Westcrown and Down (Inactive)

Game Master Jib916

The city of Westcrown is dying. A city best by criminals, a corrupt nobility, and a shadowy curse, Will you fight back against champions of both the law and the criminal world to bring Westcrown back to its glory?


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The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving desperate people to fend for themselves in a city best by criminals, a corrupt nobility, and a shadowy curse, Will you fight back against champions of both the law and the criminal world to bring Westcrown back to its glory?

Council Of Thieves AP PBP

What I am Looking For : 4-6 committed Players who can post at least once a day. I am looking for interesting characters, who will act and react well with the campaign.

How To Apply
I am asking players wishing to apply to do in a very specific way. If interested please apply using the format below, formatting (bold, spoilers, etc) exactly as demonstrated.

Example:
------------------------------------------

Character Name
Sex / Race / Class (or Archetype)

Background:

Background Info 1-5 Paragraphs, Choose a 1 Campaign trait

Appearance:

Appearance info 1-3 Paragraphs

Lucky Dice:

1d20 ⇒ 2
D20 roll, If I can't make up my mind between characters, I will use these numbers to decide

---------------------------------------------
Players Guide

Good luck and feel free to message me or leave me any questions or concerns.

Submissions will close when there is enough interest.

Grand Lodge

dotting for interest and to think about the information needed


Dotting while I think what to submit.


i am thinking of doing an oracle, but a question for you first, what would be point buy or dice rolls be for ability, or the money to start with, well you let people play evil characters, do you have any house rules as well. just some things to think about. I should have a ok amount of info by tomorrow.

Dark Archive

Dotting for interest.

I have a Human Aldori Swordlord I'm really interested in playing, would having him as a Taldan immigrant to Westcrown or a travelling adventurer be okay?


dot for interest


same question about evil characters and what about PvP?


Pathfinder Adventure Path Subscriber

Dotting, Chelish Diva style.


pavaan wrote:
well you let people play evil characters
Vuvu wrote:
same question about evil characters and what about PvP?

Evil Characters would probably not mesh well with this campaign, as you are trying to make the city a better place. (Although, If you do have an interesting evil character that you think might be an exception, submit it, and i might consider it.

No PvP, There will be enough things to kill =D

pavaan wrote:
what would be point buy or dice rolls be for ability, or the money to start with

I didn't ask for this information specifically because I am not interested in it yet. I will be choosing players based on backgrounds and character ideas, rather then fleshed out characters. After Everyone is chosen, ill then give details on character creation.


I'll have to think on this one but have something in mind. starting to take an interest in the smaller races


Character Name
Sex / Race / Class (or Archetype)
Female / Human / Cleric

Background:

Phaedra will be taking the Tortured version of the Unhappy Childhood trait.

Born to a whore and some random customer, Phaedra didn't have much chance for a happy life. She had even less chance when her mother developed a drug and alcohol addiction that she couldn't support. Her mother's solution was to sell her daughter to Lamm in exchange for more drugs.

Phaedra proved to be completely useless at the various tasks she was assigned no matter how often she was beaten. She was just completely useless at pickpocketing and stealing and wasn't even stealthy enough to be any kind of decent spy. Finally Lamm decided there wasn't any other use for her but to be one of his whores.

That didn't end up well for Phaedra either. She feared ending up just like her mother and refused to service her "client". Having already paid for her, the client didn't care what she had to say and beat her into submitting to him. Afterwards he complained to Lamm about the service and he beat her again and had her seemingly lifeless body tossed out onto the trasheaps by the street.

Her body was collected by a group of clergy belonging to the Pharasmin temple who would collect the dead to perform last rites for them and give them the proper burial that the dead deserve. They were quite surprised to see a spark of life left in the young girl when they attempted to prepare her for burial and rushed her off to their temple's infirmary to recover.

After her recovery and with nowhere else to go, Phaedra decided to pledge herself to the service of Pharasma.

Appearance:

Early childhood malnourishment has left Phaedra slender and petite in stature. She stands at about 5 foot even and weighs around 98 pounds. Her pale white skin and jet black hair are proof of her Chelaxian heritage and her greyish blue eyes have a haunted look about them.

She typically wears somber robes in varying shades of grey and prefers to keep a veil over her head and face. Phaedra is rather self-conscious of the faint scars that are still visible on the side of her face that were the result of various beatings.

Lucky Dice:

1d20 ⇒ 4


Doran Quickstep
Male / Human (Taldan) / Aldori Swordlord (Fighter)

Background:
Doran will take the Westcrown Firebrand Campaign trait.

Born to a disowned branch of a Brevoy noble family, Doran grew up in much harsher conditions than most of his Aldori swordlord constituents. Bullied by the sons of nobles who had been told of his family's fall from grace, Doran began to teach himself swordsmanship. Practicing with sapling branches until he was strong enough to lift the heavy wooden practice sword, he eventually caught the eye of an aging instructor of the Aldori style. Taking the name Quickstep, in hopes of not being recognized by those who tormented him when he was young, Doran worked with the man to sharpen his skills. Proving fast and accurate with the blade, his instructor ingrained all the knowledge he could to the boy, eventually sponsoring him to officially join the swordlord's school.

Taking to the training and dueling with great will and enthusiasm, he worked hard to become an accomplished student, eventually making it into the top ten of his class, in not only swordsmanship, but also academics. After graduating from the swordlord's academy, Doran spent the next four years working as a city guard in Brevoy's capital, New Stetven. Realizing that he would never get anywhere with such a profession, he quit on the eve of his twenty-fifth birthday. Now free to do as he pleases, the man's travels to find work as an adventurer have brought him to Westcrown.

