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Took me a little longer than intended but here is Taera Ironblood, Warpriest of Varg/Gorum who is convinced they are the same entity, just like she's convinced the other orc gods are orc versions of other deities.
Taera was conceived during one of the Flood Truce festivals. There her father, an Ice Tooth Half Orc, and her mother, a Steeleater Orc, met and ended up hooking up for the duration of the festival.
Taera grew up with her mother amongst the Steeleaters where her plae skin was something to be ridiculed when she was young and envied as she grew older. While initially considered nothing but a freak she grew beyond the stature of almost all other tribe members. That, combined with her pale skin, made many in the tribe come to the conclusion that the Ice Tooth bastard that sired her didn't only have human blood but also frost giant blood running through his veins.
Her strength and force of will landed Taera a place as an apprentice to one of the tribe's many journeyman smiths. Like her mentor, Taera soon had to underplay her skill as a smith to secure her own safety. Knowing she will not be able to continue hiding her skill for longer periods of time she is determined to find a way out of the Steeleater tribe and into a position of freedom. Her best shot would be finding her father at the next Flood Truce festival and joining him and the Ice Tooth.
I've got a question: How much downtime will there be in this game?
I'm asking because I'm looking at the Forgepriest archetype for the Warpriest but that feels rather wasted if there is no opportunity to craft my own gear.
I'm looking at either Forgepriest or Divine Commander.
The basic idea for my character itself is that (s)he is a Three-Quarters Orcs, technically a Half Orc, born of the unlikely union between a female Steeleater and a male Ice Tooth Half Orc who met when the two tribes got together to trade weaponry for beasts of burden.
Here is Yulani Merilar, my Aasimar Mesmerist|Slayer.
The character is a predator and in more ways than one. Her crime is murder though that murder is just the only they could tie her to.
I haven't done the gear yet, but that isn't needed at the start anyway.
Born as a member of House Merilar, a halfling family raised to minor nobility for their support of House Darius, Yulani was considered a blessing. Her celestial heritage became apparent very soon after her birth when her parents noticed her cat-like pupils. As soon as she got her first teeth the sharp canines stood out, as did her pointy ears. Recognising in her the touch of their family symbol her parents celebrated her.
When she became older it became apparent that she didn't only carry the good characteristics of the House's Leonal ancestor but also the bad. It started with her sneaking up on members of the staff and scaring the living daylights out of them. This playing went well for a very long time, until Yalina scaring an old maid actually induced a heart attack. Unwilling to have their blessed daughter arrested for what surely wasn't intentional Yulani's family had the corpse vanish.
When something similar happened again, though this time as a result of a falling bookcase, her parents once more destroyed the evidence of any possible action by Yulani. Even when she turned from personnel to local villagers they still removed evidence and bribed relatives. When the deaths started to come from claw attacks rather than apparent accidents, right at the time Yulani started to develop claws, her parents locked her up in the manor.
It did not take long before Yulani escaped the manor and moved far away to a place where her parents would not restrict her, not realising they also protected her. Despite the lack of protection Yulani could continue her killings in the city as she mostly aimed at the poor and downtrodden, people nobody missed or cared about. She lured them into dark alleys using her budding mental ability and would then slay them. As this name game also quickly became boring Yulani switched to increasingly difficult marks. This would prove her fatal.
Not quite knowing who he was she one night lured a man into an alley. There she attacked him but the man fought back. It took her quite a lot of skill and effort but eventually she got him down. In her excitement she was too late to realise it when the guards closed her in. Apparently she had just killed a member of House Darius, a second cousin to the king.
It was thing murder that landed her in Branderscar, something she still considers funny seeing the number of other kills on her name.
Well, I've been walking around with an idea for an evil druid for ages but it requires quite a bit of home ruling so I'm loath to suggest it. The basic idea is for a druidic necromancer, or at least that's what he appears to be. In fact he'd be creating skeletons by using vines to control the things and do the same with zombies, only using maggots and similar vermin. Logically he'd be limited to mindless undead and would actually frown upon creating "real" undead.
