Half-Dead City in a Homebrew Setting - Recruitment


Recruitment

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Illia-: The icons help facilitate communication with the Totems in their respective fields. That's all. And they Icon and the Cult are cool background builders and RP tools. If you prefer not to have one, that's fine. I'm not going to force it on you.

The Totems are not as... personable as some gods. They don't do avatars, don't speak in words. Their will can be hard to know and, at times, it seems they don't truly understand the mortal races. The Icons serve as a bridge to help Totems understand mortals and help mortals understand the divine. Their existence isn't an insult to your character's ability to understand a concept, I promise. :)

Yokaiboy: Absolutely. That archetype is fine. So is the name.


@JoshB and @Yokaiboy: I just realized you might want to chat since you're both developing Amazonite tribeswoman characters.

@Tirion Jörðhár: Good rolls. I'd say the options are wide open for you. I don't believe anyone has worked on an arcane spellcaster, oddly enough. Though you should be what you'll enjoy.


Haha, how bizarre would it be if we made an all Amazonite party? I think it could be pretty lulzy.


@Illia-: If aiming towards becoming an Icon someday is an OOC goal, we can chat about that. What sort of freedom do you see your character representing? Literal freedom (from, say, slavery) or more metaphorical freedom to do as you desire? There's room for multiple Icons here since there are different ideas of freedom and there's no reason Icons can't overlap subdomains.


@JGray - do you have a list of the submissions so far? I am have several arcane ideas, but would like to get a general feel for what we have so far. If you have not been keeping a list, that is fine as well.


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Sure.

Cam James: Summoner
Browman: Invulnerable Rager Barbarian Dwarf
ElementalXX: Human Gunslinger
Rod Benteft: Kobold monk
Johnnycat93/Gil Odalis: Human urban barbarian
Rikash: Cleric of some sort
Illia: Cleric Evangelist of Freedom
Tuyena: Human (Amethystish) human investigator
JoshB: Human (Amazonite plant born) druid
Yokaiboy: Human (Amazonite plant born) alchemist

I think that's everybody.


Thanks. Considering a Witch (Cartomancer). Not sure from your wiki whether there are any populations similar to the Varisian wanderers/harrows, but I like the ability to use the cards both as a weapon and for touch attacks. Also considering the False Focus feat to tie her to one of the totems. Probably Shadow or Transformation for a totem, although this will require more thought.

Will try to think more about this in the morning.


@Tirion Jörðhár: Witches are interesting in Krystallos. There are only a few of them in the world at any one time. There are no gypsy style wanderers in Krystallos, though. You'd find card readers in many parts of the world, however, especially among the Onyxish and the gnomes. So we can work with that. If you look in the Setting part of the wiki under "games" you'll find a description of what the 50 card playing deck of that world looks like, along with pictures. There's no Totem that governs transformation but darkness is governed by Topaz, who also governs illusions and the Topaz Rift where the gnomes live.


Working on a more comprehensive list of who has expressed interest and at what stage they are at in the submission process. Following an example in another thread, I'm breaking possible characters into primarily fighters, primarily skilled or primarily magic types. I'm not including anyone who specifically withdrew or who rolled stats but didn't give a concept.

Primarily fighters

  • Telthes (pb Brownman): Dwarf invulnerable rager barbarian (status: crunch done, no background)
  • ElementalXX: Human gunslinger (status: no crunch, vague background)
  • Rod Benteft: Kobold monk (status: no crunch, no background)
  • Gil Odalis (pb Johnnycat93): Human (Thulite) urban barbarian (status: fully submitted)
  • RonetheSlayer: Human (Jadenese) fighter

Primarily skilled

  • Tobias Taviston (pb Tuyena): Human (Amethystish) empiricist investigator (status: fully submitted)
  • Marko: Dancing dervish bard (status: no crunch, no background

Primarily magic

  • Cam James: Summoner (status: no crunch, no background)
  • i (pb VinGoodman): Modron cleric (status: no crunch, vague background)
  • Rikash: Evangelist cleric (status: no crunch, no background)
  • Yokaiboy: Human (plant-born Amazonite) alchemist (status: no crunch, no background)
  • JoshB: Human (plant-born Amazonite) tree-singer druid (status: no crunch, no background)
  • Tirion Jörðhár: Cartomancer witch (status: no crunch, no background)
  • Illia-: Evangelist cleric follower of Pearl (status: no crunch, no background)

That's fourteen people interested in the game who are at various stages of character generation. If I've left you out or if I misrepresented your character or progress please let me know and I'll correct it.


