
DM Frogfoot |
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Hello everyone, I'm DM Frogfoot, and I run homebrew campaigns. Currently I'm actively DMing a campaign in the Dungeon World setting. Dungeon world has an SRD that you can flip through to get familiar with if you're not. I WELCOME PEOPLE WHO HAVE NEVER PLAYED DUNGEON WORLD - it's the simplest pen and paper RPG system I've come across yet, and very welcoming to new players.
Basic gist of it is that the DM doesn't roll anything - he merely tells the players what's going to happen and asks what they do. The players tell the DM what they want to do in response. If that action requires a roll, roll 2d6+the relevant stat.
Roll 2-6: You fail, mark an experience point and something bad happens according to the fiction of what's happening at the time.
Roll 7-9: You fundamentally succeed at what you're trying to do, but there's a complication of some sort - the DM tells you what.
Roll 10+: You succeed at your task!
And that's the basics of dungeon world. There's your basic classes you can find on the SRD I linked above, and there's also other available classes made by third parties, since DW is a system that is quite easy to hack and make modifications to.
Campaign Setting Description:
Our world is winding down. The Gods, they say, have turned their backs on us, dismissing us as a failed experiment. There's a new natural disaster every month, somewhere. Entire societies and cultures, stripped of almost all their creature comforts, have turned on one another in endless wars, both abroad and within their own borders. Magic, long the servant of all intelligent races, has bucked its collar in some regions and run amok. The resulting maelstrom of unstable energies left behind broad swaths of land that are completely uninhabitable by everyone except oozes and similar monsters.
A cadre of 25 wizards, clerics, and druids have put aside their differences in order to save the planet they all share. By putting their heads and resources together, they have managed to create a self-contained, orbital space platform that can only be accessed through a series of magical way-gates in various protected locations. This group of spellcasters have named themselves Gaia's Hand, and have dedicated years to the pursuit of returning your troubled world to the peace and prosperity it once enjoyed, independently of all world governments and powers.
My party of players are Agents of the Hand of Gaia. Working with their arcane contacts in space, they seek to return to the past, to undo the future that is Aku to prevent the world from embracing entropy and summoning a horrific void beast from beyond the stars.
The Story So Far:
The Agents of the Hand, Si-Yi the Irascible, Olivius Telraven, Hawke, Sinathel, Dambreth and his pet panther Scram have climbed the sacred mountain of Haujobb. Atop this holy peak, they were greeted by the spirit of the mountain, who took the form of an ethereal dwarf lord. With Haujobb's assistance and Gaia's blessing - plus a little meddling from Chronos, Lord of Time - the party was sent forward a decade from their current time, and witnessed the end of the world at the hands of a void beast from space the size of our moon. After bearing witness to their world's doom, they were given the opportunity to save it. But first, they must prevent certain events that have already happened from happening.
Now, they have been sent back thousands of years to an unknown time period early in Earth's history, to an island. The island is volcanic, and there was a dinghy on the beach they landed on. They've been following the set of footprints leading away from the boat, trying to get a handle on the situation. Well, they found him - and got themselves in a pickle at the same time.
This is where I was thinking you would come in. You would be an inhabitant of the island, a native of that ancient era, who joins the party for reasons that you may decide yourself. We have a Fighter, a Druid, a Ranger, a Thief and a Barbarian in the party currently - room for one more.
Note: since the setting (an ancient-era island) can be a little limiting on character creation ideas, I'd be more than happy to discuss applying an "ancient era paintjob" to an existing class. For example, it wouldn't make sense for a Wizard to be living in this ancient era, before they discovered writing - unless you reworked the Wizard to be less tied to the trappings of civilization. Just an example. I'm a DM who lives by the Rule of Cool - if it's cool, I'll allow it.

Olivius |

Edit: I am the Rouge player.
Allistara - The system is very (very) rules light. What would take three rounds and a dozen checks in Parhfinder proper might require one or two posts and a single roll in this system. It's really quite elegant in its simplicity. As long as a specific "move" (action) fits what you're trying to do, you roll it.
Level gaps make little difference too. We are level 2 or 3, but a level 1 chap could join in and see little to no difference in character power as compared to the gap you'd see in Pathfinder.