I know the Shade of uskwood feat allows something like that right now but that not only requires one to worship Zon-Kuthon(odd choice for a druid if you ask me), be an albino and be from the Uskwood in Nidal, which quite a bit out of the way for a Kingmaker game.
The only other patron for a Druid that would also be ok with building a society would be the Infernal Duke Barbatos. The society would be quite nasty though.
Shaman actually have a similar problem to Druids in that they are more suited for small, rural communities than potential kingdoms.
As far as Witches and Slayers go I'm not quite sure. Slayers are a rather obvious choice but for some reason they feel(at least to me) more like henchmen to me when coming from an evil perspective (that or murdering psychopaths) and I don't think people want to play a henchman.
I'd like to submit Thaliar Medevin, Mastermind Investigator and devotee of Sivanah. All the crunch is in the profile.
He is True Neutral but has somewhat evil tendencies in the form of selfishness and greed. More than that, he is willing to turn a blind eye to more severe things, only requesting he'd be left out of the actual dirty work.
As far as kingdom roles go I personally think Magister, Spymaster or Grand Diplomat would work best but he could also be Treasurer or Royal Enforcer or even Marshal, though he wouldn't be to fond of the last role.
Born in the River Kingdom of Cordelon, Thaliar had a quiet youth. Being one of the few remaining full Elves in Cordelon meant that the people respected him and welcomed him wherever he went. This would have probably convinced him to stay if the place hadn´t been so incredibly dull.
When he was only 43 years old, still young by Elven standards, Thaliar left his parents and Cordelon to travel north. He had heard stories about the human swordlords who lived there and, curious as he was, decided he had to see them for himself.
Not quite sure where these swordlords resided Thaliar ended up in the small kingdom of Pitax instead of his actual destination, Mivon. Intrigued by the absurdities of the kingdom Thaliar ended up staying for several years. In this time he fell in with a band of smugglers who smuggled all kinds of goods from Pitax to Brevoy and the other way around. Eventually there was a falling out within the gang and Thaliar ended up on the losing side. Unlike his compatriots who decided to lay low for a while Thaliar decided it was time to move on and journeyed further north and east.
Once more missing Mivon on his route, Thaliar eventually ended in Brevoy, in the lands of House Medvyed. There he once again found the same welcome and respect he had had back home, only this time there were still plenty of things to do. It was not long before Thaliar managed to ingratiate himself with House Medvyed and ended up in their service. While initially working only as a liaison with the various fey of the Gronzi Forest the family eventually requested him to change his work and become a teacher for the younger generations of the House.
Thaliar had been teaching for about 80 years, mentoring several generations of Medvyeds, when he was contacted by smugglers from Pitax. The son of a Dwarven member of his old gang was trying to start fresh, opening new lines of trade with eastern Brevoy, an area untouched by the current gangs. He agreed, slowly getting bored with his teaching job, and started to run the Brevic part of the operation.
For almost two decades Thaliar managed to keep his illicit activities hidden. Recently however one of his old students found out while he himself sought to acquire the services of the smugglers. Yet instead of bringing him in this old student, who happened to be one of the sons of Lord Gurev Medvyed himself, arranged it so that Thaliar could get away while the rest of the gang was mopped up. This was Thaliar could remain free while the family would not have to be ashamed by one of their favorite teachers turning out to be a criminal.
Thaliar accepted without much of a doubt, knowing this was not only his chance to get out but also a chance to move to somewhere new, a change of venues. The next day he was already on his way to the Stolen Lands, charter in hand, ready to forge a new future.
I'm very interested in this game
Working on an Arcanist or Investigator of as of yet undecided race. They guy would be a LE/LN worshipper of the Infernal Duke Mammon, the Argent Prince.
Most fitting kingdom role would be Treasurer or Spymaster, though he could become a Magister or even Grand Diplomat if needed. He'd prefer one of the first two though.