@ Illia- "for Amazonite" :)

money: 3d6 ⇒ (6, 3, 5) = 14 = 140 gp
went better than the stats

@JGray I assume there are different tribes of Amazonites (Lilia will have a tribe and a family mark)


Yokaiboy wrote:


@JGray I assume there are different tribes of Amazonites (Lilia will have a tribe and a family mark)

One tribe but within the tribe are different seeds - which amount to bloodlines. Proper nomenclature would be Melash Rish seed of the Climbers.

The seed names no longer indicate profession as they once did but remain all the same. The same way, in the modern world, someone with the last name of Fletcher probably doesn't professionally make arrows.


Is there any more information on the ruby mountains? The wiki is a little light on information.

My current plan is to have Telthes originally be from the warrior caste. Also would I be correct that outcasts would likely not use their family name?


@JGray just to make sure I understand it correctly Melash would be the given name, Rish the family name and seed of the Climbers the seed name


@Browman: I haven't had occasion to work out a lot about the two dwarves kingdoms yet. Each is one single city rather than a series of them. Cities are further divided into wards, each of which centers on a large plaza. The castes with more money and status live in the best wards while the lower castes live in the smaller and less well shaped ones. Those who are not in any caste live in those sections of the city that have shifted and proven unstable and partially collapsed. There are rivers of lava that flow between the wards with great stone bridges spanning them.

A dwarfs favorite pass time when with other dwarves is arguing. Debating. Most plazas have multiple stages where anyone can, on whim, step up and hold forth on their opinion on any number of topics. Those who stop to watch can interject themselves in the debate, refute points or ask questions for clarification. Staged plays are also common and probably the most popular form of performance art. Doomed, cross-caste romances are a particular favorite.

Warriors are very important in dwarves society because they stand between the kingdom and the Depths - the underground world where monsters and, now, the Corrupted dwell. Creatures of the Depths often tunnel up into the city. It is the responsibility of the Warriors to hold the monsters back while the crafting caste seals the breach.

Dwarves use braiding to tell the story of their lives. One look at the knots of a dwarven man's beard or in woman's hair can tell volumes about who they are and what they've accomplished. An outcast dwarf would have had those knots of beard or hair forcibly shaved off as a sign of shame.

Dwarves are, as you can imagine, fond of ale. There is no brewing caste. Instead, each caste brews their own ale. There are regular competitions and caste honor is on the line.

Dwarves tend towards loud colors when it comes to clothing. This might be because most are colorblind when using dark vision (many save money by only using light when they absolutely need to) or because they have very little color in their world and pick clothes that help make up for that fault.

Most castes, including the warriors, use a basic apprenticeship system. You are generally educated as a child and by the start of adolescence you are apprenticed to a specific member of your caste, someone not in your family, to learn a specific caste job. By the time you reach adulthood you are ready to take on the job for yourself.

Marriage in dwarven society is arranged as a way to strengthen family power and blood within a caste. Affairs are tolerated (even expected) but should kept quiet so as not to shame one's spouse or their family.

Most dwarves are somewhat superstitious. This grows more pronounced in the lower castes and less pronounced in the upper castes but all tend towards knocking on stone to wish something said out loud will happen or not happen and carrying small pieces of stone chipped from their family home as a luck charm.

A dwarf outcast would be shaved and stripped of all but their first name.

I hope this helps give a feel for them.


Yokaiboy wrote:
@JGray just to make sure I understand it correctly Melash would be the given name, Rish the family name and seed of the Climbers the seed name

Correct. Family name comes from the mother. Families are fluid things among the Amazonites with romantic pairings shifting over time with little social stigma for it. Children always go with the mother and the second adult currently in the relationship is usually referred to by name by the child.


