental medicine to be put second to the patient's own welfare. He is considering proposing an amendment to the rules governing doctors: namely, that their first concern should be to do no harm.

Two secrets, one known to Simeon and one he doesn't know.

1) Simeon has been asked to investigate possible elixirs for military use, to improve the physical attributes of Hermea's soldiers. However, he has no intention of testing these on anyone until he can get them to work. He has therefore (against orders - he's forbidden from doing anything that might harm his brain or compromise his intellect, since both are property of Hermea) been testing them on himself.

2) Unknown to Simeon, his views have been reported up the chain of command and are a matter of some concern. It was not his tribune Janus who reported him. The current decision has been to do nothing overt, but to watch him quietly. For his own good, of course. He may yet settle down. Best to get him married off. For this reason, his lover Zoe's tribune has been secretly supplying Zoe with contraception; once the relationship is broken up, they can partner Simeon with someone who will monitor his views and steer him gently back to orthodoxy. For his own good, of course. For everyone's good...

Four people tied to Simeon, three friendly, one unfriendly

1) Simeon's lover, Zoe ex-Diocles. A wizard by training, she and Simeon grew up together and have known one another as long as Simeon can remember. Simeon would do anything for her, and the knowledge that they will be ordered to separate in 3 months' time drives his every waking moment.

2) Janus et-Themostila, Simeon's supervising tribune. Janus has a very high opinion of Simeon's ability and is fond of joking that Simeon can cut open a patient, remove their organs one by one and replace them before the patient can even say "ow". Janus is sympathetic to Simeon's views, but knows what is needed to succeed in the tribe and has ambition to serve on the Council one day. He doesn't want any trouble. He therefore hasn't made a fuss about Simeon to anyone and hopes it will all quietly blow over.

3) Thierry ex-Lucarus, who gained citizenship at the same time as Simeon. Unlike Zoe and Simeon, Thierry is an outsider and is some 10 or 15 years older; he found sanctuary in Hermea from the world outside and believes fervently in the Hermean ideals. He is assigned to defensive responsibility of the island. Despite being in different tribes, Simeon and Thierry do their best to meet up when they can; they formed a bond during the citizenship testing and are close friends. Simeon hasn't told Thierry anything of his recent doubts.

4) Lucilla et-Rhodean, the tribune assigned to watch over Simeon. It is her judgement that the matter is best handled quietly and in that sense she has Simeon's best interests at heart. She disagrees strongly with his views, naturally, but considers that gentle correction is needed, rather than stern discipline.

5) Mark ex-Themostila, a junior associate working with Simeon. He very much wants to try out new and experimental things, and has been frustrated by having to obey Simeon's instructions to do what they know works. He reported Simeon's views for two reasons: firstly because he disagrees with them, but also because if something 'happens' to Simeon, Mark will be promoted to his place. He rather hopes that something will 'happen' to Simeon.

Four memories, mannerisms or quirks

1) One of Simeon's most vivid early memories is of Zoe, and the way her long, blonde hair floated in the breeze, and her smile as her green eyes met his; they were playing some childhood game or something, he doesn't recall the details.

2) As a surgeon, Simeon is acutely aware of the need to keep his skills sharp, and his long fingers are almost always moving, usually twirling something: a pen, a coin, or even a scalpel.

3) Simeon is almost obsessively neat in appearance: his dark hair is close-cut and styled, and he has no loose sleeves or trailing shirt-tails. His movements are careful and deliberate.

4) Simeon's care and kind concern for his patients mask a fierce competitiveness: in sports, he is almost a different person who will do whatever it takes to win. Those who know him only from his work are very surprised the first time they cross him on the playing field or the sports hall; Thierry often jokes that the only time he misses his home country of Galt is when he's playing against Simeon: "at least the Gray Gardeners pretend to follow the rules!"


Cydrius: That sounds like an excellent idea. Divination of 'reading entrails' would be seen as superstitious, but divination of other types would be quite useful.


Barcas how do you feel about wordcasting from ultimate magic? If I don't go fighter ranger, I was thinking sorcerer.


I'm not a fan of wordcasting. It doesn't have enough support and wasn't well thought-out.


I'm currently writing my background. I'd like to claim the tribe of Diocles as the tribe of knowledge seekers; those who seek knowledge for Hermea through experimentation, research, and magical scrying alike. Darkness, I note that you have a Diocles wizard in your background. I hope you don't mind this potential definition.


@Cydrius - that actually works really well; I wanted to distinguish the knowledge/technical skills (Simeon's tribe) from the wizardry/arcana tribe, and your definition fits with that completely.


Darkness Rising: Some great stuff in there, but two points of clarification. There is no marriage in Hermea, just these temporary child-bearing partnerships. Marriage and family would result in people putting the needs of their spouse or children above the community, a violation of the Unity Principle. Thus, Simeon wouldn't be steered towards a spouse. Secondly, I'm a little confused by the inclusion of Lucilla, or at least by the phrasing of their relationship.

What does he feel about cybernetics? As a surgeon, has he installed any? Look at the Technology Guide link for details.