GM Mogthrasir |

Dungeon World Guide
This was linked for another Dungeon World game, and proved really helpful. Dungeon World seems a bit jarring at first, since you really can do anything that you think might be somewhat possible. That degree of freedom is unsettling.
Even if you don't read through all the content, I would recommend reading the examples of play. They're entertaining reads and give starters a good idea of what gameplay looks and feels like.

magnumCPA |

I played Dungeon World before and I actually wrote a Polynesian flavored warrrior/cleric character for a game that didn't take off. He's a shaman of a war deity named Ku the seizer of lands. (mechanically a cleric). I'll tweak his backstory and post him up shortly and see if I can find that template I had for Dungeon World sheets in my google docs somewhere, though I'm not sure how you want this submitted.

Hawke the Lost |

Allistara, you can find the Barbarian character sheet here. The character sheets list all the different moves they can get on them.

magnumCPA |

Here is Kano's description and backstory submitted for your approval. The sheet will come soon.
This is the story of Kano Brahl, avatar of Kukailimoku, the God that Seizes Lands, slayer of the Great Prophet Chief, raider of ships, Prince of Demon's Maw, and Warboss of the Brahl Clan, son of Haku Speaks-With-Fire, son of Ano the Unsulied, descendant of Kaleo, the Thunder Eater. Kano was born into a clan who was lead by a chief who claimed to have visions of the future. These visions granted the tribe victory in battle. His father was the chief's adviser and a shaman who channeled the fire spirits in his mind. The tribe used fire and club to carry out raids on other tribes. Like many tribes in the region they were fine sailors and vicious warriors. Kano was a large boy with a penchant for fighting. Since the day he proved himself a man and got his tattoos he saw himself as a warrior with no equal. One day a hermit who worshipped a different deity witnessed the young Kano's arrogance. This short, feeble looking middle aged man challenged Kano to a duel. Kano laughed, but somehow the hermit came out on top. His spear strikes bounced off him, his strength was used as against him as the hermit took Kano's movements and used him to drive a divinely guided club into Kano's face. This hermit was another tribe's priest who had been banished. He told Kano he had seen the face of the war god, and as long as Kano mistook strength for power, Kano would never beat him in battle. It was not enough to train for war physcially, but one had to understand war on a spiritual level. This is what the old hermit preached to Kano. This is how Kano learned the ways of the great god Kukailimoku; Seizer of Lands. Kano trained with the hermit until he died and the hermit told Kano it was his destiny to serve as avatar of Ku. Kano accepted this destiny joyously, but when he returned to his tribe, he found the tribe in chaos. The Great Prophet Chief burned all those in his inner circle at the stake, and declared himself a god. When Kano confronted the chief, the chief insulted his ancestors, and for Kano that was something he could not abide. He was descended from great warriors such as Kaleo the Thunder eater and great shamans such as Ano the Unsullied. Kano felt obliged to test this claim, and called upon Ku's power and slayed the Great Prophet Chief in front of everybody. When a new chief took over, Kano was given the role of Warboss, and as the tribe grew, he was given dominion over a small, trecherous region called Demon's Maw. It is there he stays when he is not wandering the island spreading the word of Kukailimoku. For the first time in years the tribe stopped fighting, making his role as warboss more symbolic than anything else.
Kano Brahl believes in speak softly and carry a big stick, and when he speaks softly, he gets up close, nearly hissing through his teeth as he leans in to impose over people. He will even do this to anyone taller than him. He carries himself with an aura of importance. Despite his barbaric appearance and foreign manners, he is actually quite inquisitive and curious about the world around him. Kano never passes up a chance to learn about other peoples and never forgets a friend. Although his beligerence is born out of necessity in his mind, he does enjoy a good fight as he sees one as a potential story to pass on to his descendants. Kano seems potentially dangerous to anyone outside of his home in the Obsidian Islands. His ilk actually have a bad reputation that could be partially deserved as raiders and cultists. It doesn't help that his religion used to perform human sacrifice.
Physical Description: Kano Brahl is a large dark skinned man covered from head to toe in tattoos. He's broad, bulky, and even a little bit corpulent. He wears a garmet resembling a kilt and in general shows a lot of skin in his armor. His hair is medium length and dark while his dark eyes are in an intense yet stoic looking gaze.

