Tark the Ork's Untitled Campaign

Game Master Tark the Ork



Its been a while since I've run a game.

So instead of trying to come up with some clever plot or start an ap that will never finish I've decided to do things opposite.

As such players come up with backstory and concept FIRST. Sheets will be made once we determine the nature and plot of the game itself. I will be closing recruitment friday night as a result so we can get on the details asap.

Some guidelines

1. Post story and character synopsia. No mechanics! Exceptions being things that define them as a character like a sorcerer might refer to themselves as such but the streetwise tought wont flat outvsay theyre a fighter for example.

2. Answer the 7 questions posted below.

3. Dont get too attached to details. Part of this is having characters that mesh and relate.

Seven questions to help detail you and the character.

what sort of game are they best suited for?

What is the characters greatest strength? Greatest weakness?

How does the character react to tragedy?

What is your characters greatest triumph? Greatest mistake?

What sort of person would this character call friend?

Does this character thrive in chaos or fight desperately to reclaim peace?

If circumstances didnt drive them to adventure what would they be doing otherwise?

Ill be taking 5. Looking forward to see whar we come up with.


got any race restrictions? some backstories could be effected by it

i have a concept/ background thing i'm working on for giggles right now. want to see if it'd fit im the races it's a LN drow, it's just kind of the thing on my mind at the moment.


Dotting :)


Here's a submission of mine. Of course, this is all variable as you said. Added in the 10 minute background, as well as a general character concept to tie it all in.

Questions:
1. What sort of game are they best suited for?

Nature, though some intrigue would make for some funny scenes.

2. What is the characters greatest strength? Greatest weakness?

Character's ability to call on nature and shapeshift. His geatest weakness would be social interactions...of any kind, really.

3. How does the character react to tragedy?

Breaks down, but doesn't go into a rage-hate mode or anything. More like a BSOD moment (blue screen of death).

4. What is your characters greatest triumph? Greatest mistake?

Caring and saving a young wolf pup that almost died. Started a wild fire accidentally when first learning to control his magic; most of that forest is now gone, and he still mourns over his mistake.

5. What sort of person would this character call friend?

Anyone who is willing to receive his friendship, ignore his social awkwardness, is not evilly minded, and does not hate nature.

6. Does this character thrive in chaos or fight desperately to reclaim peace?

Fights for peace.

7. If circumstances didnt drive them to adventure what would they be doing otherwise?

Living at his home with his adopted parents and his pet wolf.

10 Minute Background:
1. List five things that define your character.
- 1. Fey origins. Though his mother is unknown (to him), the blood is apparent in his fox tail and ears, which change with the season along with his eyes.
- 2. Loves wolves. He loves all things wolves, but detests seeing pelts of any creature, and especially that of a wolf.
- 3. Nature minded. He loves nature and creatures, but is rather socially awkward from his lack of social interaction of the humanoid-kind.
- 4. Seeking parents. He is seeking his parents' whereabouts, though he still hasn't worked out what he wants to ask them yet.
- 5. Green Faith Intiative. Seeking out the green faith that he has heard little of. Not yet a member, he is seeking to find out what it is to see if it what he would want to join.

2. Two goals you (as a player) would like to see happen in the story.
- 1. Meet a dragon. Though the character hasn't really given it any thought, I think it would be awesome (as a player) to meet and befriend a dragon at some point. Metallic of course :p.
- 2. Find his parents. Another cool thing that could happen would be to finally find his parents at some point, or at least what happened to them.

3. Two secrets about the character, one that he knows, and one that he doesn't.
- 1. Secret he knows. He knows the name of his father and that the people who raised him for his early years are not truly his birth parents.
- 2. Secret he doesn't know. His mother is, in fact, a nymph, and being born a male meant he was not. Therefore, he was given to the couple to raise with a lock of her hair and the name of his father only.

4. Three people related by blood, romance, or conflict, two of which are friendly, one of which is not.
- 1. His adopted parents. Though he left to seek his real parents, he left with their blessing and promise that he could return to their home at any time.
- 2. His mother. Though unknown to him as yet, a nymph can always pick out her child, and would welcome him, though his human form would prevent him from staying with her.
- 3. A trapper. Early on his forays into the forest, he found and rescued a wolf pup, which had been captured by a trapper. Since then, he has constantly attempted to foil the trapper's plan, making the trapper a nemisis of sorts.

5. Three vivid memories of the character.
- 1. His earliest memory is that of glowing auburn hair. He has no recollection of when or where this was, but his special keepsake from his mother has him tying that memory to his mother. The lock of still glowing auburn hair is kept safely in a pouch around his neck.
- 2. He still remembers the moment he found the wolf pup all bloody and held by a trap. His heart has never twisted quite so hard since as that moment when he was moved with compassion to save the animal.
- 3. He can still vividly remember the day that his adopted parents dropped the bomb that he was not, in fact, their true son.

Character Concept:
The character would be a druid that has fey blood in his veins from his nymph mother. As any nymph's child that is born male is human, he was given to a young couple near a forest to be raised by his own kind.

This fey blood has presented itself in his fox-like tail and animal ears, as well as his connection with nature and magic.

Though cheerful and kind, he is rather backward from his lack of proper socialization.


Archae wrote:

got any race restrictions? some backstories could be effected by it

i have a concept/ background thing i'm working on for giggles right now. want to see if it'd fit im the races it's a LN drow, it's just kind of the thing on my mind at the moment.