Quick question. How do you feel about the white mage archetype for the arcanist?


It is fine since it comes from an arcane source.


IS Ivan Drago a fitting character archetype for this?


It could be an interesting story. Tell me more.


Occult Adventures classes are allowed?

Okay. I'll start working.


Well Ivan Drago is a creature of ideology.

Hermea runs on ideology. It can only exist through its perceived superiority over the rest of the human race. Without this perception it's just a benevolent tyranny.

So, it has to occasionally test that by going out into the real world and pitting its best against that world.

Our Ivan Drago character would be an aspect of that test. A man born adn bred to be the best physical specimen available, trained in the best techniques available and expected to eventually test that in combat on the mainland.

Well, rather than being sent out to murder punch Apollo Creed the project ended up being cancelled. Perhaps it was felt that the time for it was missed, or that priorities changed.

So, what do you do with a man born, trained, and sculpted into the living embodiment of perfect martial perfection? How would such a man handle it?

Sly Stallone actually did say what happened to Ivan after the movie. He said that IVan would become a drunk, his wife would divorce him, and he'd end up committing suicide in a cabin in siberia.

So what about an Ivan that never came to be?


That sounds like a pretty interesting idea. Put it in 10 Minute Background format and we'll poke at it.


Short Version: Efin is an intelligent, creative, and somewhat brash young woman whose curiosity gets her into trouble and whose charm gets her back out of it. What the rest of the people on the island haven't realized is that her powers are beyond anything they expected...

10 Minute Outline:
Five background and concept elements important to Efin ex-Xanthip

1) Efin has spent quite a bit of time serving as a Barmaid in one of Promise's drinking houses. Alcohol in general isn't popular on the island, but various mixed drinks - especially fruit juices - are common. Efin is near-constantly trying out new mixes in different proportions to see what happens, and there are some people who believe she would make a good alchemist. When she's not mixing drinks, Efin performs research for her family, lending her natural intelligence and uncanny way of finding information to their efforts. [Mechanically: Profession (Barmaid), as well as Knowledge (Arcana and Planes).]
2) Efin is curious, and often wants to learn more about these. To the public, this just seems to be another facet of the cheerful girl serving them drinks - in reality, it's caused by the powers she does have, and she's circumspect in what she demonstrates to others. [Mechanically: Nothing in particular, but it will be present in her fluff. She's the kind of person who'd push buttons if they were left unguarded...]
3) Violence is often the answer to threats, but Efin actually prefers to try the diplomatic approach instead - she's at the pinnacle of human charisma (probably due to some of that elf blood the island's brought in). However, while she's willing to be diplomatic the normal way, that's not her only option. Efin is an excellent liar, though she's good at heart and tries to be honest about the important things. However, she's not above fibbing her way out of trouble, and in fact does so (with truly phenomenal skill) on a regular basis. [Mechanically: Fast-Talker trait and training in Bluff.]
4) Efin has always been interested in the stars, but not for the reasons most people think. Her powers as a Summoner come from the void between stars, not some celestial paradise, and this has had a major influence on her worldview. [Mechanically: Her altered Summoning List - see below]
5) Finally, Efin is habitually secretive about the limits of her abilities. She doesn't think other people would understand her abilities, especially because they developed without her conscious control. [Mechanically: Balance-related limits on her Summoning abilities, since those are widely agreed to be a bit much normally.]

Two Goals That Are Important to Efin

1) Her major goal in life is understanding the limits of her powers and properly putting them to use. Courtesy of her summoned friends, Efin knows that there are things the island doesn't understand yet, and she wants to see how much she can learn. She often wonders what would happen if an idea of the island was wrong somehow, though she carefully avoids mentioning this in public.
2) This is more of a hope than a goal, but Efin would really like to limit the available knowledge on her powers, keeping it to a small group of people she can trust. She doesn't know how the island would react if it was revealed she had the powers of chaos at her command, but she doesn't expect it would be good...

Four people that are tied to Efin, three are friends and one is an enemy.

1) Endrazar sun-Xanthip: Consul of the Xanthip family, which specializes in theoretical research and developing practical applications of technology, magic, and other things. A particularly intelligent man, he was one of the first to notice a young Efin's interest in obscure knowledge (though even he didn't realize she'd gained that knowledge by summoning otherworldly beings and talking to them). He soon arranged for her to be groomed for entry to the family - her naturally high intelligence wasn't hurting matters any - and that set the course of much of her life.
2) Jareth ex-Pelagio: One of Efin's friends when she was a child. He was the same age as her, and taught her most of what she knows about bluffing and hiding activities from the watchful eyes of others. This proved invaluable later on in life, when she needed to hide her summoned creatures so nobody would know she could call them, and they're friends to this day.
3) Miranda ex-Rhodean: The operator ("owner" isn't really the right word in Hermea) of the bar where Efin occasionally works. Both of them do this for fun, and she introduced Efin to the true entertainment of creatively mixing drinks. To this day, Efin has a habit of combining drinkable liquids together to see what they taste like, and together they've worked to run an establishment where people can come and enjoy something tasty and refreshing while working on whatever it is they're doing.
4) Cabno et-Xanthip: One of the tribunes of Efin's clan, but not the one directly overseeing her. Scholastic infighting can be some of the worst that ever occurs, and Cabno was particularly vexed when a young Efin - not knowing any better then - found and pointed out a huge flaw in one of his theories just before he was due to present it to Mengkare himself. He never found out how she'd managed it (the knowledge came from her summoned allies, actually), but the embarrassment was enough that he's never passed up an opportunity to make trouble for her... in ways that are acceptable to the rest of Hermea, of course. The nation's attitudes make direct action difficult, but he's very good at being subtle...