Realizing the people of Westcrown have been tormented, debased and oppressed by the society and ruling class of the city, much like he was as a child, Doran hopes to join up with other free-thinking individuals to try and bring beneficial change to the city. Something must be done quickly, because the citizenry of Westcrown have suffered for far too long!

Appearance:
Doran has spent his whole life studying the art of the sword, and is especially lithe and agile because of it. Additionally, due to both being bullied and training extensively because of it, he is quite tough and muscular. His slicked-back, messy silver hair and sharp blue eyes made him stand out, but his skill and ability with his blade are what are most notable about him. On his right side over his ribs, and on his right bicep, are a pair of jagged scars from a childhood accident. Slightly embarassed of it, Doran dislikes to be seen without his shirt. The Taldan man stands about 5'10" tall, weighing roughly 140 pounds.

He wears a roughly-made traveler's outfit of brown leather, with a chain shirt over it. His blade is lovingly cared for, and certainly is his most prized possession. The weapon's sheath is belted across his torso, with five daggers held in the strap, for easy access.

Lucky Dice:
1d20 ⇒ 3


Dotting for interest, I'll post a concept in a second.


no evil and no pvp, then i will put soemthing together


Hellspawn
male/Tiefling/Wizard(Foresight school)

Background

Spoiler:

Starting Campaign trait will be Conspiracy Hunter(Perception)
Born into the Westcrown noble family of Khollarix, his tainted past obvious Hellspawn's parents rejected him, he was denied his family name and never even gained a true given name just called what he was "hellspawn". Giving over to the household mage to raise and study, he grew up in the household of his family but was always their shameful secert.
After his great intellect became obvious during his education, it was decided to teach him magic to increase his value to the family. Excelling in divination magic Hellspawn quickly learned of his linage, as well of his families fear of the discovery of this fact. Learning this did not turn his hatred upon his family, he began to hate the new regime that forced his own family to fear him. Still as a student of divination magic he well knows the risk of ever speaking this fierce hat. His favorite use of his magic has been using it to overhear stories of the outside world, speculating on the truth of the wilder one's and worrying over the darker one's.
Now that his education is complete he has decided to cut all ties with his families household, and go out into Cheliax and try to find a way to resist this dark empire.

Appearance

Spoiler:

Hellspawn appears as a tall wiry frame of a man. His heritage is obvious with two thick blunt horns sprouting from his brow and sweeping to either side. His voice also makes him as different being a bass rumble that is so deep it seems beyond a mortal frame to make. His preferred dress is practical beneath scholarly robes.

Lucky Dice

Spoiler:
1d20 ⇒ 4


Killjoy
Male Human Lore Warden Fighter

Background::
Full background in Profile. Short version-

Killarny Johnson was the son of the Captain of the Guard. With no mother and a workaholic father he split his time between the streets and the guard barracks, occasionally being forced to go to social gatherings with the nobles his father served.

The city slowly declined and his father refused to bow to the syndicates, slowly becoming the last honest cop around. Predictably, it cost him his life.

Killarny is now out for blood. He is clever, resourceful, dangerous and driven by both a desire for revenge and a deeply ingrained sense of right and wrong. He understands that as just one man there isn't a lot he can do, but a good trick can fool a lot of people. The best tricks practically create their own truths.

So he's looking to con the city back into some sense of goodness, and kill anyone who doesn't want to be part of the joke.

Appearance::

Killjoy is a wiry figure in close-fitting black armor dotted with weapons and pouches, wearing a white mask with a jaunty grin.

Killarny is a clean shaven young man with close-cropped hair standing about 5'10'. His eyes are a clear blue and his face is almost perpetually serious.

It's clear he's lived a hard life. His nose has been broken more than once, but he was lucky enough to be able to have it straightened. Small scars dot his face and scalp.

He carries no obvious weapons and dresses in simple but well made clothes. Everything about him seems unremarkable. He'd probably be just another face in the crowd to most people, but if you happen to catch his eye you might notice a manic gleam that is deeply unsettling.

Lucky Dice::
1d20 ⇒ 18


Shannon Rhys
Male / Human / Chelish Diva (Bard)

Background:

Spoiler:
Shannon will be taking the Child of Infamy trait, as well as Noble Scion of the Arts with GM permission.

The Rhys family has long enjoyed the limelight of the Chelaxian Theater circuit. Under the previous golden age of Cheliax, before the death of Aroden and the rise of the Thrice-Damned House Thrune, they were famed for turning the traditional morality play into a form of high art, using the stage and the libretto to socially progressive ends. Those in the extended family who were not thespians or musicians themselves were composers, instrumentalists, wealthy patrons or simply enthusiasts in the arts. With the fall of Aroden and the rise of Asmodean worship, the theater became a sensational, marketable, propagandized and morally bankrupt instrument of the ruling class. And for the Rhys family, life began to imitate art.

It began with a matron of the Rhys family who committed adultery and ultimately left her husband for one of the first openly Asmodean noblemen. Then several cousins were accused of embezzling coin through low-rent street corner theaters and their doe-eyed patrons. Extravagance led to libertine living led to the family's crumbling foundations upon which Shannon was born.