Ah yes, I see now. Refluffed Aasimar. Got confused as Half Succubus also is a variant of the Half Fiend template.
On another note then, how do the GM and current players feel about Kasatha? Basic idea would be for a Ranger(Bow Nomad/Trapper)|Barbarian(Invulnerable Rager/Primal Hunter).
The character would be a stray kasatha who has been on Golarion for quite a while but has laid dormant in some sort of Thassillonian stasis chamber for many years. Basically he was stored for later examination and dissection when the empire fell. He woke under what is now Kaer Maga when an exploration mission found him.
On the subject of mesmerists, will you (GM or player, or both) be going strictly off the playtest document, or will you be incorporating the changes in the playtest forum as well? I remember that Jason put forth some changes for the playtest that seemed to make it stronger as a class (in my opinion), specifically adding its own kind of sneak attack (painful stare) and making the hypnotic stare slightly better
There already was an ok to this on page 2. The precision damage part still isn't that good thing, mainly due to the once per round thing. It's the buffs to Hypnotic Stare and to Mental Potency that do it for me.
My Changeling Mesmerist, Alenza Taliani, can be found here
As far as posting goes: At least daily, more if the game allows it. I'm very much against posting just to meet a count though, so if there is nothing to add I might just pop in on the discussion instead.
Alenza is being hunted. Her mother, a reasonably powerful Annis Hag wants to capture her. She has no idea yet what to do with her daughter as she both hates Alenza and finds her incredibly intriguing. She blocked out the conventional means a hag uses to lure her daughters in and has managed to evade her mother for years upon years, which infuriates her but also is a feat she has to respect. Her mother is also afraid that if she succeeds in turning Alenza into a hag that her daughter will be vastly more powerful than she is from the very start.
While Alenza doesn't know all the details she does know that her mother hunts her and that she has to keep moving if she doesn't want to get caught. She also knows that as long as her mother lives her mother forms a threat to her and everyone around her.
Alenza knows very little from her early life and what she knows comes from stories she heard from others. She knows her mother is a hag and ate her father. She also knows that the people who raised her, who thought she was their daughter for many years while in fact their infant child had been consumed by the same hag, loved her dearly and she them.
As far as her real father goes she knows very little. From the time she spent with Professor Lorrimor, who studied her after learning she was a Changeling that some how learned to completely block out her mother's calling, was that she apparently looked a lot like an old colleague and friend of the Professor who had gone missing roughly a year before Alenza's birth. It still is nothing but conjecture, but the thought her father actually was a good and smart man is somewhat soothing to her.
Alenza grew up to Varisian parents. The woman she regards as her real mother is a Harrower while her father makes shoes. She grew up in a warm family with four other siblings, all boys and all older than she so as a result she lived a very sheltered and protected life until the moment she heard the Calling. At first unclear what it was it was her adoptive mother who figured it out as the Harrow spoke to her. Knowing her family could not keep her safe from this threat she started to figure out a way to deal with it on her own. She quickly came to the conclusion that by focusing her mind she could completely negate the normal effects of her mother's calling but could still hear it. She hoped this would be enough.
Sadly it was not. One night, when walking through her home town with a friend, she suddenly saw an enormous, crooked form coming at her. Instantly realising that was she saw was the hag responsible for the sounds she heard, so her mother, Alenza and her friend turned to run but the hag effortlessly caught up with them. With a single smack of her clawed hand Alenza's friend was flung through the air until she crashed against a building, instantly killing her. Alenza herself managed to escape, but only barely. At the time she had very little control of her abilities but somehow she manifested a cloud of fog around herself which allowed her to escape while at the same time implant a thought in her mother which sent her scrambling through the cloud and in the wrong direction.
It was that moment though that made Alenza realise she wasn't safe and that doesn't around her weren't either. In order to prevent her family from getting hurt she ran. She moved from town to town, always moving on the moment she heard her mother's calling.