For Memories, Mannerisms, or Quirks

1) Efin's first summoning came when she was a young girl, exploring outside of the city. She shouldn't have been doing that, but she'd always been a scamp that way, and she happened upon an injured animal that was lying on the beach. Being a basically nice girl at heart, Efin tried to do anything she could to help, until finally her emotions got the better of her and she cried out for someone, anyone to help. The answer didn't come from any god - it came in the form of a man-shaped creature of stone that tended to the animal's wounds before fading away. The non-violent nature of this first encounter had a major impact on Efin's views of her summons, and was a major factor in why she now treats them as friends.
2) Efin likes flavorful foods and has something of a sweet tooth. She's a big fan of sauces, seasonings, and anything else that can be used to make a meal more interesting, and habitually carries around non-perishable flavorings for exactly this purpose. She doesn't object to eating meat or vegetables, but will always go for fruit when given the chance.
3) Throughout her life, Efin has lived in attics. That's not exactly a bad thing in Hermea, especially when said attics tend to be wide, open spaces where she can pile up books on magical theory and run some experiments with summoning, but it also means she's used to having a lot of space, and doesn't always know how to interact with living in tight quarters with a smaller group.
4) Efin is extremely loyal to any friend as long as they don't betray her, and she'll go out of her way to help them, even lying on their behalf if it's for a good cause. However, once lost, her trust is extremely difficult to remain.

On Summoning:
The Summoner - and the Master Summoner in particular - is noted to be a fairly powerful class. A six-player group is an impressive force as it is, and my plan is for Efin to help the group by summoning minions to flank enemies, soak up damage, and generally protect the party... as well as provide an alternate source of knowledge and abilities that their foes won't expect.

However, balance is important. As a GM and a player, I recognize this, and so I have a few suggestions if you're willing to allow me to use an alternate summoning list (composed almost entirely of monsters from the official bestiaries - I think one or two are from the Tome of Horrors):

-Summoning Mastery: This ability is the main power of the archetype. Normally, it allows for summoning a small army - to weaken this archetype a little, I'd like to limit it to 3 uses active at any one time. This'll still allow for a decent number of minions, but without getting to the point of being totally broken. This has the added bonus of reflecting Efin's desire to not admit how much she can really do - basically, she could summon more, but doesn't. (Said limit might be lifted for appropriate encounters, i.e. unusually large-scale combat versus a bunch of enemies, as opposed to the encounters we'll normally face).
-Eidolon: Master Summoner already halves the power of the Eidolon to make it less broken, but I kind of want to avoid using it anyway. I'd be happy to trade it for extra daily uses of Summoning Mastery - this would provide a more tangible limit on Efin's power, especially because I don't think we'll need a sneaky scout Eidolon in a six-person party.
-I typically run this list with the creatures speaking Aklo and having the chaos-aligned template (instead of the good-aligned one that they'd normally have).
-A custom feat to exclude allies from some of the powers of summoned creatures would be wonderful. XD; Say, herself + 1 ally per point of Charisma modifier?


Rednal: Does she have any reason to doubt the Hermean experiment? Has she ever been troubled by experiments with creatures from beyond the stars, which tend to be a dangerously alien bunch? What is her relationship with them, and vice-versa? Seeing as summoners have spells, does she pass herself off as a sorcerer or does she hide her abilities completely? How's her sanity, which usually cracks a little under the weight of such a bargain.

Here's what we have so far as submissions (beyond questions or simple marks) go:
Kaxon ex-Origines: Dragon-blooded sorcerer (bloodrager?) who has been used as a prize breeding stock.
Simeon ex-Themostila: Surgeon and alchemist who is having second thoughts about the ethics of experimentation.
Efin ex-Xanthip: A barmaid trying to hide her powers to summon creatures from beyond the stars.

And the tribe names that have been claimed and defined are:
Rhodean: Assigning and tracking bloodlines and breeding partnerships for citizens.
Lucarus: Military tactics and leadership.
Origines: It's not explicitly defined in Kaxon's post, but let's say that their role is monitoring, shaping, and controlling the population of residents.
Themostila: "Technical fields where both intellect and skill with the hands are important: surgeons, mechanical artisans, technologists, experimentalists"
Xanthip: "Theoretical research and developing practical applications of technology, magic, and other things"
Diocles: "Knowledge seekers; those who seek knowledge for Hermea through experimentation, research, and magical scrying alike"

Let me know if I missed any.