DM Frogfoot |

Kano: I love it. Rather than wait for more applicants that may be equally fantastic, making my decision harder, I'm just going to close recruitment here for now. You can use google docs if you wish, or you can model your character profile off of one of the existing party members'. Once your character's made fully, I'm going to get in touch with you to determine how best to introduce you to the story.
Bonds will have to be created as we go along. That's the pressure that joining late places on you as a player - you have to be much more actively aware of what experiences could be forming bonds between you and other PCs.
Demon's Maw is going to be an inland region on the island the PCs are currently on. It's named such because there is a wide, smooth-edged hole in the middle of your tribe's lands. This hole has never been plumbed, and its depths remain unexplored. Legends say the Maw leads to Hell itself.
Allistara, I want to thank you for your interest - I may reach out to you in the future if we have a space to add you to in the roster.

DM Frogfoot |

Bump! Dambreth, our ranger, had real-life issues that prevented him from playing any further, and Hawke, our fighter, has faded away from the campaign for unknown reasons. I'm having a great time with Kano, Sinathel and Olivius, but we've got room for additional players to join us. It's a good time to join, as well, because Kano, our new player from a ways back, has only recently joined us in the context of the story.
The game's moving a little slowly right now, because our party just entered town (Demon's Maw, the tribal lands of Kano the cleric). Olivius and Sinathel have been wrapping up side-quests of their own while we recover from a fight we just had with some big salamanders. However, the party is getting ready to leave town again soon, and continue on with their quest to save the world from this, the Big Bad, aka the World-Eater.

Azih |

How does this look (character creation is surprisingly quick). Made him to make up for the loss of a fighter and a ranger.
Name
Bolus
Look
Fiery Eyes
Helmet
Worn Holy Symbol
Bulky Body
Stats
Str 16
Con 15
Dex 9
Int 8
Wis 12
Cha 13
Your maximum HP is 10+15 (25)
Your base damage is d10.
Starting Moves
When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.
Lay on Hands (Cha)
When you touch someone, skin to skin, and pray for their well-being , roll+CHA.
* On a 10+ you heal 1d8 damage or remove one disease.
* On a 7–9, they are healed, but the damage or disease is transferred to you.
Armored
You ignore the clumsy tag on armor you wear.
I Am the Law
When you give an NPC an order based on your divine authority, roll+Cha.
* On a 7+, they choose one:
Do what you say
Back away cautiously, then flee
Attack you
* On a 10+, you also take +1 forward against them.
* On a miss, they do as they please and you take -1 forward against them.
Quest
When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:
Slay _______, a great blight on the land
Defend _______ from the iniquities that beset them
Discover the truth of _______
Then choose up to two boons:
An unwavering sense of direction to _______.
Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.)
A mark of divine authority
Senses that pierce lies
A voice that transcends language
A freedom from hunger, thirst, and sleep
The GM will then tell you what vow or vows is required of you to maintain your blessing:
Honor (forbidden: cowardly tactics and tricks)
Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
Piety (required: observance of daily holy services)
Valor (forbidden: suffering an evil creature to live)
Truth (forbidden: lies)
Hospitality (required: comfort to those in need, no matter who they are)
Alignment
Good
Endanger yourself to protect someone weaker than you.
Gear
Your load is 12+3 (15). You start with
dungeon rations (5 uses, 1 weight),
scale armor (2 armor, 3 weight),
A worn talisman depicting the Polo Tree. With sharp leaves and life giving fruit it is a symbol of the Good god Olopan (0 weight).
Long sword (close, +1 damage, 1 weight) and shield (+1 armor, 2 weight)
Adventuring gear (1 weight)
Bonds
Fill in the name of one of your companions in at least one:
_______________’s misguided behavior endangers their very soul!
_______________ has stood by me in battle and can be trusted completely.
I respect the beliefs of _______________ but hope they will someday see the true way.
_______________ is a brave soul, I have much to learn from them.