It was this behaviour, combined with sightings of a hag after Alenza had passed, that eventually attracted the Professor's attention. He requested she'd join him at Lepidstadt University, sure that Alenza's mother would not follow her there. There they talked about what she did to evade her mother and the burgeoning skills she was developing. It only lasted for a few months though as Alenza heard her mother again on a very misty night and actually saw her standing outside on the university's grounds. With the help of the Professor she fled again and evade her mother.
After fleeing for several years Alenza eventually settled in Caliphas. For some reason unknown to her her mother did not come near to the city. She could occasionally hear her mother calling but it was distant and weak, never so close that it was threatening.
Then came the letter about the Professor. Alenza knew she had to go there to pay her respects. She also knew that this threatened to expose her and she was taking a risk. Eventually her mother would notice she left Caliphas and she would come after her again.
As far as party role goes, Alenza obviously is of an Occult bend. In combat she's mainly a support character. Starting out as a controller and a debuffer she can also dish out some damage. At later points she'll also be able to help buff allies.
I could easily focus the character more on helping out allies overcome mental issues. There also is a Bold Stare enhancement to have the Hypnotic Stare affect monsters immune to mind affecting effects starting 3rd level and it even gives a chance to use mind affecting spells on those targets.
In addition, if you'd be ok with the offical changes found here that would also help with potency against such foes.
I'd love to join this game. I'm looking at a Changeling, either a Mesmerist or a Spiritualist, haven't decided yet.
Mesmerist Dark Secret:
Due to he mental ability my charachter has managed to block out her mother's voice. Intrigued and angered by the change of events her mother is now actively hunting her.
The character uses her mental abilities to hide or erase any trace of herself.
Spiritualist Dark Secret:
The phantom that accompanies my character actually is the spirit of her father, who was eaten by her hag mother after conception. My character doesn't know this at the start of the campaign though she does know there must be some sort of personal tie between her and the phantom.
In that case I'd love to latch on at the last moment as well. Been lurking a bit but before now hadn't managed to figure out a proper concept, until I realised another idea I've had for some time would be perfect.
The basic idea is for a Drow Necromancer who sees the undead more as cheap labour than as some ideal sort of thing. He'd be a merchant and trader who is simply in it to make a profit and cares little about what he has to do to get it. Money is power after all. Expect things like a skeletal personal assistant with a gold plate nailed to it's face whose only task consists of carrying my character's administration.
I'd love to join this game, a huge fan of Kingmaker-like structures and the options of Tian Xia.
Basic idea would be for a Cleric, Warpriest, Inquisitor or maybe a Hunter devoted to Yamatsumi. I'd be a Hungerseed (Oni-kin) Tiefling who always sought to subdue his urges through solitude and meditation but has now decided that to truly test his mettle he has to move out of his comfort zone. After all, it's easy to control your hedonistic urges if there is no temptation.
Ok no prob just checking :) I will try to get the character up this week. Will be a Bloodrager going for Champion.
By RAW the issue actually isn't in qualifying, it's in that the bloodline progression of the Dragon Disciple specifically says it progresses the sorcerer bloodline so your Bloodrager bloodline will lag behind.
That said, I do think it should work but due to the way it's worded that's up to Salsa.
5d6 ⇒ (1, 4, 5, 2, 4) = 16 15
Perfectly workable if a bit one sided. Heck, what am I complaining about with 2 20's and an 18.
I'd be looking at a True Neutral Pact Wizard who made a pact with an Aeon and is heading for the Envoy of Balance PrC. He/She would be as devoted to exterminating the demons as any crusader simply because they disrupt the delicate balance of the world on a grand scale.
I'd be very interested in this game.
I actually have two ideas running around in my mind.
The first would be for a Half Orc Sacred Fist Warpriest and devotee of Kurgess who is in Trunau on her way to Urglin where she seeks to compete in gladiatorial fights. She'll however find that there is plenty to do in Trunau. This would be a melee focused character with a good amount of divine buffing and some healing.
The other idea would be for a Vanguard Slayer who is a Trunau native, probably human. He'd be a part of the town guard and an officer in training though he'd rather lead squads outside the town walls to make preemptive strikes against the local Orc tribes. This would be a switch hitter with a preference for ranged combat and a large, supportive skill set.
