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Almah Rovshki

Aegwyn's page

141 posts. Alias of JonathanRoberts.

Full Name

Aegwyn Jarlsdoter


Human (Valgaard)


Oracle 5












Mtol Dærine


Mtol Dærask (Dærini), Orindir (Ýdalirdr) Valiunt (Tarsequin Valiunt) (literate in all)

Strength 12
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 8
Charisma 19

About Aegwyn

This will be my character for The Shadowlands Peacemaker Campaign play-by-post.

Aegwyn Jarlsdoter

Female Human (Valgaard) Oracle 5
CG Medium Humanoid (human)
Init +5; Senses Perception +2

GM Quick Stats:
AC 19, FF 13, T 16; Saves Fort +2, Ref +4, Will +6; HP 31/31
Skills +2 Perception (12 Passive), Sense Motive +5 (15 Passive)
Speed 30 ft. Concentration +9

AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 31 (5d8+5)
Fort +2, Ref +4, Will +6

Speed 30 ft.
Melee Morningstar +4 (1d8+1 20/x2)
Ranged Javelin +6 (1d6+1 20/x2)
Special Attacks Brain Drain (Su) (DC 16) (3/day), Gift of Madness (Su) (DC 17) (7/day)

Spells (CL 5, +4 melee touch, +6 ranged touch; concentration +9)
2 5/day - augury, cure moderate wounds, hold person (DC 17), levitate, minor image (DC 16), spider climb
1 7/day - cure light wounds, divine favor, entropic shield, forbid action* (DC 16), murderous command* (DC 16), protection from evil (DC 15), ventriloquism (DC 16)
0 - create water, detect magic, ghost sound (DC 14), guidance, light, mage hand, read magic, stabilize
*From Ultimate Magic.

Special Qualities Indomitable Faith, Reactionary, Haunted, Two Minds (1/day)

Str 12, Dex 17, Con 12, Int 10, Wis 9, Cha 19
Base Atk +3; CMB +4; CMD 17 (14 FF)

Feats Abundant Revelations (Brain Drain), Extra Revelation, Iron Will, Spell Focus (Enchantment)

Skills Acrobatics +1(1*), Bluff +4, Climb -1(1*), Diplomacy +8, Escape Artist +1(3*), Fly +1(3*), Heal +7, Intimidate +12, Linguistics +2, Perception +2, Ride +1(3*), Sense Motive +5, Spellcraft +8, Stealth +9(11*), Swim -2(0*)
*without shield

Languages Mtol Dærask (Har Masa), Valgaardian

Combat Gear Heavy wooden shield, Javelin (6), Mithral Chain shirt, Morningstar; Other Gear 26 solin, Backpack, masterwork, Bedroll, Blanket, winter, Fishhook, Flask (2), Flint and steel, Fortune-teller's deck, Holy symbol, silver (Taras), Iron spike (2), Mapmaker's kit, Oil (3), Potion of cure light wounds (3), Potion of protection from evil, Rope, Scroll of Restoration, Lesser, Remove Disease, Spell component pouch, String, Thunderstone, Torch (5), Trail rations (4), Waterskin

Encumbrance 50 lbs - light load; 100 lbs - medium load; 150 lbs - heavy load
Traveling Weight 91.3 lbs
Combat Weight 47.5 lbs

Prelude Aegwyn grew up in the vast northern lands of Vaalgard, a younger daughter of a minor Jarl. She was quick and hardy, but lacking in any form of common sense. Where other children pursued game in the snows, bringing back elk and snow boar for the townsfolk, Aegwyn would follow the wind and the gusting snow. Rather than following tracks, she would claim to be following voices on the breeze, but she would return with a brace of rabbits that had been wintering beneath the snowdrifts. Her skills were uncanny, alien, and bore no explanation. When asked, she just said that the winds told her, and would smile as if listening to jokes that only she could hear.

As she grew older, her imaginary friends became harder for the townsfolk, and her father, to ignore. Her hair and clothes seemed always to be pulled and tugged by a swirling breeze, her eyes flitting back and forth, following the invisible strands that seemed to tumble around her. Some in the village began to mutter, claiming it to be unnatural. One day, she slipped whilst carrying stew, dropping her knife. The knife flew from her fingers, cutting the leg of one of her father's bondsmen. Two days later, when hunting, the same bondsman came out of the snows and assaulted her. To this day she does not know exactly what happened next, but she swears that the winds around her roared with the rag of the ancestors and threw him over the cliff. At that point she knew, when she dropped the knife the winds had given her a signal. She vowed to pay attention in future. Returning to the steading that night, she dropped her knife in the meadhall - it hovered in the air, spinning and spinning and the eyes of her father's men looked at her with eyes that terrified her to her core. She ran from the hall, grabbing her mail shirt - the shirt that would have been her bride-price - and the symbol of Taras, the one who sent the winds. She was miles away by the time the sun rose on Vaalgard, and where she walked, the winds followed - obliterating her tracks from those that pursued her.