Atm no. Just bear in mind that such a thing may need to adjust to fit what comes out the other side if accepted.


Blue Drake wrote:

Here's a submission of mine. Of course, this is all variable as you said. Added in the 10 minute background, as well as a general character concept to tie it all in.

** spoiler omitted **

** spoiler omitted **...

My only real concern is saying theyre human but having clearly inhuman features.


We could take out those features then or have them be a half-human/custom race. Mostly was just comestic, though there would be the obvious downside of attracting attention, etc.

An alternative could be Aasimar, since they have those features as possibilities, but I also know a lot of people frown on that race. The muse-touched alternative blood-line for the Aasimar would fit rather well into the theme.

Back on the human side, I've played it before by taking the alternate racial option of Fey magic/fey thoughts/low-light vision package from Heroes of the Wilds companion, sometimes adding on Fey Foundling as a starting feat.

An additional route, being a druid is the feyspeaker archetype, though that would change the character concept some, as he would no longer be a social awkward person, but actually rather charismatic.

I do have another character concept that focuses on the vigilante type setting if we go that way.

Willing to work here, so what are your thoughts on possible options (either of removing it or changeing other things around)?


Dotting.
Intrigued.

for a personal note for detailed Background creation... Will this be in the Inner sea campaign setting?


Dot.

Silver Crusade

.


Dotting should be able to provide something tonight.


Bringer of Stories wrote:

Dotting.

Intrigued.

for a personal note for detailed Background creation... Will this be in the Inner sea campaign setting?

Maybe. Depends on the group i end up picking.

Liberty's Edge

Let's see:

1. Post story and character synopsia. No mechanics! Exceptions being things that define them as a character like a sorcerer might refer to themselves as such but the streetwise tought wont flat outvsay theyre a fighter for example.

Aby has been an oddball for all of her life. Magic runs in her veins, and magical effects surround everything she does, and everywhere she is. From her unusual eye color, her wild colorful hair, even for a gnome, she attracts attention with her laughter and good-spirit.

2. Answer the 7 questions posted below.

what sort of game are they best suited for?

Light Adventure

What is the characters greatest strength? Greatest weakness?

Overcome obstacles with creative thinking and unusual tactics.
Fight. She is not suited for it, and won't have offensive spells.

How does the character react to tragedy?

With a tear and a smile. Life goes on.

What is your characters greatest triumph? Greatest mistake?

To save the life of a bear that wandered to close to town, and killed a goat. She prevented the town people from killing it, and managed to lead the bear far away, so could it could live.

What sort of person would this character call friend?

Everybody!

Does this character thrive in chaos or fight desperately to reclaim peace?

Both. She wants peace and friendship, but don't like order and will cause (innocent and safe) fun wherever she goes.

If circumstances didnt drive them to adventure what would they be doing otherwise?

Help whoever is around, find some sad people to cheer them up, find a puppy to feed, something like that.


Interested but I don't want to throw my hat in until I know how often you'd like folks to post each week. I'm trying to join 1-2 play-by-post games ATM total - no more than that - and I can't promise a posting rate greater than 1/day.


1/day would be ideal.


I decided to copy Blue Drake's approach to character submission. It seems to better define the character concept.

Questions:

1. What sort of game are they best suited for?

A fish-out-of-water tale, possible nature-related, but should work with any campaign where the night sky is not obsured, and isn't too jarring in the beginning.

2. What is the characters greatest strength? Greatest weakness?

Despite the fact that he does not understand where his powers come from, he will try to use them for the benefit of all. Due to his rural upbringing, the character isn't very socially savy.

3. How does the character react to tragedy?

Cries and prays to the gods for understanding.

4. What is your characters greatest triumph? Greatest mistake?

Despite his limited training, the character was able to successful help deliver a baby halfling, despite a born breech delivery, allowing both child and mother to live. One night, in an attempt to understand his abilities, the character accidentally called down and eldritch thing from the void. he was unable to control, but was able to send it away. The character knows it had unleashed something horrible into the world.

5. What sort of person would this character call friend?

Having been raised by halflings, the character can talk about all manner of halfing and rural life. Ultimately, anyone who shares his good nature, as along as they don't act too crazy.

6. Does this character thrive in chaos or fight desperately to reclaim peace?

The character fights to that all may experience a tranquility you experience in a warm, safe home on a cold night.

7. If circumstances didn't drive them to adventure what would they be doing otherwise?

He'd try to build his own house, sized for him, and continue to work as a local healer.

10 Minute Background:

1. List five things that define your character.
- 1. Raised by halflings. Despite being human, the character was raised in a halfing settlement, and had a traditional halfling upbringing.
- 2. Star Gazer. When other's are alseep,the character spends half his night, outside watching the stars.
- 3. Personal Quest. The character seeks to understand why he was born an oracle. Why does no one understands him when things get intense? Why does the character have so many weird birthmarks on his body?
- 4. Minor celebrity. The tales of the character's healing abilities have reached to surrounding areas, send the disparate to him from miles around.
- 5. Simple man. The character actively seeks simple pleasures. A quiet night at home is much more enjoyable than a night carousing at the local bar. Give him some halfling wine, a good book or star chart, a comfy chair, and everything is alright.