This looks REALLY interesting, so I think I'll leave a dot. (See a couple of familiar faces here, which is always nice!)

I'm thinking of an investigator. I'll mull over the setting info and see what sticks. :-)


Here we go:

Jorael ex-Diocles

I prefer not to post with an alias until it's approved. I hope that's not an issue. I'll probably be making minor adjustments to the profile as more ideas come.


@DM: Efin's doubts about the Hermean experiment originate mainly from her possession of knowledge that most of the island's denizens don't have. Access to information is currently quite limited (the summons on the first level of the list, which is all she can call from right now, aren't the brightest beings around), but they've planted some major seeds of doubt in her mind about how effective the experiment truly is. She also doubts Hermea's ability to withstand a major attack from the types of creatures she now knows exist. Her belief in the experiment hasn't been totally destroyed, but she's never had a problem with questioning authority, and she would definitely turn against the Hermean League if she thought it was the right thing to do.

She hasn't been terribly troubled by her powers thus far (because A) It's been mostly non-violent, and B) Her summons are obedient), but part of that is because she doesn't know the true depths of the horrors she's dealing with - all she really knows is that alien life does exist and she's able to communicate with it when she calls it up. Her growing understanding of the Dark Tapestry - including the fear its minions can cause and needing to decide if she thinks it's worth continuing to gain power as a Summoner - is something I plan to examine over the course of the game. In a similar vein, her sanity hasn't been too badly damaged just yet because she simply hasn't summoned or contacted anything weird enough to do that.

I haven't decided on Efin's list of spells yet, but you can expect her to pass it off as a mild degree of natural magical talent that she hasn't really practiced. Her work as a researcher means she's more into reading about magic than casting it, which fits with the function of her family. That's the public view, anyway - in private, she's trying as hard as she can to master more magic so she can defend herself better.

Oh, and one other important detail: The summons are Chaotic Neutral, as are the highest deities of the Dark Tapestry. Efin herself is Chaotic Good, and as noted earlier, she's loyal to her friends. As a result of her influence and desires as a summoner, her minions are not just going to be raving Lovecraftian monstrosities that only want to destroy everything in sight. You can expect them to do as she tells them to and generally act in ways that support the story. Alien morality may crop up once she has something truly intelligent and able to discuss such matters...


Cydrius: Jorael wouldn't know that Mercucio is the son of anyone, as such records are closed. Children are removed from their mother after a nursing period. (The parents are separated as soon as the pregnancy is confirmed.) Children are then collectively raised by the experts of the Rhodean tribe, though other tribes are expected to contribute to teaching and mentoring. The general thrust is great as far as Mercucio goes - just with that one detail excised. How does his farmer heritage affect him - high Constitution, I presume? How old is Jorael? Has he brought his concerns to anyone's attention, or is he keeping it to himself? How does he treat people who are augmented by technology or those who use it easily? Does he shun the automated doors, mechanical servants, scanners, and other amenities of modern technology?

Rednal: How old is Efin? Has she had any children or been assigned a mate for the purpose of conceiving one?

Some more details about Hermea and life as a citizen:

Generally, a female citizen is expected to have two to three children over adulthood. Most citizens receive their first such assignment before the age of 20. When assigned to mate, the prospective parents will live together in a double-size apartment to aid in conception. Each citizen has a fair amount of space and lives alone (generally) in an apartment. Apartments are assigned by tribe, generally with a century all living in a given building. Legates, tribunes, and consuls receive larger residences with more amenities as a reward for their service.

Recreational sexual behavior is fairly regulated but not prohibited. Unless attempting to conceive a child as assigned or allowed, contraceptive methods are expected. Conceiving a child without permission is absolutely prohibited. No given pair can engage in an active sexual relationship for a period longer than two days unless they are in the process of conceiving. They must petition Mengkare for permission to continue the relationship beyond that point for the purpose of bearing children (up to the one-year limit). These self-originated relationships are heavily scrutinized for appropriate suitability (both in terms of producing children that will benefit the genetic pool and in terms of not being a disruptive development) before approval. Occasionally, the Rhodeans will secretly manipulate a situation to organically introduce a pair in the hopes that they will select each other as mates willingly; this is done as an experiment to see if it produces superior specimens. Homosexuality is not prohibited, but these citizens are not exempt from being assigned to have children. While Hermean society has a tolerant, progressive worldview, a sense of decorum is expected as far as sexual behavior is concerned.


DM Barcas wrote:

Darkness Rising: Some great stuff in there, but two points of clarification. There is no marriage in Hermea, just these temporary child-bearing partnerships. Marriage and family would result in people putting the needs of their spouse or children above the community, a violation of the Unity Principle. Thus, Simeon wouldn't be steered towards a spouse. Secondly, I'm a little confused by the inclusion of Lucilla, or at least by the phrasing of their relationship.

What does he feel about cybernetics? As a surgeon, has he installed any? Look at the Technology Guide link for details.