LILIA ACONITE SEED OF THE HUNTERS
Female human(Amazonite Plantborn) alchemist 1

crunch:

N Medium humanoid (human)
Init +1; Senses Perception +3
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will -1

OFFENSE
Speed 20 ft.
Ranged blowgun +1  (1d2)
Melee dagger +0  (1d4+1/19-20)
Ranged dagger (thrown) +1  (1d4+1/19-20)
Ranged bomb +2  (1d6+3)
Special Attacks bomb, throw anything
Alchemist Spells Prepared (CL 1st, concentration +4):
1st—cure light wounds, endure elements

STATISTICS
Str 11, Dex 12, Con 12, Int 17, Wis 9, Cha 11
Base Atk +0; CMB +0; CMD 11
Feats Brew Potion, Extra Bombs, Throw Anything
Skills Acrobatics -2 , Appraise +7 , Climb -3 , Craft (Alchemy) +7 , Craft (Alchemy) (Create item) +8 , Escape Artist -2 , Fly -2 , Heal +3 , Knowledge (Nature) +7 , Perception +3 , Profession (Herbalist) +3 , Ride -2 , Spellcraft +7 , Stealth -2 , Survival +3 , Swim +2
Languages Common
SQ alchemy, bonus feat, brew potion, mutagen, skilled
Combat Gear candles (10), potion of cure light wounds, rations (trail/per day) (5), torch (3); Other Gear blowgun, dagger (2), bomb, hat (common), outfit (hot weather), alchemist's kit, blowgun darts (10) (4), belt pouch (2), backpack, common, bedroll, coin (copper piece) (7), coin (gold piece) (5), coin (silver piece) (3), flint and steel, ink (1 oz. vial), inkpen (2), iron vial (2), journal, paper (sheet) (2), traveling formula book (blank), vial (10), waterskin (filled) (3), wrist sheath, formula book, bandolier

Formula Book
1st cure light wounds (DC 14) , endure elements (DC 14)
Traveling Formula Book (Blank)

SPECIAL ABILITIES
Toxic: The amazonite's bodily fluids have become toxic to animals. She can apply her blood or saliva to a weapon she wields a number of times per day equal to her Constitution modifier (minimum 1/day). This is a swift action. Amazonite Toxin: Injury; save Fort DC 10 + 1/2 amazonite's Hit Dice + amazonite's CON modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Bomb (Su) You can use 6 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+3 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.
Bonus Feat Humans select one extra feat at 1st level.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result.
Mutagen (Su) At 1st level, a bramble brewer's mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score (as per the normal mutagen class feature;. In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell).
River Rat (marsh or river) You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

fluff:

Background:
Lilia was born in the Amazonite swamplands as a member of the seed of the Hunters. Like all Amazonite children she was taught from an early age how to survive in the dangerous swamps the call home. Lilia showed an sharp and quiet quirous mind while growing up, which lead to her apprenticeship under an Alchemist of her Seed.
During those years Lilia did many experiments with reagents collected form different Plants, Fungi and Animals native to the Swamplands (many of which she collected herself), she came to realize that most of these experiments have already been done by someone. further realizing that the by limiting themself to the Reagents found in thair homeland the advancement of alchemy and because of that the advancement of the tribe itself(exspecialy the Plantborn) is limited.
Once she had compleated her aprenticeship she packed for travel, said good bye to friends and family and started to travle to the citrine waste, an environment as different as posible from the Swamplands she called home. Lilia chose that destination after looking at old tomes and maps to find such a place.

After traveling trough the Citrine waste for a while she reached Shibbati, she partook in the lotery granding entrance to the walled of part of the city, curious what kind of reagents and secreds she could find there.

Looks: Lilia is a short girl with bronze skin, with a greanish tint, shoulderlength green hair, with a few Wolfsbane blossoms poking out in betwene. She has the seedmarks of the Seed of the Hunters, to thin green fangs that start beside her small nose, go under her curious emerald green eyes and end beside her mouth, framing her freckles nicely.

Personality: curios and inqisive. holds grundges(usualy setled by pranking). easily distraced by things that catch her curiosity. very focused when doing research or on things that have her curiosity.

ideals: people shouldn't be mesured by thair physical strenght. keeping your mind open when doing research.