2. Two goals you (as a player) would like to see happen in the story.
- 1. Find his real parents. Although the character was given more than enough love from his adopted halfing parents, he still wishes to know whatever happened to his biological mother and father? Why was he left at the outskirts of a halfing village?
- 2. Find love. Being the only human for miles around meant he watched his friends court and marry other halflings. The character wants to find someone to share his life with.

3. Two secrets about the character, one that he knows, and one that he doesn't.
- 1. Secret he knows. For some reason, it was Desna's influence that placed the human baby in a basket outside a halfing settlement to be found.
- 2. Secret he doesn't know. The eldritch thing from the spaces between the stars needs something from the oracle to continue to exist on Golarion, and is hunting the human.

4. Three people related by blood, romance, or conflict, two of which are friendly, one of which is not.
- 1. His adopted parents. Both sheep farmers, who had two halfing children of their own, making the character 'the big brother' in more ways than one.
- 2. His first love. Easily the most beautiful halfling woman in three counties. When he addressed his feeling toward her, she had the maturity to let him down easy. Though the remain friends, she still hasn't looked at the character the same way again.
- 3. A neighbor. One outspoken halfling neighbor did not want a human child living within the village, saying humans always bring trouble. His older halfling man always blamed the character when things went wrong in the village.

5. Three vivid memories of the character.
- 1. As a young child watching an meteor shower above the village. Just streams of light flash across te night sky.
- 2. All of the times the character has bumped his head on nearly every doorframe in town.
- 3. Decking Bartle Bramblebush, after he wouldn't stop teasing him about his height for weeks on end.He got in trouble, but was immensely happy throughout his punishment.

Character Concept:

The character would be a human male oracle of Desna, Pharasma & Gozreh. Raised in a halfling village, with simple halfing values. Think a human Bilbo Baggins before the adventure. When the adventue begins, he doesn't even wear shoes.
Through the adventure, he begins to understand what the gods/goddesses what from him, and his rural scope gets widened into the greater world.
He's a cheerful, and relaxed fellow, except when his healing arts are needed, then he's a serious as a battlefield surgeon.


Presenting Kira Nym

personality and appearance.:

Kira is ruthless and determined, when there's something she wants

in general she speaks her mind, and will often act in her companions best interests. partially due to her own arrogance.

She's smart and understanding, often acting more like a nice older sister, with people who are her friends.

she hates ignorance or people who keep others ignorant.

she's tall and beautiful as most drow women are. Sporting snow white hair and skin colored like obsidian, Her eye's are a deep blue.

ten minute background:

1. She's a drow, she grew up in a wealthy family. Where she decided to study mainly history, though she tries to keep up knowledge of all things, the arcane arts included. Her father taught her to wield a blade in secret, away from her mother's prying eye's.

2. Kira decided to gather loyal slaves and followers instead of scared and abused ones. she has no problems with slavery, she accepts that it's just the way of somepeople. Though she does with abuse, viewing it as a sign of weakness and generally has a distaste for it.

3. She believes asking for help from higher powers makes one weak. Hence her general dislike for religion.

4. She left the underground shortly after her loyal followers and slaves were all killed. She had nothing left and no reason any further, she had nothing left to protect.

5. Despite valuing order, cooperation, and peace. She dislikes those who stubbornly cling to tradition. She's lenient with those forced into thievery. further more even from friends she will keep secrets and act in there best interests, too keep them safe.

two goals

1. For Kira to overcome her fear of death.

2. Kira herself seeks enlightenment, as it is the ultimate form of growth. in her opinion.

Secrets

1. she's being hunted by both her own kind for leaving, which is against the rules, and organisation dedicated to killing drow. a fact that keeps her from staying in one place for very long.

2. Her father is looking for her, her decision to leave. lead for him to attempt to break free as well.

Connections

1. Her father does love her, and want to protect her. They have a good relationship.

2. Her mother has been tasked with the job of killing her...There relationship is not as good.

Memories

1. ″Sweat clung to my brow as our swords clashed, he was faster and far more experienced... but i had magic. sparks flew as my palm struck his body sending dad reeling back. ″

2. She plunged her blade into each of them, one by one in front of me. With each action, i grew angry... i wanted mom dead more than anything else in the world, she took away what was mine.

3. my first time seeing the sun, i couldn't see not at first... but i felt safer up here. The people didn't know what i was, i was fine with... i was a new world for me, and it made me happy

questions:

1. i try to keep my characters flexible, designed for both long and short games. though not really for light hearted comedy games.

2. her greatest strength is her desire to grow. This desire to grow spurs her to learn and continue ever forward.

her greatest weakness, her heritage. Being a drow has affected her in countless ways

from her greatest fear, death. she's a drow, chances are her afterlife won't be pretty.

There a lot of people who want her dead, because of the thought ″all drow are evil.″

but yeah greatest weakness her race. Or if another is needed, she's a perfectionist, she makes her personal standards or growth entirely too high.

3.Tragedy? she's a drow, horrors and such happened everyday. She accepts it, analyze's it and then get's over it. Though she does usually want to figure them out, for learning purposes to prevent them in the future.

4. Greatest accomplishment? making it to the surface, and then surviving without being hunted down.

her greatest mistake? she blames herself for the death of several of her loyal followers, all, of whom her mother killed to keep Kira in her control.

5. friends?
anyone who is willing to, being from a race seen generally as evil by those who know them. she's willing to befriend anyone who accepts her for who she is not what.