Any idea which would be a better fit for how you envision your game?
Silver Surfer wrote:
On average the Wizard is still better than the Arcanist, except in some niches filled by certain archetypes. Sorcerer still has the same place it had before.
Barbarian and Bloodrager are different beasts. I give you the Primalist archetype of the Bloodrager, that can be silly as it can get the best of both.
As for the Shaman, you do realise that the Spirit Guide Oracle is a better Shaman than the Shaman? It is in no way better than any of the classes you list, even if only due to the quite lacklustre spell list. On average the Shaman hexes either aren't that great or are also available to the Witch. It does get versatility but the Spirit Guide Oracle still does that better (and has a better spell list).
As for the Swashbuckler, the only thing that did was make Cavaliers better via the Daring Champion archetype.
The only class that I feel was really outdated due to the ACG is the Rogue. Then again, it still was nothing but a few extra nails in its coffin. The Fighter actually got better with the ACG archetypes.
Here is Dahlia once more. Only gearing still needs to be done but I'm fixing that now.
Born in Janderhoff at the base of the Mindspin Mountain, Dahlia was intended for the life of intermediary and become a Sky Magistrate.
While her initial training went very well things started to shift when she was taken along to negotiate trade deals and ensure the peace amongst Janderhoff's many trade partners. When she met the Shoanti of the Sklar-Quah it was love at first sight. Not so much with any of the tribesmen as with their culture. Theirs was one battle, courage and strength, an enormous contrast with the endless pushing for peace she was taught.
It wasn't long before Janderhoff's main trade partner, Korvosa, caught wind of one of the magistrates having a fondness for the barbarian Shoanti and they demanded Dahlia would be relieved from her duty immediately. Her superiors did as asked, not wanting to damage their relationship and Dahlia was relieved from her duty. Outraged by her kin's eagerness to please the Chelish invaders she left Janderhoff to join the Shoanti.
Life among the Shoanti however was not as nice and good as she thought it would be. The Storval Plateau was a harsh environment and only the strong survived and while her Dwarven fortitude got her a long way her short legs did get her into trouble on a regular basis. After several years among the clan she got tired of it, deciding this was not the life for a Dwarf, and left, heading west and further away from her ancestral home.
She left the Storval Plateau and travelled west via the many small towns and villages that dot the landscape, staying a week at some and up to half a year at others. She'd do various jobs ranging from waitress to rat catcher to carpenter in order to make some money.
Eventually she ended up in a town called Roderic's Cove where she decided she could make a home for herself as a bounty hunter and harbor guard. She was quite successful in her pursuits and this quickly earned her the enmity of several crime lords from Riddleport while both their competitors and honest merchants started to seek her service.
A few weeks ago she received a letter from a merchant who wanted to meet her at the docks of Riddleport. While normally she would not have gone, expecting a trap, she had worked for the man before and had met him on several occasions. He had always been friendly and he paid well. Little did she know that he had since fallen under control of one of the crime lords who wanted her hide and through him they lured her to the city.
Realising she had walked into a trap just before it could be sprung Dahlia rushed away and into the city's many alleys, her attackers hot on her heels. While frantically searching for a place to hide she was approached by another Dwarf. He represented one of the crime lords who had attempted to hire her before but whom she had turned down. He offered her a way out of her predicament but in return she'd have to work for his boss for a whole year. She agreed, valuing her life over just a year of it.
As soon as she agreed the Dwarf pushed her through the hidden door behind her and together they fled to the docks where she was loaded on a barge in the direction of her new boss's hidden fortress.
HP: 4d10 ⇒ (9, 8, 7, 1) = 25
My character will be here, here name is Dahlia Golka
Still under construction, as is the profile.
She's a female Dwarf from Janderhoff who has spent several years working on her people's relations with the Shoanti. She moved to Riddleport after her superiors insisted she was getting too close with the Shoanti and that it would harm their relations with Korvosa.