@ DM Barcas - thanks for the reply, it looks like I misunderstood: I thought romantic partnerships were broken up after 12 months if no children issued, thus giving scope for for longer-term relationships if there were children. I see now that it's a bit more complicated than that (to be fair, there's a lot to read!).

Also, having re-read what I wrote, I'm probably guilty of too many sub-plots; I wasn't sure about Lucilla either, which is why I included Mark as a more 'traditional' antagonist.

Simeon is definitely into cybernetics! I'm planning to take the 'Technologist' feat and (if permitted) the trait from Iron Gods (here - it would need re-flavouring) that gives a +3 bonus on technology.

REVISED 10 minute background outline:

Five important concept and background elements

1) Simeon was born in Hermea and knows no other life. His quick thinking and aptitude for physical endeavours (particularly those requiring finesse over brute force) marked him to be chosen into the Themostila tribe. Themostila specialises in the technical fields where both intellect and skill with the hands are important: surgeons, mechanical artisans, technologists, experimentalists. He has had training in most areas of technology including cybernetics; he is a gifted surgeon (see below).

2) Simeon has mastered a number of different fields, including alchemy and medicine; his supervisors have been impressed with his progress. He has recently been assigned to military research, including explosives and battlefield elixirs. He views this as an annoying distraction from medicine.

3) Medicine is more than Simeon's profession: it is his calling, and he can allow himself to get too involved with his patients. He takes it personally when they die and has to occasionally be reminded that no one is immortal and that humans do not live forever. There is some concern that his care for his patients can compromise his detachment, but so far no one has said so to Simeon's face.

4) The practice of medicine within Hermea is that all should receive care; however, the Unity Doctrine means that all are subordinate to the majority, and experimental treatments are often approved for high risk patients. The idea is that what is learned will benefit everyone, even if that patient dies. Simeon loudly disapproves of this concept, and seeks to treat all his patients with techniques that he knows will work, even if the sum of human knowledge is not advanced. His supervising tribune, Janus et-Themostila, has quietly been trying to dissuade Simeon from attracting too much unwanted attention.

5) Simeon has not married, but has a passionate started a relationship with Zoe ex-Diocles, one of the girls he grew up with (see below); however, they have been together for this has lasted 9 months and have not successfully conceived even once. Simeon knows that in the absence of pregnancy within the next three months they will be ordered to separate he and Zoe are considering a petition to Mengkare to be allowed to remain together. This knowledge has driven him to investigate and experiment upon himself and on Zoe (with her permission), in an effort to find the cause of the problem.

Two important goals

1) Simeon wants - needs - to know what is preventing any child from being born, and will go to almost any length to find out. to find a way to stay together with Zoe.

2) Simeon would like the use of experimental medicine to be put second to the patient's own welfare. He is considering proposing an amendment to the rules governing doctors: namely, that their first concern should be to do no harm.

Two secrets, one known to Simeon and one he doesn't know.

1) Simeon has been asked to investigate possible elixirs for military use, to improve the physical attributes of Hermea's soldiers. However, he has no intention of testing these on anyone until he can get them to work. He has therefore (against orders - he's forbidden from doing anything that might harm his brain or compromise his intellect, since both are property of Hermea) been testing them on himself.

2) Unknown to Simeon, his views have been reported up the chain of command and are a matter of some concern. It was not his tribune Janus who reported him. The current decision has been to do nothing overt, but to watch him quietly. For his own good, of course. He may yet settle down. Best to get him married off. For this reason, his lover Zoe's tribune has been secretly supplying Zoe with contraception; once the relationship is broken up, they can partner Simeon with someone who will monitor his views and steer him gently back to orthodoxy. For his own good, of course. For everyone's good...

Four people tied to Simeon, three friendly, one unfriendly

1) Simeon's lover, Zoe ex-Diocles. A wizard by training, she and Simeon grew up together and have known one another as long as Simeon can remember. Simeon would do anything for her, and the knowledge that they will be ordered to separate in 3 months' time drives his every waking moment.

2) Janus et-Themostila, Simeon's supervising tribune. Janus has a very high opinion of Simeon's ability and is fond of joking that Simeon can cut open a patient, remove their organs one by one and replace them before the patient can even say "ow". Janus is sympathetic to Simeon's views, but knows what is needed to succeed in the tribe and has ambition to serve on the Council one day. He doesn't want any trouble. He therefore hasn't made a fuss about Simeon to anyone and hopes it will all quietly blow over.

3) Thierry ex-Lucarus, who gained citizenship at the same time as Simeon. Unlike Zoe and Simeon, Thierry is an outsider and is some 10 or 15 years older; he found sanctuary in Hermea from the world outside and believes fervently in the Hermean ideals. He is assigned to defensive responsibility of the island. Despite being in different tribes, Simeon and Thierry do their best to meet up when they can; they formed a bond during the citizenship testing and are close friends. Simeon hasn't told Thierry anything of his recent doubts.

4) Lucilla et-Rhodean, the tribune assigned to watch over Simeon. It is her judgement that the matter is best handled quietly and in that sense she has Simeon's best interests at heart. She disagrees strongly with his views, naturally, but considers that gentle correction is needed, rather than stern discipline.