6. order or chaos?

she fights for order and peace, chaos like all thing have there purpose in moderation and understands that there are cases where it's needed but believes it should not be the norm.

7. she'd be dead most likely, her rebellious ideas of order and general dislike for the priesthood would have gotten her killed if she didn't leave... either that or training to reach enlightenment.

concept:

The idea behind Kira is for a drow who isn't evil or good, just reasonable. She studied, learned, and came to her own conclusions on things, after that she wanted to find out more about herself.

build wise she'll be something like a magus or eldritch knight. of the either lawful neutral or true neutral variety.


Hi Tark. Great approach to recruitment!

Story and character synopsia:

DESCRIPTION
Emmett Escheus stands tall and wide, but with an old body that reminds of gnarled wood. His hands are like metal clamps, showing the wear from having handled sword and shield for so many years under all the weathers one can conjure up in his mind. His blue eyes seem to remain in a perplex frown. His hair has paled through the years, though it is still lush and he still wears a proud mustache.

His gnarled body he keeps in a straight posture, though not without obvious efforts, fueled by pride. He is wrapped in a simple flowing dark brown leather cape, lined with a dark velvet that seems to absorb light and sound. Though his movements are those of a veteran, a nervousness hangs around him and makes some of his movements jerkier. His leather armour is covered by a grey overcoat. He often wears leather pants of the same shade as his cloak, and sturdy boots comfortable for walking in the deepest mud. A pouch on his side carries his precious pipe and tobacco.

BACKGROUND
Most would say that Emmett Escheus has no ambition. Certainly, the last 25 years certainly proves them right, though the tragic death of his father Delgo Escheus might change things a little.

To understand Emmett, one must delve into his past, and first recognize how dreadful his youth was, as his father moved the whole family from town to town, one more dreadful than the previous.

Very early, Emmett had to find money and food. Against his father’s advice, he joined the City Watch. He was good at his job, and worked hard, though never harder, and never harder than anyone else. Despite his experience, his lack of ambition and improvement meant he was never promoted. He worked a few good cases and did good work, but he always preferred to remain in the shadows. In a way, he was in perfect sync with the city’s apathy.

Reminded daily by his father of his shortcomings, Emmett never missed a chance to prove him right. He married the wrong girl, chose the wrong career, and never made a name for himself.
25 years later, recently retired, his wife Ednea happy but clearly bored and seeing someone else, his oldest son having joined the Watch thanks to a good word from his sergeant, and his eldest daughter having joined the Clergy, Emmett stands over his father’s dead body, eyes dry as bitterness.

And then it dawns on him. His father was an idiot, and he lost half his life for the wrong reasons.
With the sour taste of years wasted in his mouth, Emmett knocks on Lukain’s door, hoping to recuperate a bit of what life had kept in store for him…

7 answers:

What sort of game are they best suited for?
Investigation, opportunities to find one’s purpose, discovering and combatting a city’s dark heart.

What is the characters greatest strength? Greatest weakness?
His greatest strength is his experience, followed by the resolve to leave something of note to his children. His greatest weakness is self-doubt. After so many years, can one really wipe the slate clean and start again. There’s mud that never washes away…

How does the character react to tragedy?
Emmett is old and feels old. Tragedy brings forth his fear of death. Tragedy also reminds him of his own, of all the lost years, of his late father. Deep down, he hopes that tragedy is a passage, not an end.

What is your characters greatest triumph? Greatest mistake?
His greatest triumph are his children, who are more or less happy and doing well. His greatest mistake is to have waited so long to free himself of guilt.

What sort of person would this character call friend?
The kind that finds beauty in humanity, in fragility, in imperfection, but also the kind that gives a hand and makes you a better person.

Does this character thrive in chaos or fight desperately to reclaim peace?
Ever a watchman, Emmett understands chaos, but stays away from it. Chaos comes to him generally, and he strives to keep it from becoming a threat to others.

If circumstances didn’t drive them to adventure what would they be doing otherwise?
Finding ways to rise in ranks within the Watch and make some extra money to give to his children. Most likely leave his wife and keep his heart open for new ways to look at life. He’d probably move out of the city if he can gather enough money and buy a small vineyard.


Story and Character Synopsis:
Brianne, or Bri, never was known for being the happiest of children. Perhaps this was because she also wasn't the luckiest.

Her mother died giving birth to her and her twin brother, Brendan. Her father died fighting some war. Her aunt and uncle started taking care of the two siblings, but they were arrested for burglary and tossed into a dungeon to never be seen again. Her grandfather choked on a piece of mutton when they were five years old, and that was the last time anyone actually cared for either Bri or Bren.

Bri and Bren did well enough at first. They took to stealing. Bren was the faster one, and Bri was the cleverer one, so Bri would come up with the plans and distract people while Bren cut their purses. But as they grew older, it only became tougher to get along; more and more dangerous individuals were taking an interest in them. The local thieves guild thought they were cutting into their profits; the guards swore to hang them when they were caught; and there wasn't anyone either of them could trust but each other. So they swore to always stick together, no matter what happened.

And then Bren got stabbed in an alley. He died. He and Bri were twelve.

Bri wouldn't let that be the end. It wouldn't, couldn't be over, not so easily as that. She needed Bren. He was her brother, and she couldn't imagine herself living without having him around. She had to bring him back.

And so she did. She turned to dark magic and she found a way to bring him back.