The Journey to Mtol Dærask From that point, Aegwyn questioned the winds daily. She would drop runes and follow the patterns they described. She learned to pick weal from woe. The winds took her south, far from the snows she was used to. She used her talents to help those she met - mending wounds for apples or a roast chicken. Telling fortunes for merchants for coin and a place on their caravans. Few dared take advantage of the strange windblown girl but there were always those willing to chance their luck. Mostly she could ward them off with her mace and a look, but every now and again a caravan guard or a traveller would try harder. At those times, the voices returned, she would black out, and wake to find the attacker on the ground clutching their head and screaming, or she would wake up leagues away with another train, or on an unfamiliar horse - but always further to the South and West.

After a time, the blackouts came more frequently, and not always attached to a attack. She would lose days or weeks. No harm would come to her, and all she could remember from those times were the voices of ancestors. Valgaardian voices, shouting in pain, anger and rage, and a sense of blowing snows, cold and some ... thing dark and powerful lurking beneath. 9 months ago the winds blew her to Mtol Daerine, and the blackouts stopped.

At first she thought that her winds could not follow her to this strange alien city in the dry dust of the desert. But her runes were as accurate as ever, and would fly from her hands to land in patterns on the tiled floors. She found lodging above an inn, and began to heal injuries and tell fortunes for food, bed and board. She has found her skills to be a welcome aid in this place, her instincts and her guiding winds providing her with insights that others who rely on deduction and reason cannot access. She wonders daily why people bother trying to figure things out for themselves when they just need to ask the deities and be given the answers. And she knows now that she's not the only one with such access. The bards of Mtol Daerine, like the skalds from home, tap the wisdom of the ages that they call myths and legends and Aegwyn calls ancestors. She finds kindred spirits amongst them, and has resolved to learn more about her gifts and the manifold ways they can arise.

Another group, one that hears the same voices that she listens to on the wind, are the Sathgati - a death cult that reside around the necropolis. Shunned by the literati of Mtol Daerine, they see in Aegwyn a kindred soul and have helped her begin to interpret some of the voices she hears on the wind.

For the first time in years, there are no gusts tugging at her feet, pulling her to new shores. Her winds mean for her to be in Mtol Daerine, and she has vowed to find out why. She wonders daily whether this is the calm before the storm, or whether she is sitting placidly in the eye whilst the maelstom rages around her.

Current Year

GM/Player Workbook:

Personal Motivations: It is not easy being directly contacted by a deity. Aegwyn has spent her life following the wind as it has blown her from place the place. The runes have brought her to Mtol Daerine and her blackouts have decreased - a sign she takes to indcate that she's where she needs to be. Not only has she resolved to find out why she's been brought here, but she also wants to find out more about the powers that have guided her steps to this alien land.

Interpersonal/Group Motivations As one directly touched by the Gods, Aegwyn is a natural loner. She is continually amazed that others try to figure out the world around them rather than relying on deities to tell them the best course of action. She believes that deities must talk to others in more mysterious ways and is interested to find out how this could work. She doesn't prosletyze - she realises there are many deities and powers in the world other than her own - but she's amazed by some people's callous disregard from the divine in any form.

Campaign Motivations Aegwyn's personal motivation is tightly correlated with her campaign motivation. After years of following the voices and the runes, she has decided to learn more about the powers that have taken an interest in her rather than purely following their dictates blindly.


Gwythyr Delwyn: A Qwayraith bard, he can often be found in the The Scarlet Strumpet Inn in the Guild District or the Theatre of Rahan, also in the Guild District.

Navza’ar: Ratush of the Mahrka Order of the Brotherhood of Magus: The mid-40 year old Daerine native is usually found at the Citadel of Magus or at the Royal Library. Most evenings he can be found reading or taking a drink at one of the pubs in either the Brotherhood District or the Journeyman District. He has a fondness for dates and chocolate covered nuts.

Sin-Adan: An Ashkanian member of the Sathgati, the strange death cult devoted to Tārašan, he can normally be found in the Necropolis and at the Fires of Tārašan temple.

Azargan: is the owner of a small caravan company, The Crimson Caravan,which mostly transports spices & silks from Mtol Daerine. His warehouse is located in the Merchant District although the building the Crimson Caravan uses as its office is located in the Journeyman District.

One outstanding

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