4) Mark ex-Themostila, a junior associate working with Simeon. He very much wants to try out new and experimental things, and has been frustrated by having to obey Simeon's instructions to do what they know works. He reported Simeon's views for two reasons: firstly because he disagrees with them, but also because if something 'happens' to Simeon, Mark will be promoted to his place. He rather hopes that something will 'happen' to Simeon.

Four memories, mannerisms or quirks

1) One of Simeon's most vivid early memories is of Zoe, and the way her long, blonde hair floated in the breeze, and her smile as her green eyes met his; they were playing some childhood game or something, he doesn't recall the details.

2) As a surgeon, Simeon is acutely aware of the need to keep his skills sharp, and his long fingers are almost always moving, usually twirling something: a pen, a coin, or even a scalpel.

3) Simeon is almost obsessively neat in appearance: his dark hair is close-cut and styled, and he has no loose sleeves or trailing shirt-tails. His movements are careful and deliberate.

4) Simeon's care and kind concern for his patients mask a fierce competitiveness: in sports, he is almost a different person who will do whatever it takes to win. Those who know him only from his work are very surprised the first time they cross him on the playing field or the sports hall; Thierry often jokes that the only time he misses his home country of Galt is when he's playing against Simeon: "at least the Gray Gardeners pretend to follow the rules!"


dotting for interest


This is an interesting campaign idea, and I was really tempted to come up with a character for it, but I spent a couple hours without anything solidifying as a compelling character idea. I wish you the best of luck and plan to keep an eye on the submissions here, since I'm rather liking the background format you require.


@GM: Got a bit long, so spoiler'd.

Spoiler:
Efin is a young adult (20-ish), likely assigned her first mate not too long ago. I would be willing to take this in several directions, depending on what sort of issues you'd like to see (or would prefer to avoid) at the table. You may recall from the 10-minute outline that she's usually lived in larger, more open spaces by herself - she's not used to sharing rooms with anyone, and would in fact prefer to get away from that as fast as possible. Of the two most likely scenarios that would arise from this, I think the more probable one is that she would be extremely active sexually during any time she would be likely to get pregnant - not because she wants to be sleeping with anyone, exactly, but because she knows they'll just keep assigning partners to her unless they find something legitimately wrong with her body. In short, she's trying to get it over with so she can have more privacy again (which she values for multiple reasons), and she may be somewhat frustrated that she hasn't been able to have a child yet. Alternatively, it's possible that she might try to avoid it and only put the minimal amount of effort in, but I think she'd be smart enough to realize that this wouldn't be an effective long-term plan. Anywhere else, maybe, but not Hermea.

There's also the nature of the person she's been assigned to - and again, depending on the themes you'd like to explore, this could go in multiple ways. On a neutral level, if you don't want to bring anyone's mates deeply into the story, she could be partnered with another researcher around her own age - both of them might see having children as a distraction from the work they'd like to be doing, and each would quite cheerfully do their own thing outside of that. For a positive spin, Efin's mate could be one of the few people that knows about her abilities - and, being a Xanthip, is also interested in studying and learning about them. This wouldn't be a romantic relationship, as such, despite the sex - more of a friendship based on mutual interest and curiosity about uncovering the secrets of her powers. For a negative spin, Efin's mate could be similar to Cabno in being something of a social climber who wants attention and glory. Efin is known for being good with obscure lore, and it's possible her mate wants to use her knowledge to advance his own position within the Xanthip. She may or may not be aware of this (i.e. they could serve as a traitor later on, if you need one), and even if they have somewhat odd preferences in bed, she'd probably just sigh and try to get it over with.


Quote:
Jorael wouldn't know that Mercucio is the son of anyone, as such records are closed. Children are removed from their mother after a nursing period. (The parents are separated as soon as the pregnancy is confirmed.) Children are then collectively raised by the experts of the Rhodean tribe, though other tribes are expected to contribute to teaching and mentoring.

I have no excuse here. My bad. Fixing that up ASAP.

Quote:
How does his farmer heritage affect him - high Constitution, I presume?

Precisely. Now that you mention it, I should probably think this one out a little further.

You raise a bunch of interesting points, and I'll make sure to expand my background to include it. Thanks a lot for the questions and recommendations; I commend you for pushing players to expand instead of just leaving it at that and picking someone else. ;)

I'll have the updated profile up sometime today, most likely.


DM Barcas wrote:


Origines: It's not explicitly defined in Kaxon's post, but let's say that their role is monitoring, shaping, and controlling the population of residents.
Exactly what I was thinking.
DM Barcas wrote:
Generally, a female citizen is expected to have two to three children over adulthood.

I'm afraid I was under a false understanding that they were being treated more like cattle or dog breeding, that population was being increased (and subsequently culled through release or death by "pirates") for favorable traits. Such a number is only good for population maintenance. I'm guessing now that the number of citizens and petitioners have largely remained unchanged for several generations then.