Seven Questions:

what sort of game are they best suited for?
A dark game. I'd like to play the character as a kid, but I'd be willing to make them older if necessary. She'd work just fine in any range between 12-20 years old, I figure. I just find the idea of a child character as a spellcaster compelling.

I think the character would work best in a setting where magic is strange and forbidden, perhaps a low magic setting. Then instead of having already brought her brother back in some twisted way, she'd be on a quest to bring him back. That could be much more compelling.

But a dark story full of drama would be best.

What is the characters greatest strength? Greatest weakness?
Her greatest strengths are her cunning and her ability to cope with difficult times. Her greatest weaknesses are her single-mindedness and her willingness to pursue paths that should not be tread to obtain the power she needs.

Unless you want me to include physical weaknesses. Then she'll probably be played as sickly and physically weak, too.

How does the character react to tragedy?
She's seen so much tragedy that she doesn't seem to respond much on the surface.

If the tragedy is friends or family dying, she will hurt. She will grow a little harder each time it happens, and she will seem more haunted each time. If the tragedy is the loss of a home, or being robbed, or being permanently scarred or injured or what-have-you - she's seen it all. She can take the punches the world has for her. It's just the loss of her loved ones that makes her hurt a little more each time.

What is your characters greatest triumph? Greatest mistake?
Her greatest triumph AND mistake is pursuing whatever dark power it is she's after. It's a triumph because it's a means she can use to truly influence the world around her; and it's a mistake because toying with dark powers never ends well.

What sort of person would this character call friend?
Someone she can trust, someone that won't betray her, someone that understands. It doesn't matter much beyond that, I don't think. I could see her befriending a paladin or an evil witch that sees a kindred spirit in the girl.

Does this character thrive in chaos or fight desperately to reclaim peace?
She rolls with the punches fate gives her, generally, but would be much happier if she could just live a quiet life.

If circumstances didnt drive them to adventure what would they be doing otherwise?
If she were in a happy place, she might quite honestly be a normal child (or a normal young woman, depending on her age). But in her current situation, she'd be scraping by on the streets day by day, begging and stealing and learning some kind of magic.


doot dooting to find later tonight


The PFS scenario Prince of Augustana has an NPC that I've always thought would be a blast to play, so much of this idea is not my own.

Story & Synopsis:
Story wrote:

Forty years ago Gandros Skytower worked in his father’s shop, the Skytower Emporium, in the heart of Augustana, Andoran’s second largest city. Not a noble himself, Gandros’s father Relios catered exclusively to the tastes of the upper class. Although he was mostly known as a dealer in fine furniture and accessories, Relios’s most lucrative trade was in yellowcap mushrooms, a mild hallucinogen popular among the younger nobles.

Local gangs often tried to impose themselves on Relios’s illegal mushroom trade, but his noble clientele helped him keep the gang’s attempts to subsume his business at bay. During the People’s Revolution, Relios lost the protection of the nobles, and a gang called the Steel Wyverns, long thwarted by Relios’s noble connections, burned the Emporium to the ground with Relios and 8-year-old Gandros inside.

Relios wrapped his son in wet blankets and carried him through the fire to the Emporium’s deepest basement vaults. Badly burned and having inhaled too much smoke, Relios pressed a small pouch into his son’s hands and said, “Go to them for help,” and then died there, leaving Gandros to fend for himself. The boy opened his father’s pouch and found a small compass, made from silver and etched with gold accents inside. Little did he know that this was a wayfinder, a remnant of his father’s service to the Pathfinder Society many years before Gandros was born.

Gandros survived initially by using the vault’s varied resources, and as he got older he explored more of Augustana’s underground and sewer systems, aided always by the wayfinder, learning to scavenge and fend for himself and never once traveling to the surface in all these years. Over time, a new building was constructed on top of the ruins of the Skytower Emporium and the mystery of the disappearance of Relios and his son was lost in the sea change of the People’s Revolution.

A few short years after Relios began his existence as a dweller beneath Augustana, a barely literate derelict found an entrance to the vaults from the sewer. Misreading the words “Skytower Emporium” on the door, the old beggar assumed he’d stumbled into the vaults of an Emperor and after hearing Gandros’s story, took to calling the young man “Prince,” assuming he was the son of Augustana’s (non-existent) lost Emperor. By this time, Gandros was hopelessly addicted to the yellowcaps that his father grew
in one of the vaults, and happily accepted the delusion that he was the son of long-lost royalty. Furthermore, the symbol etched in the middle of the wayfinder, the only object passed to him by his “royal” father, became in his mind the symbol of their dynasty.

After 40 years, Gandros believes the wildly overgrown yellowcap vault is a portal to another world, where faerie folk ready their armies to return him to his lost glory. In a deluded attempt to bolster his forces, he accidentally called two dretches with a scroll of lesser planar ally that one of his small army of beggars stole for him from the home of a prominent local summoner. Gandros fled in terror, fearing his underground empire lost, conquered by demons sent by his enemies, and for the first time in four decades, walked under the open sky. Recognizing the symbol on the Augustana Pathfinder Lodge from his father’s wayfinder, he assumed he’d found the seat of his father’s dominion and would at long last be raised to his rightful place in the world.

That story is taken directly from the scenario linked above. Pretty much the rest of the character idea will be my own work.