Goals: advance Amazonite alchemy by finding new reagents.

Hobbys: collecting rare poisons. experimenting


@Yokaiboy: Two things. First, plant-born don't get the second human feat. That's replaced by their plant-born trait. Second, short for an Amazonite means 6'10. They average seven feet tall. :) I'll plug the rest of the crunch in later to see if it all washes out right. Looks good, though. Oh, side note! Her blood and spit are both green as a side effect of the toxicity.


backstory:
Telthes grew up in the ruby mountains a part of the warrior caste. He was apprenticed to an experienced warrior and scout, Dorin. Telthes and his mentor journeyed into the deep looking for signs of the next attack for it had been too quiet for too long in the depths. Unfortunately they failed to detect a large attack in time and Dorin was killed on the way back to the city.

Telthes arrived back at the city badly wounded just before the attack. Many lives were lost and he was blamed for the lack of warning. Once he was mostly healed he was banished for his failure.

In the years since he has wandered south, finding work as a mercenary and guard. His large axe and fierce demeanour scaring off most would be robbers.


@Browman: Small quibble. They're the Depths, not the Deep. Because that makes them different from the Underdark or the Deeproads or the Darklands. :) Background's solid, though. Simple and to the point. Good work.


JGray wrote:
@Browman: Small quibble. They're the Depths, not the Deep. Because that makes them different from the Underdark or the Deeproads or the Darklands. :) Background's solid, though. Simple and to the point. Good work.

easy enough to change in the background on the profile.

I generally stick to fairly simple backgrounds particularly for lvl 1 characters, if you have done a bunch of badass stuff, you shouldn't be lvl 1. and I think it is better to explore the character with the other players than have a super elaborate backstory that now has to fit into the campaign.


i will actually start at level 1 as a wizard/crafter (i.e. wizard with craft(mechanical), disable device and knowledge(engineering) skills). cleric at level 2, and then bounce between the two depending on the pull...

Do the modrons follow the classic hierarchy, whereby communications of i (as a quadrone, I presume) would only be with tridrones and pentadrones, and awareness of i is only with pentadrones and below? (I have some thoughts about i and awareness - I'll send those separately when I have it more fleshed out).

I still see i as an "exiled" drone for being "flawed", as analyzed and decided by above. But, now I have some more motivations in mind from three directions: global, factional, and person. They are semi-independent, but I suspect will have both parallel elements and conflicting elements.

For ease, feel free to call him Ai (just about how his name would be pronounced), in case i is too difficult a name to use for your compositions.


@Browman: Perfectly logical.

@VinGoodman: The modron in the City of Gears follow the classic hierarchy, though the highest ranking modron present in the City of Gears is a Hexton. i, being a Rogue modron, might have been anything from a Septon down as they change form when they become rogue.


@JGray her feats are toxic and Extra Bombs(you can never have enough booom) :).

Her being 6'10 is cool to RP, she used to be short back home, now she is larger than almoust everyone(just picture her standing next to a Kobold thinking:" And I used to be small"

how green is her blood? like the blood of Predator, like the outside of a lime or does it just have a greenish tint?

same for her spit. green like the water in a green bottle or greener?


@VinGoodman: Spit is tinged green but transparent. Light. The blood is full out green - unoxygenated blood is pale green while oxygenated blood is more lime green.


I might be interested playing witch. Half-Dead City sounds tempting, but I am hesitant because I don't know what is going to happen after that (I mean I'd prefer some storyline instead of sandbox style).
I'll roll stats anyway:

STR: 3d6 ⇒ (2, 5, 1) = 8 (8)
DEX: 5d6 ⇒ (6, 2, 4, 4, 1) = 17 (14)
CON: 4d6 ⇒ (3, 2, 1, 3) = 9 (8)
INT: 6d6 ⇒ (4, 2, 1, 4, 6, 6) = 23 (16)
WIS: 3d6 ⇒ (4, 2, 2) = 8 (8)
CHA: 3d6 ⇒ (4, 2, 5) = 11 (11)


@Alika: There will be a storyline but it will evolve as the players move the plot along. I prefer roads over rails. :) and with those rolls I'd say you are welcome to roll again.