His mother was a renowned operatic soprano and his father a marginally successful composer. As such, Shannon grew up in the grand opera houses and theaters of Korvosa, Magnamar, Egorian, and his family's traditional home, Westcrown, inspired and challenged to perform not only better than his contemporaries, but better than those who have come before. His first appearance on stage was in the Egorian Opera at the age of 7 in a production of Abrogail Ascendant, wherein he performed the haunting elegy sung by Abrogail I's childish handmaiden at her funeral (Abrogail I's role was played by none other than his mother). Shannon's soprano was so beautiful that a month later he was taken for a vacation to a family cottage in Avistan and castrated. Hence, he has possessed a coveted countertenor range.

But that is all that anyone covets of Shannon's life. His father died of syphilis only a few years after their summer stay in Avistan, and most recently Shannon's mother was arrested on charges of high treason and publicly beheaded after being implicated as a doyenne who prostituted her chorus girls to powerful nobles and traded in royal secrets. Now Shannon is in Westcrown, picking up the last remains of his household and on the cusp of deciding what to do with his life and his career. Though valued in the limelight of the theater, he is regarded as a laughable eunuch in the public sphere. But as he handles the remains of his family estate, he learns not only of his family's noble history, but of the noble history of Westcrown. It may be too late for his own masculinity, but perhaps Shannon can restore something of the ancient vigor of Westcrown if given the right opportunity...

Appearance:

Spoiler:
Shannon carries with him the grace of the living theater. To him, there is very little difference between life on stage and life off stage. As such, he carries himself with a quiet poise and grace that rivals the shrill divas Egorian. He favors clothing that is more costume than comfort, for in his world, appearances matter and count for a great deal. It is not uncommon to find him dolled up and performing for an upscale private audience.

He bears his father's ruddy gold hair and his mother's piercing dark eyes, wide and enchanting, a feature he emphasizes with makeup and his somatic gesturing for enchantment spells. Having been maimed before puberty, his fame has remained slight and androgynous. When angered, he flushes an overdramatic crimson.

Lucky Dice:

Spoiler:
1d20 ⇒ 4


Guy Berrain
Male / Mutt Tiefling / Urban Ranger / Conspiracy Hunter (Sense Motive)

Background:
Guy Berrain is not what you would call a staunch defender of the people of Westcrown. He is a hard driven cynic, mostly thanks to his otherworldly blood but also from years of seeing the worst in people when he tried to find the best. As a tiefling his birth drove his mother from her affluent family and into the slums, a place not so kind to children, especially not the kind with horns and a tail. He grew up on the edges of gangs and his mother did desperate things in order for them both to survive. The kind of things she never talked about with him. After his mother died, he ended up joining what was, in a way, just another gang in the city of Westcrown, the Dottari.

In the Dottari, his commanding officers did not single him out more or less than the other green recruits. Sure he was the spawn of some passing fiend but he was also another warm body to throw at the ever increasing problems of the city. The healthy sense of suspicion and distrust Guy had grown up with served him well during his time with the Dottari. Eventually he began to think that he might be able to make a difference in Westcrown, maybe turn it into a place where people like his mother would not be abandoned by the rest of society.

That was until he got burned. After a public embarrassment, the public was out for blood and wanted certain corrupt factions within the Dottari rousted. Those factions had no intention to let the public have their way so they arranged for scapegoats. Guy, being a tiefling, was a perfect target. His career in the Dottari cut short, he took his skills to the private sector.

If you wanted something looked into, and need a touch of discretion or violence, you could find Guy in any number of bars around Westcrown. He is pretty hard to miss. Just do not lie to him. He still nurses the ember in his heart, the remote possibility that he could find a way to improve the city in some respect.

Appearance:
Guy is handsome in a rough around the edges way. Not the biggest man in the world and certainly not the bulkiest. He has a strong jaw and dark eyes that always seem to know more than they are letting on. His hair is dark and cut militaristically short and his skin has a strangely red hue in the dark. He usually looks mildly annoyed at the world. His smiles are rare, even when he is happy. He has a short pair of horns that sprout just below his hairline and a long tail he usually keeps hidden under his clothes. His forearms are covered in tiny flecks of stone.

Lucky Dice:
1d20 ⇒ 8


Ravishar
Male / Human / Paladin

Background:

Campaign Trait: Shadow Child

A man kneels in a church, in front of an alter to Iomedae. A sword and shield lay out in front of him. As he stares at them, flashes of memory enters his mind. A young boy, him, being bullied every day, not being able to stand up for himself. A paladin of Iomedae showing up to save him from who he thought was his friends. The paladin becoming the boys mentor, showing him the man he should become and to stand up for what he believes. The paladin turning from Iomedae and slaughtering the clerics in the name of Angazhan. The boys tears and pain, as he wonders what the point of his life was, for the one he had looked up to turned from everything he had taught, and was now dead. Another man, a humble cleric, who showed him that life isn’t that easy, and that others make mistakes, believe other things, and that we cannot judge them. The boy swearing to never become that paladin, and taking up and becoming everything that paladin wasn’t.

That man focuses back on the present. He looks up at the statue of Iomedae. “I swear unto thee, that I will never betray thy trust. That I will always be loyal and fair, to meet out justice where justice is due, but to know that people have faults, and that I cannot hold that against them. This I do swear.”

He stands. He picks up his sword and sheathes it, picks up his kite shield and straps it to his arm. He turns to see the humble monk standing there, the man who showed him the truth of life. He opens his mouth to speak but his mentor stops him with a raised hand. His mentor speaks one simple word.

“Go.”

And he went.