SYNOPSIS Gandros believes that he is an Emperor in exile with powerful enemies, loyal subjects and secret allies. Almost everybody he meets will be sorted into one of those three categories, and he will react to them as such. For example, all combats will obviously be the work of his powerful enemies. A woman who takes pity on the crazy Gandros would be a secret ally. The adventuring party will be his loyal subjects. He will react to people and events as much through that filter as to what actually happens in reality.

He is a spontaneous arcane caster, but does not know that about himself. That will heavily influence his spell selection, i.e. nothing shooting out from his hands like magic missile. He will focus on buffs, debuffs and illusions--and he will believe his own illusions, as he doesn't know he's casting them.

Now that he no longer lives on a diet of hallucinogenic mushrooms, he may begin to have moments of clarity, and might even become sane as the adventure progresses into high levels.

7 Questions:
what sort of game are they best suited for? Something rural, where people would be able to sense his craziness and doubt his story, without actually having access to proof that he's wrong.

What is the characters greatest strength? Greatest weakness? His strength will be effective illusions, i.e. creating a pinata around an invisible enemy. Not only does it tell his allies where the enemy is, but it blinds the enemy if it fails to disbelieve the illusion. His greatest weakness is his insanity. He misunderstands a lot of the world around him, and therefore can't deal with it effectively.

How does the character react to tragedy? His schizophrenia actually makes him very resilient and hopeful. How can the real world hurt him, when he's living in his own head?

What is your characters greatest triumph? Greatest mistake? His greatest triumph would be surviving on his own as a child. His greatest mistake would be not seeking help.

What sort of person would this character call friend? Certainly anybody who indulges his fantasies, but also people that he views as fellow nobility.

Does this character thrive in chaos or fight desperately to reclaim peace? Thrive in chaos, definitely. He wouldn't know peace if it put him in a coma.

If circumstances didnt drive them to adventure what would they be doing otherwise? He'd be a bum living on the street.

10 Minute Background:
5 Essentials
  • He's had almost no formal education.
  • He's still a virgin.
  • He doesn't understand what ruling really means, i.e. the responsibilities of leadership.
  • He doesn't actually like the trappings of royalty, and sees fine clothes and the like as a burden he must bear.
  • He sees vengeance as his duty, but is not consumed by it or particularly hateful about it.

2 Goals

  • Become a ruler of some sort.
  • Avenge the assassination of his father.

2 Secrets

  • The diabolic activities of the person who he stole the scroll from. (known)
  • The real reason for his father's murder. (not known)

3 People

  • Gandros has an uncle who thinks he's dead, and is glad about it.
  • One of his "subjects" from the sewer survived the dretch attack.
  • There was a cleric who ran a shelter and administered to some of the beggars in the sewers.

3 Memories

  • He remembers a specific count who once rendered service to his father. In reality, the man was telling Relios that he would make sure the local gangs left him alone. Gandros' memory is vague though, and just of that noble performing a service for his father the emperor.
  • The dretch attack, and how it killed all of his subjects.
  • His enemies sending assassins to kill him in the sewers. In reality, it was smugglers cutting a deal, and they simply didn't want any witnesses. He would recognize at least one of them.


Questions:

1. What sort of game are they best suited for?
Something nature oriented, but there is a general fish-out-of-waterness that could be amplified more by it not being nature-oriented. He wants to find his way in THE world, not in HIS world.

2. What is the characters greatest strength? Greatest weakness?

Feeling like an outcast, for both. It is his strength, because he knows what it is like to constantly be judged and seen as an oddity, which makes him more accepting and welcoming of others. But it also makes him prone to occasional moments of self-doubt and disillusionment.

3. How does the character react to tragedy?

It is a part of life, to be accepted. Not to be welcomed, or sought, but not to be avoided either, since it will find you.

4. What is your characters greatest triumph? Greatest mistake?

Finding the courage to leave behind all he has known to explore the greater world, especially given that he was raised to believe that the outside would would be the death of him. His greatest mistake was utterly severing ties with his people in doing so, because now he cannot go back, even if he wanted to.

5. What sort of person would this character call friend?

Anyone who treats nature and other people with the proper degree of respect, and is not outwardly evil or cruel.

6. Does this character thrive in chaos or fight desperately to reclaim peace?

Peace.

7. If circumstances didnt drive them to adventure what would they be doing otherwise?

Hunting, fishing, and hiking.

10 Minute Background:

1. List five things that define your character.
- 1. Heart. He's got plenty of it, and willingly puts it out there.
- 2. Nature lover. He sees the world as the one home that he and other creatures have, and so reveres it accordingly. He wants to see as much of it as he can. He has a hard time understanding people who don't.
- 3. Patient, and understanding.
- 4. Young, and inexperienced. Personal growth is a part of his motivation.
- 5. Seeks good friends/surrogate family.

2. Two goals you (as a player) would like to see happen in the story.
- 1. Perhaps do something so epic that he could earn acceptance and return home again someday, not as a hero, but at least vindicated in his decision to leave.
- 2. Hunt something incredibly dangerous. He is a hunter at heart, and the idea of taking bigger and more dangerous game as he learns more appeals to him.

3. Two secrets about the character, one that he knows, and one that he doesn't.
- 1. Secret he knows. He knows that his father once left the village, as well, and was welcomed back a short while later, but he is not supposed to know of this, and no one will discuss any details.
- 2. Secret he doesn't know. His "brother" was brought back to the village by his father, when he returned, and is not a child of his mother. This happened before his birth, and he doesn't know anything about it.