@JGray about the toxicity of Lilias spit, is it allways poisonous, or just when she whants it to be (I am thinking about her kissing someone, or sharing a bottle of drink/a waterskin or letting someone use her blowgun) or is the poison injury only (like snake venom, which is mostly harmless when ingested(as far as I know))


@Yokaiboy: It is always a little toxic so someone who kisses her will likely feel a bit ill afterwards. However, for it to be really toxic she needs to consciously activate certain glands.


Alright... I am too tired to think of anything right now (it's 1.40 am here) but I think I'll let the dice do their magic to give my dreams something to work with tonight.

4d6 ⇒ (6, 6, 3, 1) = 16 => 15
4d6 ⇒ (5, 1, 1, 3) = 10 => 9
4d6 ⇒ (6, 5, 6, 2) = 19 => 17
4d6 ⇒ (6, 3, 4, 1) = 14 => 13
4d6 ⇒ (2, 5, 2, 4) = 13 => 11
4d6 ⇒ (2, 6, 5, 6) = 19 => 17

Well, I suppose I owe Fortuna one (even though every bloody score is uneven, it's still very good). I might use it on a human female paladin, Danwa d'Urdin. I have a vague idea that was supposed to be an Andaronian Eagle Knight in the default setting. Not sure what I will actually do. These pearl island people might be intriguing as well. Anyway, if I stick with the idea it's gonna be: Str 17, Dex 13, Con 15, Int 11, Wis 9, Cha 19... though I do like some extra skill points and smart characters... hmmm... swap Int and Dex, and put the human bonus on Int to get a 15?


My name is Leiko:

Female Half-Elf Cleric(Evangelist) 1
CG Medium Humanoid
Init +4; Senses Perception +16, Low Light Vision
XP:0
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Quarterstaff +1 (1d6+1/x2/B)
... Scimitar +1 (1d6+1/18-20/S)
... Dagger +1 (1d4+1/19-20/P or S)
Ranged Dagger +2 (1d4+1/19-20/P or S)

Spells (CL 1st)
Orison- Create Water, Guidance, Enhanced Diplomacy
1st- Domain: Sanctuary (DC 15), Cure Light Wounds x2

--------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 15, Int 11, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 13
Feats Skill Focus (Perception)
Skills Perception +16, Perform(Sing) +6
Languages Pearlilian, Amethystish
Combat Gear Scimitar, Quarterstaff, Dagger x2
Other Gear Chain Shirt (not currently not worn), 8 days of Elven Trail Rations, 13 gp
--------------------
SPECIAL ABILITIES
--------------------
Racial Stuff:
Keen Senses: +2 perception
Thinblood Resilience: +2 vs Poison and disease, Poison Use.
Elf Blood: Count as both Elf and Human for racial abilities.

Feats:
Skill Focus (perception): Racial Bonus +3 perception
Alertness: +2 Perception, Sense Motive

Evangelist Stuff:
+1/3 Heal/damage on Channel Energy (Favored Class Bonus)
Public Speaking: DC to hear her is reduced by 3.
Sermonic Performance: Countersong, Fascinate, Inspire Courage 6 rounds/day
Command is my Spontanous spell.
Chaotic Aura
Freedom Domain:
Liberty's Blessing 7/day, touch a creature as a standard action, that creature can, as a swift action, make a saving throw against a spell or effect it is suffering from that grants a save. If the save is successful, the effect ends. Lasts 1 minute or until used successfully.

Traits:
Eye for the Horizon: +1 Perception, class skill.
Birthmark: Divine focus, +2 vs charm and compulsion.
Elven Reflexes: +2 Initiative
Naive: -2 to AC against Improvised weapons and -2 penalty against dirty trick combat maneuvers.

And this, is my Story :) :

I am told I was not conceived under not the most happy scenario. Pirates, lead by a fell Elf said to bear a taint of corruption, raided my village and that same Elf is my father.

By all accounts, I had every reason to be a sad, morose child, living in poverty with a base villain for a father now sailing far over the sea. But that wouldn't have brightened the life of those around me.

I chose differently, I chose to be as bright a star as I could for those around me. We all have a choice, and that was mine.