Since his day of becoming a paladin, Ravishar found himself in the city of Westcrown. Rumors of evil that stalks the night was more than enough to get him to go there. He has since found that it was more than rumors. Ravishar finds no fear in the darkness, wading into it sword shining, banishing back those that would dare threaten the night.

Appearance:

Ravishar is a dark skinned human, with black billowing hair. He usually keeps it tied up in a knot behind his head. He hails from Andoran. A scar runs across his face, from his first battle with a pair of orcs. When offered healing for the wound, he rejected it. He keeps it as a symbol to remind him of what failure to his oath would bring.

He wields an ordinary longsword, however he was given a shield from his church. It was the shield used by his old mentor, before he went evil. It’s a red trimmed kite shield, emblazoned with the symbol of Iomedae. Ravishar keeps it as a reminder of his oath, and what pride and hate can do.

Lucky Dice:

1d20 ⇒ 19


Quentin Martois
Male / Human (Chelaxian) / Gunslinger (Pistolero)

Basic concept is a vigilante gunman, ala the Punisher. More detailed background in the format requested will be provided within the next couple days.

I am experienced PBPer as both player and DM and I can post multiple times per day 95% of days. Even on a bad day, I'll still check the thread. Any prolonged absences will announced ahead of time.

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Dotting for interest. It's bed time now, but I will come up with a character tomorrow morning


Jelani, how do you and I keep coming up with these entirely-too-compatible concepts?

Get out of my head!


Huhhh? -goes to read your submission- Heh. I dunno man, I didn't even read any of the other people's.

Perhaps the captain of the guard had a brother-in-law named Martois who was also killed for his unrelenting pursuit of the syndicates. What do you say cousin? :P


I have a submission that i made to another AP PbP that would work well for this one I think. He is announcing tomorrow, if he does not make it I will submit here. If not I will make a new character.


Kara Deepshadow
Gnome Wizard, Shadowcaster Thassilonian Specialist
Trait: {Westcrown Firebrand}

backstory:

Kara was born and raised in the ruins now known as Rego Cader the daughter of an escaped slave brought into Westcrown from Nidal several years earlier.

Kara’s mother, Tiara was a slave bought and sold through several houses, her small stature tended to make her less than desirable. When she was with child she became even more of a burden to any master she would belong to.

Finally while nearing full term Tiara was to be put to death she was rescued and brought into the dark shadows of the underworld of Westcrown. A small group of gnomes living in the sewers of Rego Cader who called themselves the Shadow Avengers determined to one day restore freedom to Westcrown. It was here that Kara was born.

Kara was raised among the shadow gnomes of Westcrown’s dead sector studying, experimenting and learning the arts of shadow magic. Kara learned the ways of this part of Westcrown. Learning how to find the Dusk market when she needed to; Learning what parts to avoid and what parts were safe. Kara always had a knack for languages and found it to her advantage quickly learning the various dialects of the city to interpret plans of those that would bring ruin to her family.

Kara’s magical talent far exceeded others of her age some claimed that her Nidal blood was the reason, yet others believed that she was touched by ancient powers. But truth be told, Kara’s mother was a student of the ancient rune magic of the Thassilonians. And it was Tiara that taught Kara all that she had learned as a child.

One evening before the curfew Kara was hiding in an ally following some strangers that she had never seen before. She heard their conversation about a meeting of others that had the same ideals as her.

Kara returned to the Shadow Avengers safe house in the sewers to inform them of this discovery. Tiara told her that it was time for Kara to go and discover on her own. She had learned all she could from those here. Kara’s first mission as a Shadow Avenger is to find out about these people and represent the shadow gnomes of Westcrown.

Character image:

Because a picture is worth so much more:
Kara Deepshadow

lucky die roll:

1d20 ⇒ 7


I have an idea for a female human fighter. I'll submit more in the afternoon, but for now dotting for interest.


Ronwn DeDhaen (profile)
Female / Human (Chelaxian) / Hedge Witch

Background:
Ronwn was born and raised in the vast Dhaen fenlands north of Westcrown. She was the youngest, by a decade, of five children, and the only daughter. At a young age, her parents recognised her talent with herbs, poultices, and herbal remedies. They apprenticed her out to Breleth, a local (much storied and feared) witch who was also local healer of last resort. Breleth was old - even for a witch - and welcomed the young legs and hands to collect herbs and perform basic preparations of simples and remedies. Ronwn was also tasked to "run" errands along the Rifardona.

At fourteen, Breleth recommended to Ronwn's parents that Ronwn also take instruction from Faed, Ronwn's distant cousin and proprieter of an alchemy shop in Westcrown proper. Breleth and Faed had done business in years past, which had diminished as Breleth's mobility decreased. With Ronwn as go-between, Breleth gained access to the broad array of herbal and alchemical items from Westcrown, and Faed gained access to Breleth's specialty potions, elixirs, and herbal items - and an additional pair of hands in the shop and laboratory several days a month.

This fresh arrangement dramatically expanded Ronwn's horizons. Her errands punting through the Dhaen and in the near reaches of the Rifardona had introduced her to a broad variety of local hunters, farmers, fishermen, and bargemen. In Westcrown, Ronwn met the spectrum of human experience. Her naturally retiring disposition served her well inititally - she avoided troublesome run-ins with the city watch or any local street toughs.