4. Three people related by blood, romance, or conflict, two of which are friendly, one of which is not.
- 1. His mother. They've always been close, and he feels that if he did try to return home, she'd be the one person who would definitely welcome him.
- 2. His brother. He doesn't know that his brother is not his mother's (and perhaps not his father's) son, he just knows him as his older brother. They are very close, and grew up hunting and exploring together.
- 3. Their chieftain. He was furious at being disobeyed and personally swore that he would ensure that he could never come back home.

5. Three vivid memories of the character.
- 1. Fireflies lighting up the otherwise pitch-dark swamps at night. He could watch this for hours on end and never tire of it.
- 2. His first kill. It was clean, and honorable, but it was then that the weight of the power to take life truly settled on his shoulders.
- 3. Leaving home. It was simultaneously a terrifying and wonderful experience.

Character Concept:

He's a ranger from different civilization. He was raised to hunt and gather for his tribe, and lives by the rules of the hunt. He is awkward, but it is mainly due to this being his first time out in the world amongst other races. He truly delights in seeing what is around the next corner, good or otherwise, and wants to bond with his fellows as they explore and hunt together. He's a bit wide-eyed, but is learning quickly as he goes.


Ignore the Alias

7 Questions:

******What sort of game are they best suited for?

A game that can run into all sorts of situations.

******What is the characters greatest strength? Greatest weakness?

His arrogance, he believes he is an excellent diplomat, acrobat and fighter and so he is, right up until he isn't but he is also experienced enough not to totally shut down if he is shown something
better than he knows.

******How does the character react to tragedy?

With a sense of determination and hope, resigned to what he could not stop happening, he tries to make the best of the situation

******What is your characters greatest triumph? Greatest mistake?

Finally becoming Captain of a sailing ship with the full trust of his family. Allowing himself to become arrogant and think of others as beneath him, which he has mostly gotten himself out of .. now.

******What sort of person would this character call friend?

Someone who stands up for themself, is loyal and does the right thing at the time, no matter the cost.

******Does this character thrive in chaos or fight desperately to reclaim peace?

This character thrives in chaos even though he doesn't know it himself yet, peace is admirable but a tad boring.

******If circumstances didnt drive them to adventure what would they be doing otherwise?

Being a spoiled noble brat in charge of a Sailing ship and travelling to exotic lands.

Background:

Scion of the wealthy Rook noble family, Solian is a scoundrel and swashbuckler par excellence. Gregorio Lothar Rook was father and patriarch of the Rook family, with 3 sons (Rafaele Dante Rook
(Eldest), Tiberio Salvatore Rook (Youngest)and a daughter Rosaline Flavia Rook. The family was re-knowned for being distantly descended from the line of the Gold Dragon Aerosclughlareth.

Aside from the family estates the Rook family run a significant shipping company, that transported goods across the seas and this is where Solian was primarily involved in the family business. He was captain of the fleet and family ambassador to foreign lands and thus he engaged in sea travel where he was able to build business relationships with merchants in exotic places.

Solian spent a large part of his youth on the family ships and he was re-knowned for getting into all sorts of trouble, one target was the the wizard Orono that the family employed to assist the fleet with magic when needed. Solian would sneak into his rooms and look through his books, scrolls, notes and various implements, hoping to find fantastic magical devices. Well one day Solian managed to set Orono's room on fire with a wand he had found and due to his position Orono could do nothing but instruct the lad on how to use wands and other magical items he might run across, so as to prevent future disasters.

As Solian grew up his father had his armsmen instruct him in fighting techniques that would be most valid in a courtly situation, where he may not have much armour and thus he would need to rely on wit, movement and the capability to get himself out of sticky situations. He was taught the art of swashbuckling and oh how he swashed, he was very impressed with his fighting and agile movement capabilities. He strutted down the streets in all his finery and hand on the pommel of his sword. His father was also impressed and he saw how this young lad so full of gumption would also impress the
Nobility and thus he himself began teaching his son the courtly ways of diplomacy, bluff and intimidation as well as the ability to read your opponents intentions, all so that he would be able to get the best out of the families business dealings.

Solian spent his time aboard ship occupying himself with whatever as long as it did not involve actual work. He was quite dexterous so he was very capable aboard ship he was even able to climb the rigging in those rare times he felt contemplative of life's mysteries in a ridiculously high and dangerous spot such as the crows nest. As part of his plan to win the crew over he studied them and to his own suprise he found that there may be somethings that he could learn from them that would be useful and fun.

A swarthy fellow named Falim was practicing, what Solian assumed to be a dance, Solian asked the quartermaster Mr Kaapo Cademon why the man was allowed to practise dancing while on duty and he explained that he was practising fighting techniques and that taught other crewmen as part of his duties. Solian was entranced, he had always rated his fighting techniques as masterful but now his mind buzzed with thoughts of the the advantages he would have against opponents who had never beheld this hitherto unknown fighting style.

He summoned Falim to him and instructed the man that he would submit himself to be a student so he could learn Falims fighting style. Solian joined the classes seeing it as a point of favour for him in the eyes of his crew. He threw himself into the learning, only to discover that he did not know as much as he thought and he actually had to practice, he even allowed Falim to speak down to him about his progress. But eventually Solian hit upon the correct formula and his training had caught up with his natural ability and he became something truly graceful.