There is so much world out there, and I want to see it all, and be enriched by it, and give what I can back. There are far too many songs to hear and sing. I would like to see them all.

I was passing through Citrine on my way to the Jade Lands, when I heard about the lottery, I'll admit that my natural contrariness against restrictions kicked in. :P If it's restricted, it must be worth something, right?

Personality: Leiko is utterly without a sense of vengeance or payback. She doesn't even hold a grudge against her father. She seeks to bring joy and light to all those around her, and is merciful to a fault. The closest thing she has to an aggressive trait is that she has a natural tendency to act against any restriction placed on her behavior.

Ideals: Everyone has a choice (Chaotic). Bringing joy to all with that freedom is the right one (Good).

Goals: Explore the whole world, and learn every song in it.

Custom things that need approval:

Eye for the Horizon:
As a child, Leiko was always looking to the horizon for freedom from her island home, and even now her eyes always search for where she will travel next. +1 Perception and have it as a class skill.

Hope you don't mind if I borrowed some Fluff formatting Yokaiboy.


4d6 ⇒ (1, 6, 5, 2) = 14


@Illia-: Trait approved. Really buffing the Perception, I see. Don't suppose you might talk a bit about how you came to be in service to Pearl? Is your mom a native or from the Empire? Did you learn the old ways of the islander clerics? I'd like to learn more about a cleric with no knowledge of religion.


That's what I'm wondering about. I have so few skill points available to me with my build... I might swap out the Channel favored class bonus for some knowledge religion, but even there I have to wonder if Diplomacy isn't more in character for her.

Mum's native, otherwise she wouldn't have a native name.

As for worshiping Pearl, without having any knowledge of the rites, she would know Pearl is the Totem of Freedom without any other knowledge, and so she'd probably just revere Pearl as the element of Freedom, which she reveres highly. And Pearl was just like, "I am inscrutable, here, have some daily spells."


@ Illia- I don't mind


@Illia-: And no one noticed she was doing magic? She didn't realize it? That's interesting and different, certainly. I would like to see her come to realize what she is as the game goes on if she's picked. Clerics generally know they are clerics.


I wouldn't say she doesn't know she's a cleric. I'd just say she doesn't want to get tied down with rituals and rules, so she specifically avoids "clerical" knowledge, instead depending on her faith and devotion to the elemental concept of freedom, giving homage in her own ways to Pearl. Could be another reason she started travelling.

Probably the only type of clerical knowledge she'd tolerate sitting down to learn is the hymns. :)


@Illia-: Less hymns. Think of them as Hawaaiin folk music. Ever see Lilo and Stitch? Gorgeous stuff. And the idea of a cleric who simply flows as the Totem's light dictates appeals.


I'm not that up to date on Hawaaiin folk music, so maybe playing this character'll be educational for me. :)

On another note, gosh darn it's hard to find nice-happy looking avatars as opposed to smirking-because-I'm-about-to-stab-you avatars.


I know, right?


Welp, I'm gonna go and get my ass kicked by Monsoon a few more times, good luck, and tell me if you have anything you'd like shored up about the bio for the full release.


@Illia-: A bit more depth is always nice. Background I can sink my teeth into and use. First religious experience, for example. Also, what did you mean by her father being corrupted?


Notice she has an alternate racial trait that gives her poison and disease resistance? That's the crunch to go with that fluff.

As far as it means by being corrupted, well, maybe he was one of those corrupted by the invaders, or a descendant, all those years ago. Presumably the enemy experimented a bit before they settled on making the elves trolls, leading to some slightly corrupted but still recognizable as elf slaves. How's that for usable? :P


@JGray I was thinking about reflavoring the riverrat trait into Hunter seed training. there is a distinct lack of anchor ropes to cut in the amazonite swamps :). And the Seed of the Hunters would have traditions of hunting and swamp survial( Swiming and using a Knife are essential skill when living in a swamp)

Are there any areas of fluff you would like expanded?


@Illia-: I see. That works. Likely dad was rescued or escaped before too much experimenting would have made him into something that isn't even close to elf. One of the reasons I turned elves into trolls instead of drow was I didn't want corruption to be pretty or cool. It is evil inside the very soul.