Faed nurtured her alchemical inclinations. Breleth continued to develop her arcane capacities. And the streets of Westcrown taught her lessons of cruelty and oppression that she found enlightening and appalling. She had not had a strongly articulated sense of morality before Westcrown - just a basic level of religious observance at home and with Breleth. On the streets of Breleth, that diffuse sense of 'rightness' was hammered against a growing sense of 'wrongness', galvanized in teenage absolutes and romanticism, and tempered by fear of the repressive authorities. As an outlet for her growing sense of outraged injustice, Ronwn pursued legend and rumor of a resistance to the Chelish Diabolist regime. This was not at all her forte, and subverted by the backwoods impression she conveyed and her native shyness. These attributes also probably kept her from serious negative attention.

Almost unnoticably, in the last five years Ronwn has advanced from apprentice to journeyman. Her father passed away. Her mother lives with the family of one of Ronwn's older brothers. Though her brothers are not hostile, they are obviously uncomfortable with Ronwn's position of 'witch's girl', or increasingly, 'junior fen witch'. Breleth remains a mentor, and Ronwn still has call on the sleeping-nook near the old witch's hearth. But Breleth has settled into the late autumn of her years. Cousin Faed still values Ronwn as an occasional collaborator, and affords Ronwn a small room in the back of the shop and access to his compounding facility. But he does not command her time.

Cousin Faed occasionally attempts to introduce Ronwn to 'suitable young gentlemen'. He is a respectable shop owner, and he feels a vague filial guilt at her unattached status. Ronwn is interested enough - her playmates of youth are largely married, and most with several children. Ronwn feels the passing of marriagability with vague regret. None of Cousin Faed's well intentioned meetings was any great success - from either end. Cousin Faed's crop of 'suitable gentlemen' are consistently moderately successful Westcrini in the Chelish mold, and were put off by Ronwn's gentility, rusticism, and lack of enthusiasm for Chelish pursuits. For Ronwn's part, she has found them cold, arrogant, and gratuitously cruel. Perhaps more importantly, none of these 'dates' resulted in a major disaster. Ronwn has not considered this explicitly, but has been reticent to accept more of Cousin Faed's oblique suggestions.

Campaign Trait: Conspiracy Hunter

Appearance:
Ronwn is a striking young lady. Her coloration is unusual, but almost uniquely Chelish. Her skin is porcelein, pale to the point of translucency. Her large eyes are a dark green. Her finely drawn, somewhat sharp features are framed by a wavy crown of dark auburn hair, cropped short of her shoulders. In interior light, Ronwn's hair is dark brown, almost a solid Chelish black, with lighter streaks bleached by the sun. But in direct sunlight, her unruly locks catch the sun and throw back a firey copper halo. For all that her coloration is striking, her features are not greatly favored, somewhat overlong, and sometimes awkwardly sharp, rather than finely angular.

In build and dress, Ronwn walks the same borderline - striking, but not well enough favored to be stunning. Ronwn is slightly tall among women, without overtowering the menfolk. She is wiry and broad across the shoulders. At the same time, the curves of womanhood have not passed her by. As long as the current fashion in gowns can accomodate her shoulders, she attractively fills out bodice and bustle.

Ronwn does not, however, normally wear a gown. Her much more usual wardrobe includes stout knee-high boots, leather gauntlets (against poling and rowing), woolen or cotton blouse, leathern jerkin, and calf-length leather skirt. In cold weather, she will add woolen tights, woolen scarf, and a fur-lined leather cloak. Punting on the bay, on the river, or in the fens, and walking the fens searching exotic herbals and other ingredients, she dresses for utility. She keeps her hair shorter and tied back from her face for the same reason. Though she knows how to clean up, and when it's appropriate, her daily wear, both in and out of town is a rustic paen to utility for hard use in rough conditions.


Lucky Dice:
1d20 ⇒ 19


Sounds awesome Jelani. Lets work on fleshing out the backgrounds a bit more and tying these two more closely to the city.


1 person marked this as a favorite.

Wow - reading the other submissions, I've been very very gentle with dear Ronwn. I think I may have to burn down the fen, just to keep up with everyone else's level of angst. :)


1 person marked this as a favorite.

Just throw in some murdered parents, that always works.


Character Looking Great Everyone.

A heads up, with all these good submissions, I will probably be closing submissions in about 24 hours.

I strongly suggest if you dotted, or are interested in the campaign in general, to apply asap.

Good Luck to Everyone!

Random d100 Dice Roll for Your Enjoyment: 1d100 ⇒ 31


I will finish application requirements tonight. Might take me and Doomed Hero a couple more days to coordinate backgrounds though.


DM Jelani wrote:
Might take me and Doomed Hero a couple more days to coordinate backgrounds though

Don't worry about coordinating backgrounds until you are accepted just in case one of you gets selected, and the other one does not.


I will have a character prepared within 24 hours good sir.


I will put up a character sketch this afternoon-PST


Trying this again with the correct trait...

Character Name Phaedra Valerius
Sex / Race / Class (or Archetype)
Female / Human / Cleric

Background:

Campaign Trait
Conspiracy Hunter: You’ve long heard rumors of dark
deeds afoot in Westcrown. Shipments of valuable cargo
that go missing with nary a trace or question asked.
People who disappear as though they never existed. Lords
of business and nobles who speak in veiled references
and accidental slips of masters even they must obey.
What lords rule the Westcrown underworld? Do the
tales of far-reaching criminal organizations hold a hint
of truth? Could the fabled Council of Thieves, said to
have been purged from the city ages ago, have somehow
survived or reformed? And what hold do they hold over
the city today? You don’t know, but you’re determined
to find out! Choose one of the following skills: Bluff,
Diplomacy, Knowledge (local), Perception, Sense Motive,
or Stealth. You gain a +1 trait bonus on this skill and it is
always considered a class skill for you.