He found that his fraternising with the men had successfully endeared them to him and a few of the crew members advised him on how he could better his chances at winning a fight even with all his fancy dancing capabilities. They showed him how to fight dirty, how to trick an opponent into thinking you were engaging them in a straight up fight only to use some form of trickery, device or the surrounds to gain an advantage over them. Solian had beheld some truly amazing warriors and fantastical beasts in his time and if the time come that he would have to face one of these opponents he wanted to maximise his chances of staying alive after the encounter.

Finally Solian had been given his golden opportunity, the chance to run a large shipment as captain.

He said his good byes to his family and sailed of to his final crowning glory, which lasted only 5 days as his ship ran into a nasty storm and had to return back to port for repairs.

As they sailed into the port they found that it was deserted, no other ships or people. Solian lead a party around the village until he found a store of bodies in a warehouse guarded by a couple of mercenaries.

They gathered what they needed and made the repairs to the ship, while Solian interrogated the mercenaries. Through brutal torture he found out that they were in the employ of House Gado and that a conglomeration of Houses Gado, Lucent and Freit had attacked House Rooks Estates and the port. They had already taken the ships to be recommissioned as ships of the three treacherous Houses. He also found that his family had been captured and taken away as hostages of House Lucent, to make their claim on the Rook lands more legitimate.

Solian and his crew were all wanted men, none of them would be allowed to stay un-silenced. But the crew would never be in for a suicide mission and Solian knew he could not take on House Lucent by himself, so they searched the port for goods (The secret stash where precious gems and jewels, were kept was found and slipped into Solians pocket) and shipped back to sea and headed to a friendly port.

The journey was treacherous, it was the wrong season, but the crew were very good. They were blown off course into an area thy did not know and within sight of land they were wrecked on a shallow but concealed reef. Solian survived and was able to swim to shore, the surviving crew scavenged what they could and stayed together, after a few days they found a settlement. Luckily they were not too far away from their original destination and a Solian was able to make contact with a merchant he had profitable dealings with for over a decade. Solian found the remaining crew employ as he could not keep them with him. Solian traded his gems, jewels stash and a favour to the Merchant (Ikagi Subumoto) for a place in his family, so that Solian would have some legitimacy in this strange foreign land as he tried to make his fortune and rescue his family, how ever long it took.


Still closing tonight Tark?


Yup.


Sweet!


Below: Seldlon the Curious

Questions:

Seven questions to help detail you and the character.

what sort of game are they best suited for?

Investigation, nature, more sweeping plots.

What is the characters greatest strength? Greatest weakness?

You can tie his strengths and weaknesses together. He is analytical, logical, experienced, decisive. Seldlon is also self-centered, arrogant, dismissive of short-term pain, and irreligious.

Up to you to pick which are strengths and which are weaknesses.

How does the character react to tragedy?

He would study it. Be it a natural disaster or a personal loss, Seldlon would lose himself in a careful extermination of the problem. Int he grip of his monomania of study, he can more carefully control his own emotions.

What is your characters greatest triumph? Greatest mistake?

What he would tell other people?

Triumph: Being able to name all 49 types of native frogs that live in the Mushfens.

Mistake: Working for the 'myopic' Pathfinder Society for so many years instead of working on his own.

What he knows himself, deep down?

Trimpuh: Once saving an entire village from an illness after diagnosing them and finding the right healing herbs to cure them, and risking his own health the entire time.

Mistake: Forsaking other elves and living on his own for so long. He would never admit it, but living among such short-lived races has left him a bit cold-hearted.

What sort of person would this character call friend?

He has few friends, keeping himself at arms length. But he has the greatest respect for intellectuals, academics and other people who study the world.

Does this character thrive in chaos or fight desperately to reclaim peace?

He prefers time and space to study, ponder and decide. While he can make choices in a crisis or emergency (and with speed) he doesn't like it. He is the type to fight the world to make a quiet bubble to live in.

If circumstances didn't drive them to adventure what would they be doing otherwise?

Most-likely: A researcher of the world (which he still considers himself).

In his own inner dreams: a healer or cleric.

Short Background:
Seldlon is an elf who left Kyonin many years ago to study and classify the world. For many long centuries he worked for the Pathfidner Society, going to all corners of Golarion to investigate. He studied rare plants at the summit of mountains, dove to deep sea wrecks for lost baubles, investigated epidemics for clues to transmission, and even wrote several books on classifying types of monsters.

An incredibly learned fellow, Seldlon usually worked alone or with a few local guides. He takes the long view on everything, and is quite capable of overlooking a few 'decades of strife' for the greater good. but, when his guard is down, he has deep wells of compassion for the sick and hurt.

Several decades ago he left the Society, striking out on his own. He goes where the tides and whims of wind, tide and time take him, with an open mind and quick pen. he has recently taken to keeping extensive diary and notes one everything and plans to publish it someday. Part science text, part biography, part poetry, he is quite taken with the project (but keeps the results to himself).


And closed. Will get choices up at earliest opportunity.


So the choices.

Gm mowqe
Oniwaban
The waskally
Brianne
Dreaming warforged.

Everyone else thank you for tolerating my eccentricity in this matter.

Ill have general up soon so we can talk about where to go from here.

Liberty's Edge

Have fun!


Alrightie, I'll be checking in on this thread to see when you update. Thanks for allowing me the opportunity to play.


Wow! Cool!


The discussion thread is up. You should see it in the tab at the top of the page.

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