Is it due to the lack of resources on the island? One who was making an experiment would want as large a number as possible for the purpose of increasing chances of success, I would think. In any case, I'll adjust my numbers in my 10 minute background over the next day or so and make something a little closer to what you had in mind.

Also, I'm going Dragon Disciple, not Bloodrager. I also won't be starting with a level of sorcerer, and I'm planning on making him more of a melee beast, with ranks of Fighter and Monk.


Okay, finally had an idea I like. Going to be laying claim to the Alkaeus name and turning them into the long, creepy, arm (and eyes, and ears) of Mangkare's Law.

Rolling up a member of what amounts to the secret police who are entrusted to stamp out ideological impurity, whether in the form of active sedition, inappropriate romantic pairings, inconvenient speech, etc., as well as more conventional crimes and misdemeanors.


The population is kept as steady as possible. The resident population is presumably increasing, but the citizen population is kept at a steady 6,578 (450 citizens, 50 legates, 5 tribunes, and a consul per tribe, times 13 tribes). If a citizen dies or is dismissed, they are quickly replaced by an eligible prospective citizen. There is a list in rank order (by merit) of prospectives for each tribe. When a prospective citizen passes the test of citizenship, they are either offered a vacant spot if available or a place on the lists. Those who fail the test or who decline the offers are removed from the island. Children from citizen parents live and are educated in Promise, while children from resident parents generally live on the farms.

Culturally, I picture Hermea in Greek or Roman terms with a touch of futurism in their style. Togas with those form-fitting utilitarian clothes that will apparently be popular in the future, perhaps. The styles that would have been popular on Atlantis, maybe.

There's a reason for the precise number of citizens, and it is one of the dark secrets the players will discover.

Oh, and I need to claim a tribe for internal security and ensuring loyalty: Alkaeus will do fine. (I had this written before I saw LessPopMoreFizz's post. Creepy!)


Well, I know who Efin would be trying to avoid, then. XD There does tend to be a bit of traditional conflict between the enforcers of ideological purity and the creative minds who come up with new ideas... fortunately, there's at least a surface goal of constant improvement, so it's not quite as bad as it could be.

...Maybe. XD Incidentally, Diocles and Xanthip both have a focus on knowledge. If only one is needed, I could switch Efin's clan (since I posted later). Alternatively, they could have different focuses - pure knowledge for Diocles and practical knowledge/application for Xanthip, for example.


DM Barcas wrote:


Oh, and I need to claim a tribe for internal security and ensuring loyalty: Alkaeus will do fine. (I had this written before I saw LessPopMoreFizz's post. Creepy!)

What did I say, great minds...!

Right. I'm now going to re-read everything (twice!) and go through Simeon's backstory with a fine-tooth comb to get it right before I post again.


Updated: Jorael ex-Diocles

In addition to going a bit more in depth relating to your suggestion, I've made a few small additions.

As far as Diocles and Xanthip goes, I think different focuses would be a good idea, as Rednal duggested.

One way I think it could divide up:

Diocles is about "What?"; Xanthip is about "How?". Theoretical knowledge vs. applied knowledge.

Diocles has philosophers, mathematicians, wizards with interest in theoretical magic and the discovery of new possibilities in magical application.

Xanthip has engineers, physicists, inventors, and wizards with talent in creating new spells.

In short, Diocles is about learning more about the world, while Xanthip is about figuring what to do with that knowledge.

It would also give a connection between the two tribes.

A question for you, DM: I thought it would be interesting to play a character who distrusts technology that is too advanced, but it dawns on me, peeking at the Iron Gods player handbook, that technology is likely to be an even bigger thing in the campaign than I first thought. Is a character who distrusts such things going to be a problem in the campaign? I wouldn't have a problem reworking this aspect of the character. (And, even if not, I'd love to see him pushed out of his comfort zone as the adventure progresses.)


One last question before I lock in what I'm doing:

How's the firearm/advanced tech firearms availability in this alternate setting compared to normal Iron Gods?

Just wondering if going for a gun-based build is going to be a thing that might lend itself to the flavor we have here, or if I'm better off leaning towards archery or melee shenanigans...


Axelia ex-Themostila:"I shall become the Evolution of War"

Spoiler:

Crunch:A Cyber Soldier/Kirin MoMS monk with high intelligence, using her bonus feats from classes to stay combat relevant, while spending all choice feats from level 3 and for awhile after, on technological crafting.