Background
Originally from Korvosa, Phaedra is a cleric of Shelyn who came to work at the temple in West Crown as an excuse for looking for her sister. Her sister (a merchant captain) went missing along all the contents of her vessel which had been carrying fine silks and spices.

Over the course of a few years, Phaedra's done her best to make contacts in order to try to learn her sister's fate. In her searching, she has uncovered rumors of more disappearances and vague rumors of a master criminal organization who may be responsible for those disappearances.

Appearance:

Phaedra is rather pretty young woman who stands just a couple inches over 5 feet in height and weight around 102 pounds. She is slender and keeps herself in good shape. Her hair is chestnut brown and hangs down in thick waves to her waist and her eyes are a brilliant emerald green.

Her favorite colors to wear are greens and blues since they go so well with her hair and eyes.

Lucky Dice:

1d20 ⇒ 15


This was a hard decision between him and a Martial Artist Firebrand, in the end this character came together first, so I'm using him. He's a half-orc mostly for a little variety among all the humans. For the description, I basically imagined the Uruk-Hai leader from LotR, with a slight modification.

Yuron Issen
A/S/L-Oh, sorry. I mean: Sex/Race/Class
Male/ Half-Orc/ Wildblooded (Arial) Sorcerer

Background:
Originating in a place like Westcrown, it isn't hard to believe that there would be plenty of sailors, or pirates, in the family tree, especially when there is a long line of half-orcs as ancestors. Oddly enough, though, it wasn't the orc side of Yuron's family tree that gave him that particular quirck of the blood.

Yuron was born and raised in Isger, entertaned as a child by the stories that his parents told of their family's history. In the days before Aroden's death, the Issen family, had made a name for themselves as pirate hunters. Yuron doesn't know what it was that turned the family's fortunes, if they were victims of Aroden's fall, or if it was the fact that Yuron's great grandmother was born a half-orc. On the other side, Yuron's mother regaled him with tales of her ancestor's piracy, though her stories always focused on swashbuckling adventures rather than cutthroat business. His favorite story was the one about the Sylph (or maybe it was something else) ancestor that caused sorcerers to appear every few generations.

Shortly before he was born, Yuron's parents moved from Westcrown to Augustana, in Andoran, not wanting their son to grow up in a place dominated by devil worship. Once there, they took to the family trade, one parent staying with Yuron while the other was gone. When he was old enough, they would leave him alone, trusting him to look after himself, and to keep his sorcery in check.

Yuron never believed that his parents would be gone, until they were. They had gone out on a ship together, and the ship was attacked and sunk, with all hands lost. That is what he was told, anyway; Yuron isn't quite sure it was true. He didn't know what he was to do after that, except that he didn't want to be in his parents house anymore. He used the money he got from his parent's death to book passage to Westcrown, not really knowing what his aim was, but wanting to somehow find the truth behind the stories he was told as a child. To that end, he's decided to start by looking into the local criminal element.

Campaign Trait: Conspiracy Hunter

Appearance:
After four generations of seperation, Yuron doesn't look very orcish. It mostly comes through in his lean body shape and hard, angular features. He has straight black hair the length of his neck. His thick eyebrows frame his small, yellow-green eyes. He has high cheeckbones and a complete lack of facial hair. His jaw juts forward almost imperceptaby; his large teeth are crowned by what seem to be especially sharp canines.

He seems deceptively muscular, but that is more a factor of his lack of body fat. His skin is a slightly more green shade of olive. Unlike many of his kind, he doesn't have much body hair, in fact, he seems less hairy than the average human. Yuron fights the temptation to wear flashy, ornate robes, and instead favors simple peasant clothes, making him look more like a farmer than sorcerer. In fact, the only real hint as to his nature is the small pouch he carries with him.

Lucky Dice:
1d20 ⇒ 20


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Ronwn DeDhaen wrote:
Wow - reading the other submissions, I've been very very gentle with dear Ronwn. I think I may have to burn down the fen, just to keep up with everyone else's level of angst. :)

Naw, the party needs at least one person with a normal life.


Agreed. The Child of Infamy trait didn't give me much leeway for normal, and if accepted into the game it would be refreshing to have an average joe or jane to compare to!


Shannon Rhys wrote:
Agreed. The Child of Infamy trait didn't give me much leeway for normal, and if accepted into the game it would be refreshing to have an average joe or jane to compare to!

Doran's pretty normal, laid back even! Curiosity and a thirst for adventure are why he's here, after all.


Gnome Bard (Prankster/Sound Striker)
Fizzwiddle Glockenflefor XXII (But you can call him Fizzy)

Backstory:
Pathfinder's Exile

Backstory: Fizzy came to Westcrown after arriving in the Pathfinder lodge in Absalom, ready to live the life of a pathfinder. Unfortunately, upon arrival his very first act was to prank the the Venture Captain Drendel Dreng and he was promptly thrown out. Not to be deterred he made his way towards the local taverns assuming that with his incredible abilities as a performer that he would very shortly be filthy rich, then he would be able to show those Pathfinders.

He got the filthy part right. He soon found himself performing in the most squalid tavern in the city, and sleeping on the street. Temporarily brought down a couple of pegs he met and fell in with a various locals and finally met another fallen Pathfinder. After his mugging on the street the Pathfinder lay dying. Fizzy took the time to speak with him, and learned that there was a fallen lodge in Westcrown, and perhaps he could use what he found there to weasel his way into the good graces of the Decimverate.