Mechanically she'll use Slashing Grace with a Dwarven Waraxe to cleave skulls while moving around combat. Outside of combat she's quite a smooth talker, especially for a Dwarf, and very inquisitive.
I'd like to submit Flint Malander, an Elf who is one of the Forlorn, raised by Half-Elven parents who have long since passed.
The guy is an Investigator using the Spiritualist archetype and claims he is aided by the souls of the many friends he had that have already died of old age (or other reasons). If allowed he is middle aged at 207 but if not he's about 168. The crunch has been done assuming it isn't allowed.
He would have lived in Riddleport since the time of it's founding, always seen as an oddity and a funny figure and as such left alone. He is slightly crazy and likes to exaggerate that point to make other people underestimate him and leave him alone when he wants to be alone.
He venerates Pharasma but it's more out of fear than anything else as he actually does not like her. She is the one that took all his friends away and he is scared she'll take others as well (in fact he knows she will).
He'll might multiclass as Spirit Whisperer Wizard at some point, but not for more than 5-6 levels at max. It would be more for flavour reasons than anything else.
He has the Fools for Friends campaign trait
All Flint knows about his real parents is that one pf them had Half Elven children. It was a strange discovery he made shortly after his adoptive mother died when he discovered she had actually been his half sister. It also said that their true parents were somewhere in a land called Kyonin though no details beyond that.
Flint's entire life is marked by loss. Being an Elf amongst the short lived races meant you were doomed to lose many friends long the way. In his mind he kept a list of those that had been taken by the Lady of Graves. Not all on the list were humanoids, the first on the list actually was his dog, Munch, who died of old age when he had been only a kid.
The most recent addition to his list is one that pained him deeply. Olin had been his longest friend, they had known each other for over a hundred years but in his old age the Gnome felt the Bleaching approach and sought escape in alcohol. Flint did not know if it was the alcohol or the Bleaching that eventually killed him but he did know that no loss, save for perhaps his adoptive parents and that first loss ages ago, had hurt this bad.
It had hardly been a month since Olin passed but now his son was going to risk his father's money, what remained of the gnome's small fortune after his drinking, in some gambling competition. Olin would not care about the money but Flint knew that he would have wanted his son to be safe. As such he decided to step over his own hatred of gambling, some of his friends had more or less betted their lives and lost, and keep an eye on Olin's kid. A last honour to an old friend.
Been thinking about it a bit more and I have another idea.
Would you allow me to play a Bleachling Gnome? Basically it's a Gnome that's gone through the Bleaching and came out live and well on the other end.
From what I could find it's mechanically just a Gnome with 1 added ability:
This comes from the entry for the Bleachling Lunatic in the Inner Sea NPC Codex
I'd love to join in here. Second Darkness is on of the few AP's I still really want to play.
Character I'm working on is a Elven Slayer using the Vanguard archetype. The guy is an archer and I'd love him to eventually become a Lantern Bearer (the PrC).
In short: He is one of the Forlorn and has been raised by a Gnomish couple in Whistledown after his mother succumbed to an unknown illness. He seeks to reconnect with his Elven roots without losing what his parents taught him. He'll take the Fools for Friends trait, the fool in question being his younger brother, the biological child of his parents, who is an addicted gambler.
Here is my character, Nera Leroung. It ended up a she instead of a he but the rest stayed.
Profile only holds the crunch while I'm still working on the background.
Basic idea for her crime is that she deserted in the middle of battle on the wall protecting against the north, pushing her commanding officer down a flight of stairs while doing so. The man needed magical healing to be able to walk again.
She herself traces her ancestry back to Varisia and the city of Korvosa, her great grandfather immigrating to Talingarde in hope of a brighter future.
I'm very interested in playing this game
1d10 + 7 ⇒ (1) + 7 = 8
Looks interesting for a Warpriest of Moloch, Asmodeus' greatest general. He'll be a Human using the Divine Commander archetype. His main weapon will be a whip which will be wielded from horseback whenever possible. Downside is that until he gets Whip Mastery at lvl 3 he won't do that much with it.