Five background and concept elements important to Axelia ex-Themostila.
"Our only elements of superiority over our technology is our abilities to heal, to adapt, to grow, and to feel. Grant them to the objects of our creation, and the answer to the question of who is greater, creator or created, becomes inestimably clear."
1) Superiority- Axelia while excelling at non-technological sciences, had difficulty grasping some high-tech principles. She barely made the grade to become a citizen in Themostilia, due to deficiencies in teamwork, high-tech principles, and heavy competition due to other excellent classmates. The fact that she was almost not chosen weighed heavily on her, and she has sought to enhance herself ever since. Hermea seeks perfection, and not being perfect in a society that expects it so much has shaken her.
2) To Heal- Axelia, in one of her school day escapades, very nearly lost one of her own arms while working alone in a lab. She was attempting to understand a concept outside lab time, in a refusal to accept that she needed help from others. In an accident, she became trapped under a piece of equipment. Noal, came to her aid, but in order to free her, had to destroy said valuable piece of equipment. They were unable to repair it and held accountable, and Noal took an equal part of the blame for Axelia's mistake. Axelia has tried, not in whole, but in part, to mentally shift the blame to imperfections in the design of both humanity and technology. If her body could heal, she could have simply lost the arm and regrown it. If the technology was designed properly, it should be able to self-repair. She tries to forget the involvement of Noal, as it points to the error being in her pride and unwillingness to accept help, but she still feels guilty about it.
3) To Grow- The lightest of her background concepts, Axelia is very short. Her friends teased her endlessly about how childish she looks, and she has often dreamed of being taller to show them. She has invested considerable effort into lab boots that increase her visible height.
4) To Adapt- Axelia is starting to acknowledge and come to grips with one of her greatest flaws. She is inflexible. She has a dogged persistence and determination that serves her well, sometimes, but she often pursues one path after it has long become apparent that it is doomed to failure or that she is in need of external assistance. She noticed this via incidents like those with Noal, and by the parallel of technology. An automated drill will helplessly whir until it burns itself out against a stronger material. To grant adaptability to herself and her creations, she recognizes, would be a great step forward.
5) To Feel WIP

Two goals that are important to Axelia.
1) "Evolution in Living Steel, that is I shall create that which is greater than my self, yet my creation shall be my new self." A healing, adapting, growing, feeling body, that still retains the raw strength of steel.
2) "I.. I would see those that have aided me repaid." Axelia hates accepting help from others, due to her extreme pride. Yet, she is likely only a citizen by the aid of her classmates, especially Noal. She wishes she had someway to repay him, but she has not found him, unlike her other classmates, since graduation. He couldn't have failed, could he?

Two secrets about Axelia, one that she knows, and one that she not yet aware of.
1 and 2) Axelia's most treasured possession, her inspiration and muse, is a living steel bow* she calls Miaki. She found it once by a river. She keeps it a secret to all, the only exception being Noal. She is not sure why she named it Miaki, but the name came into her head as she examined the foreign markings on the unusually shaped weapon. What she doesn't know is that this is the ancestral weapon of a former attempted escapee of Hermea who failed. A great archer from Minkai, the warrior was lured hear by the promise of Hermea, but found it wanting. He attempted to escape along with a lover, but they were both never found again, the assumed work of pirates. But this was long ago, and in the escape attempt, his bow was lost in the river Axelia finally found it in. Perhaps his spirit still ties itself to it, for Axelia does not know how to read the Tian inscribed upon it to remember the name of a long dead warrior she never met.

Four people that are tied to Axelia, three are friends and one is an enemy.
1) Noal WIP
2) WIP
3) WIP
4) WIP

Four memories, mannerisms or quirks Axelia possesses.
1) Axelia's speech is overly-dramatic in a way that generally tends to make her sound like a supervillain. But if you manage to get her to laugh, her laugh is an undignified collection of snorts and giggles that will generally continue for much longer than the joke was funny. Naturally, this is unacceptable, and she has been practicing a suitably dramatic maniacal laugh. Whether this indicates she is conscious of her supervillain-sounding tendencies or that she is attempting a normal laugh but it simply sounds like a maniacal laugh is undetermined.
2) One of the few things that can distract Axelia's focus on her work and technology or her piercing glare at an opponent is oooh, shiny! Axelia has several time forgotten that she is practicing with a weapon to gaze happily at the pretty reflections in the polished steel. This is her primary weakness at wielding Miaki, as she is especially prone to it with him.
3) "Um... Could you... Reach that, for me?" One of the few things Axelia has learned how to ask for help with is reaching things on the upper shelves, due to many unfortunate incidents with footstools. That isn't to say she's graceful about it (the footstools or the asking).
4) "I have seen the sun set over the fire of a ship consumed with flame. It was... exhilarating." Axelia once witnessed Mengkare burning a ship that was attempting to sneak onto or perhaps attack Hermea. Axelia will never know, but the sheer power and beauty of the destruction wrought by Mengkare's attack inspired her. In a very supervillain-esque manner.

*Signature Moves, Rich parents trait, or something like that. Could be a different item, as bows aren't technically supposed to be metal, but I'd rather like it if it was this. :)


Pathfinder Roleplaying Game Superscriber

I will definitely be submitting a character to this game. Sounds like a lot of fun! I need to do some thinking.

DM Barcas: I'm going to be running my own Iron Gods face-to-face game starting in March. Is that a problem?


Dang Fizz, I was thinking of a policeman as well. Maybe a more mundane law enforcement official/detective who is suddenly confronted with the darker side of the society and finds it doesn't sit well.

Barcas: How much do the men even know of their offspring? Would they even know if their mate had the child successfully? Know if it was a boy or girl?

And I echo Tarondor. I could be in a face-to-face game later, but this setting is very compelling.

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