After Arriving in Westcrown Fizzy sought out the lodge, only to find a whole lot of...nothing. Not only that soon after he himself was victim to multiple muggings himself. Now it is time for payback, as only a Gnome with the amazing talents of Fizzwiddle Glockenfleffor the XXII can deliver.

Appearance:

Fizzy is just a hair over 3 and half feet tall, though with his bright blue hair he is actually closer to 4 feet tall. He thinks that the height of his hair pulls focus from his embarrassing belly that pushes against his armor and tunic. He has deep tanned skin and ridiculous mutton chops down the side of his face. His Green eyes sparkle with a mischievous glint. His appearance causes most to underestimate his abilities until it is too late.

Lucky Dice:
1d20 ⇒ 9

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Erliana Vinhoven
Female / Half-Elf (Varisian Human Mother / Witch

Backstory:
Erliana was born to a Varisian dancer named Alika Vinhove. Her mother danced for a traveling circus group, 'Tiberu's Traveling Travesty Troupe', and was the most well known of the group's main acts. Her dances were sensuous, while she herself was the definition of beauty. Her beauty and the power it gave her over men was also her curse, as it led her to promiscuity with a large number of men all over the world. One of these was the tall violet eyed elf that was to be Erliana's father, a man she never has met. Another was an overly jealous Chelaxian man by the name of Pavo Crispin. As the group left Westcrown for new pastures after about a week's performances, they took with him with them, as an unknown tail. At the next stop, he watched, brooding from the shadows of the tavern as Alika went home with another man. This continued for several stops along the trade route, and each time Pavo's rage and jealousy grew and grew, until one night he could contain it no more. Erliana was seven when the rest of the troupe found Alika strung in a tree hanging from her own scarves, her entrails spilled upon the ground beneath her.

The next night, at the midnight hour Erliana was a approached by a small raccoon, who nuzzled the young girl while she slept. She woke with him still at her side. As she has grown through the years, the raccoon, who she gleefully accepted as a friend and pet in the times of hardship with the loss of her mother, has stayed as her companion. She stayed with the troupe, as it was the only home she'd ever known, and has become nearly as well known a dancer as her mother had been before her. That said, her mother has become more famous in death than she had ever been even in life, news of her horrific end spread from town to town, often by the lips of her lovers in each town. As such in every town they visited, Erliana was plagued by whispers, and sometimes even snickers from passing common folk on the streets, and secluded tables in the taverns. Throughout her youth, a single face has risen to the front of her conscious time and again, as if brought to the surface by some unknown force. The face is that of a pale Chelaxian, with stringy black hair, balding on the top, and a pencil thin mustache. She remembered having seen her mother with this man shortly before her death, and every so often his face would haunt her nightmares.

As she grew older, her dances grew more and more complex, exotic, even supernatural. She performed in such a way that left most people amazed, at the grace and agility of her dances. The cause would become clearer to her on her eighteenth birthday, as that was the first time she discovered that she could harness arcane energies through her long time companion Rickard, a common partner in her dances, and the longest lived raccoon any in the troupe had ever heard of. That night, the face of Pavo Crispin again haunted her dreams, and the next morning Erliana set off on her own to Westcrown, guided by some higher power to the home of her mother's killer. (Child of Infamy campaign trait)

Appearance:
Erliana looks much like her beautiful mother before her, the Varisian heritage overwhelming the elven heritage of her unknown father. Her hair falls to her mid-back in dark black untamed waves. The one trait she kept from her father are her intoxicating purple eyes, obviously elven as the whites and pupils are invisible within the vibrant violet, often flashing an intensity not often seen in her human brethren. Her skin is darkly tanned, adding to her exotic beauty. Her long legs add to both her grace and attractiveness, and she is rarely seen without a smile on her face.

She often wears the clothes that her mother had left, beautiful raiments designed for flowing Varisian dances, often leaving her midriff bare. Her body is often decorated with the jewelry of many suitors, though still haunted by her mother's death she has never taken any of their offers beyond the dazzling gold that adorns her wrists, fingers, neck, forehead, ears and navel.

Lucky Dice:
1d20 + 0 ⇒ (10) + 0 = 10


OH NO
I forgot to italicize the G / R / C section of my concept.
You're not going to hiss and vomit blood in my face because of that are you? 'Cause that would be both creepy and discouraging.


Quentin Martois
Male / Human (Chelaxian) / Gunslinger (Pistolero)

Background:
Quentin Martois was born to Leosa and Pierre Martois. Pierre was a Taldan gunsmith who was renowned for the beauty and craftsmanship of his firearms. Leosa fell in love with him on one of his trips to Westcrown to do business with her brother, the captain of the guard. He felt the same way about her, and soon enough they were married. When Leosa got pregnant less than a year after the wedding, Pierre moved them to Westcrown to be closer to her family. Quentin was born, and they lived a relatively mundane life together there for nearly fifteen years. Then, one day a powerful lieutenant in the local crime syndicate showed up in his father's shop. The man requested that a custom pistol be built for him, complete with white gold inlay, ivory fittings and silver plated mechanisms. Even being completely reasonable, the price his father demanded was extremely high. Pierre was hesitant to accept such a commission with no money down, but was intimidated into doing so.