This is my Hunter, Ruhan Lundig. He's the son of vintner who makes ice wine. Stats almost done.
Ruhan will be a fairly casting focused for a Hunter. He will be mostly a buffer for himself, his companion and other melee combatant. His style would be sword and board while his companion, a giant mantis, will focus on battlefield control.
Being born the second son of a vintner in the Rostlands does not make for an easy youth. His older brother was destined to take over the vineyard which left Ruhan with a clear direction.
His early years were spent working alongside his father and brother, as well as the many rescued Chelish halflings that worked at the farm. It was through them that he came into contact with the empyreal lord Halcamora. They followed her teaching, which combined perfectly with the work in the vineyard. While they thanked Desna for their freedom from their Chelish oppressors they thanked Halcamora for their jobs and their livelihood. While his father didn't exactly approve of his son's fondness of the might agathion he didn't really mind either, considering it to be an act of teenage rebellion.
Things changed when on a cold winter night, everyone busy harvesting the still frozen grapes, when an enormous red mantis appeared from the night sky, attacking the halfling workers. They screamed and ran in panic, convinced that the Chelish had found them and had sent the Red Mantis to hunt them down. With all the halflings in hiding the bug came rushing after Ruhan but for some reason it stopped right in front of him, eyeing him curiously. Similarly, Ruhan wasn't afraid of the giant insect either and despite the cries from his father and brother he slowly moved towards the enormous mantis before gently reaching out and touching it's head. Where he did a black spot appeared on the beast's otherwise crimson exoskeleton and shortly after two more black spots appeared on it's back as it pushed it's head further into Ruhan's hand making a noise that could best be interpreted as purring.
From that day onward the mantis, which Ruhan had dubbed Iris, followed the boy around wherever he went and actually assisted in the harvest, carrying baskets of frozen grapes back to the press. Ruhan's place at the vineyard looked to be secured as he and his insect friend worked perfectly both as defenders of the farm and as work force.
It wasn't until several years later, when his father got sick and granted the vineyard to Ruhan's older brother, that things started to change. His brother, somewhat jealous of Ruhan's ability, expanded the vineyard and hired guards to protect the grounds against bandits, making Ruhan obsolete. When he then also bought mules to carry the grapes he effectively made Ruhan superfluous. Disillusioned and quite upset with his brother he decided to move on and find place of his own.
As such he could not imagine his luck when he heard they were looking for an expeditionary force to retake the Stolen Lands. He signed up for it as soon as he could, eager to carve out his own place in the world.
I'd be very interested in this game
Basic idea for the character is a Half Elven or Human Shaman using the Speaker of the Past archetype. The idea is that he is a bastard of the Rogarvia line (using the bastard trait) who is now guided and whispered to by his ancestors who seek for him/her to claim the throne of Brevoy, something the character isn't that interested in.
I also have an idea for a Ecclesitheurge Cleric of Erecura. She'd be the daughter of one of the retainers of House Surtova. She would have predicted the decline of House Surtova and as such was sent away in order to not cause a stir.
I'm torn between two concepts.
The first is the Ru-Shi Dhampir. He has been imported by the vampires of Caliphas as a sort of novelty, somewhere between a pet and a servant. He hated his situation and when he got the chance to escape, most likely because his owner was either distracted or killed, he took it and swore vengeance on vampire-kind. He'd be a devotee of Pharasma.
The other would be a Hellspawn (devil-kin) Tiefling from Karcau who is the result of the actions of the Harlequin Society, and underground cult of the Malebranche Alechino (see Heart of Fear). He would have been part of the cult's depraved rituals at a young age and would have been freed by crusaders who made a stop in Karcau on their way to the Worldwound from Lastwall. He'd be a devotee of either Iomedae or Ragathiel (the latter being an even better fit as he also is the spawn of a devil who now hates evil but also has to fight against his own darker urges).