@Yokaiboy: Changing the fluff of river rat sounds fine. It makes sense to have it. As for areas of fluff, the whole civilization is open so we can discuss ideas you have as to who they are and what they are like.


the Amazonites strike me as rather physikal people, valuing strenght, as they live in a dangerous environment, but also valuing inteligence, as it aids alchemical improvements and survial.(the common Amazonite values strength more, because traditions in such an environment are formed by what aids people in thair survival, and making people stronger is far easyer than making them smarter)

they also strongly dilike lizardfolk, goblins are a lesser problem(the swamp has enough large predators and other eadly stuff to keep the number of goblins down(the stupid dont survive long in the Amazonite swamps))


@Yokaiboy: Lizardfolk most certainly. There's a few tribes of them in the same swamp areas. Amazonites also value their privacy. They want as little to do, in general, with the outside world as possible.


Alright... I have a concept story for the character I intend.

Dawna d'Urdin, LG female human (northern Amethystian) paladin 1
She comes from the Amethyst Kingdom and is a freshly knighted knight of the Emperor's (I hope there is an Emperor or an Empress of any kind) pegasus guard, but has not been granted a pegasus to ride yet.

I had a distinct image in mind when I wrote the story, which I can unfortunately not use. One of those two should work though (same character by the same artist, just two different scenes):
http://deviantart.com/art/Goddess-of-Victory-358373791
http://deviantart.com/art/Goddess-of-Victory-358373480

Theme Song: "Angélique", by Theatre of Tragedy [on Spotify] [on Youtube]

I've tried to write something between the lines here, please let me know in a PM if you find it either to blunt or you don't see what I am playing it. The reader is supposed to understand it, but I wasn't sure how obvious I should make it, since I am obviously biased myself.

Age: 24
Height: 5' 9" (176 cm)
Weight: 126 lbs. (57 kg)
Hair: Chestnut
Eyes: Brown
Str 17, Dex 13, Con 15, Int 11, Wis 9, Cha 19

Background: Dawna.pdf
I might add a bridge piece to describe how she got to the actual scene.


@Feuerrabe: A well thought-out background and a pleasure to see a paladin join the mix. I'm quite pleased with it and how you took a small detail of the world (the existence of a flying cavalry among the Amethystian military) and expanded on it. There are a few details I'm going to touch on, just to let you adjust to fit the world background a bit better.

  • The clock would have been of kobold make, not gnomish make. In Krystallos, gnomes are better known for their alchemy while kobolds are the clever engineers.
  • The names you chose sounded, for the most part, Alexandritish and not Amethystish. Alexandrite names are, basically, French and Amethyst names are more traditionally English. While some of the flying cavalry might come from other provinces within the empire, most of them come from Amethyst itself.
  • There is an Empress. Much like the English Empire monarchs, however, she doesn't go by the title of Empress. Rather, she is her Royal Majesty the Queen Daniella of Amethyst, Legate of the Fifth Legion of Winged Hussars, Head of the Empire and Keeper of the Colonies. She has additional titles (at least one for each province) but that's the one that gets trotted out for public occasions.
  • As noted above, the Fifth Legion of Winged Hussars are the cavalry unit, consisting of pegasi and knights, that she commands (Technically. She did serve with them as a princess for a period of five years before ascending to the throne and now day to day operations are handled by someone else). It sounds like you'd want to be in that particular unit.
  • I think 14 years might be a bit too long a time for training. I suspect it would be more like a period of 5-6 years at most. Otherwise they'd never get their knights into the field.

I think that's it. You've got a fantastic start and I'm loving the visual and musical inspiration. Good work!


"I think 14 years might be a bit too long a time for training. I suspect it would be more like a period of 5-6 years at most. Otherwise they'd never get their knights into the field."

In real medieval society, you were technically in training to become a knight from like, the age of ten or so, starting as a page.

Presuming you add a little due to the difficulty that your mount is flying, and a little due to how you have to be a better knight to make yourself valuable enough to match your mount's value, 14 years doesn't sound that off.


True, but it sounds like the commander picks a new recruit to be his "special" protegee and... umm... if they're ten at the time of recruitment that happens it goes from ethically questionable to straight of skeevy.

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