The piece took several months of diligent work to complete. All other projects were largely put on hold. Finally the pistol was complete, and it was a masterpiece. Pierre sent word to the gangster that his piece was finished, but when the time came to pay the reckoning, the thug refused. He offered a price one tenth the worth of the pistol. Refusing to be robbed after such hard work, Quentin's father stood up to the man. The enforcer stabbed Pierre to death in front of Quentin, and took the pistol anyway. Quentin and his mother were crushed with grief, but without Pierre to support them were at a loss. Quentin had been apprenticed to his father, but he was not nearly as skilled. Leosa's brother helped to support them, while one of Pierre's former colleagues Martin Tangrecht took Quetin on as his new apprentice.

After several weeks of grief, Quentin was consumed by rage. What had his father ever done to deserve such a death? He vowed he would one day avenge his father and retrieve the pistol. In the evenings and on his rest days, he began to walk a couple miles outside the city and spend all his freetime and his entire disposable income firing pistols he "borrowed" from the smithy. Quentin buried himself in his work, quickly advancing to the rank of journeyman and beyond to become a gunsmith in his own right. On the day he turned eighteen Quentin finished forging his first pistol. That night he sewed a crude mask from a piece of one of his mother's red velvet dresses. Donning a low wide-brimmed hat and a dark cloak he strode out into the night armed with his new weapon. He was burning with desire for revenge, on the man who killed his father, and on everyone like him. He would single handedly bring the criminals of the city to their knees if need be, he was the Red Mask.

He made his way toward where rumors stated the infamous Dusk Market was located that night. He bid his time, sticking to the shadows and hiding in the alleys nearby. He was waiting for corruption to show itself, that he might cut it from the body of his beloved city. His opportunity came when he witnessed a woman being set upon by several large brutish men. She had propositioned them, and they figured why not just have it for free. Seeing his chance, he strode from the darkness firing and reloading as fast as he could. Before he knew what had happened, two of the thugs lay dead and the rest were scattering like roaches before a flame. A surging feeling of power ran through him, followed by a wave of horror at what he'd just done. He ran off, barely managing to hold back his sick until he was out of sight of the woman. But then the anger returned burning away the guilt, and he remembered the relieved look on the prostitute's face. He stood tall knowing he was doing what no one else would, he was doing justice.

Quentin is now a gunsmith by day, the Red Mask by night and a tavern dweller in the evening. He knows he cannot be the only one in this great city willing to fight back against corruption. He keeps his ears peeled for anyone else who might feel the way he does, and is always willing to bad mouth the corrupt guard, the criminals they serve and anyone dumb enough to not care about it.

Westcrown Firebrand Trait

Appearance:
Quentin is extremely average looking. His Taldan father left him with curly hair, not quite as dark as most of the Chelaxians around him, but other than that he's thoroughly forgettable. Standing 5' 10" he's neither excessively tall, nor short. He's of medium build, with dark brown eyes and pale complexion. He wears spectacles (though he only actually needs them for minute detail work while smithing, rest is for show) and plain baggy workman's clothing.

When disguised as his alter ego Red Mask, he wears a raggedy opera style red mask, and a low wide brimmed hat. He wears a long black hooded cloak, and black wool tunic, breeches and doublet over his armor. He carries a well used looking pistol at his side.

Lucky Dice:
1d20 ⇒ 4

Meant to post this last night but site was down, hope I'm not too late.


6 hours left. If your still interested apply asap


Dakka
Male/Tengu/Gunslinger (Musket Master)

Looks like this one has really brought out the gunslingers. I may as well add mine to the mix.

Background:

In the cities around the Inner Sea tengu often reside in "rookeries" nestled within the more rundown portions of larger human communities. In it's diminished state Westcrown is a natural place for a rookery, offering a home for migrating tengu seeking respite from the lawlessness of the Shackles.

With their sometimes deserved reputation for thievery tengu in Westcrown mostly stay quiet and keep thier heads down, but that doesn't stop trouble from finding them. The miniority status of Tengus has made them a frequent target for extortion and intimidation from Westcrown's criminal element, and they find little sypmathy from the authorities. The tengu are not helpless however, they have
a history of martial training, and one tengu has chosen to emulate their god of wind and thunder with gunpowder.

Clever artisans in the rookery have restored a junked musket to
a mostly working condition and entrusted it to keen-eyed young Dakka to protect their community. Dakka hopes that by thinking bigger and working to push back crime everywhere in Westcrown he might be able to help establish a legitimate postion for the tengu in the society at large.

Appearance:

Dakka is 4'9" tall. He has black feathers and a curved black beak. He typically applies red and blue dye to the tips of his feathers and likes to glue little decorative stones and cheap glass jewels to his leather armor in a spiral pattern in order to honor the tengu patron deity by evoking the image of a hurricane.

Lucky Dice:

1d20 ⇒ 16


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Thanks GM JIB. Fizzy waits patiently, then gets distracted for a bit, then remembers that he is waiting and then waits some more.


@vuvu - I think my elf monk stole all your attention and gave you any extra hyperactivity she had. She has to be careful people don't trip over her while she's waiting. One mid-winter, someone told her to wait until the snows had gone - and she sat down to wait for spring.


1 person marked this as a favorite.

Ronwyn-Fizzy thinks that you just might have...now would you look at that there?

Edit: Fizzy can be focused when it is time to do so. Once on a task he is almost obsessive about it, but when it is R and R time he is all over the place, always looking for the next gag.


My wife's a special ed teacher, and my folks are both teachers. fair warning :)
see the definition of "hyperfocus".

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