DM Frogfoot |

Thanks for the heads up, Frogfoot!
I'd love to jump in if you have a space for another. I'll spend some time figuring out what's going on and what might fit well with the current group. It'll be great to have a chance to play!
In the mean time, is there any particular feel you're looking for?
Best bet for jumping in to the setting right away would be to be an islander, or some other native of the ancient era the party is in. If you've ever played Chrono Trigger, in that game's terms, we're in the Prehistory chapter. So like I said earlier:
Note: since the setting (an ancient-era island) can be a little limiting on character creation ideas, I'd be more than happy to discuss applying an "ancient era paintjob" to an existing class. For example, it wouldn't make sense for a Wizard to be living in this ancient era, before they discovered writing - unless you reworked the Wizard to be less tied to the trappings of civilization. Just an example. I'm a DM who lives by the Rule of Cool - if it's cool, I'll allow it.
I imagine we'd have to do something similar for our paladin friend Bolus - the paladin class is fairly commonly tied to civilization, which is a fairly modern concept, but it doesn't have to be.

Azih |

Are further time shenanigans possible to send Bolus crashing down in a time skip of his own? Otherwise Bolus could be the leader of a tribe who, because of divine inspiration, has dedicated himself and his tribe to protecting the Polo Tree of the God Olopan that I threw in there as fluff. That should be a pretty good way of explaining the more high brow moves such as 'I am the Law' and Quests/Boons/Vows. Not sure how primitive this era is but in bearing he'd be more like Frog than Ayla, though he would probably talk like her (the low low Int also ties into that pretty well)
Edit: Could switch to some skinned version of the Halbred instead of the Sword and Shield if that would make the concept fit better as well.

DM Frogfoot |

Sounds loads of fun. Thinking Cleric - a Volcano worshiping hedge-witch type character.
Don't have time to put a character together now. When do you think you will close recruitment?
Also, is the party still on the volcano island? And, can you describe it in more detail?
Alas, Kano is already our Cleric. You can be free to pick another class in a similar vein, but Dungeon World doesn't allow for multiple instances of the same class in the same party. Each class is meant to be a special member of the breed, a cut above in some way.
You can read the party's arrival on the tropical island here.
This is the reference pic I used to describe what the party saw. Minus the ancient ruins in the center of the picture, that's very similar to the look and feel of the island.

GM Mogthrasir |

I'm on my phone at the moment, so sorry for my brevity. I'm debating two classes: the immolater (newest class from the authors of dungeon world, like the barbarian added class) or the brute (3rd party class on drivethrurpg). But first, I should find out if classes outside the core bases are even allowed. Also, I don't want to step on toes bringing on another chinky militaristic class if the paladin is already gearing for that niche.
So should I be keeping character concepts to the classes in the linked SRD? And would Azih/Bolus prefer I stay away from the blunt hammer role (honestly, if that's the role you envision then you've got claim to it)?

DM Frogfoot |

My only rule for non-SRD classes is that the information on how the class works must be provided to A) me and B) every other party member who wants to see it - just because working collaboratively is what the game is all about, and I want to know how to best challenge or highlight your class' abilities. Other than that, go nuts.
To me, a Brute is sufficiently different to a Paladin in flavor to make the two classes able to coexist - like how a Paladin and a Fighter can coexist.

DM Frogfoot |

Do we need to use one of the names listed in character creation?
Absolutely not, those are suggestions. When you're asking me a question that starts with "Do we need to" my answer is usually going to be, "I dunno, DO you NEED to?" I play pretty rules-loose. It's all about the story, and the action.

LibraryRPGamer |

Here is the background for my character. I need to read the rules more to finish the "crunch".
Every culture has their wise ones. And, every island has a hermit who sits atop it. For this island, Makarah is that hermit. For generations, Makarah's home has been the citadel carved inside the volcano. For generations, he has watched over the island people and heard their stories. For generations, has shared in their grief, their joy, and stilled their fears when Father Volcano has shown his anger in spilt fire and ash.
Many claim that Makarah is a sage. A wizard. Some, a wise and enlightened man. Others still say he is the voice of the gods. And those that do, trek to his mountain home, paying small tribute, for his wisdom. Yet, others say his is a fool and a scam. Makarah neither supports or denies any of these titles. He merely smiles, and in a soft, cheerful voice, says, "As lava flows, so must rocks fall", meaning, "we all must be what we must be". If Makarah is anything, he is a collector of stories and tales told by the people who visit him. And his wisdom is the collected wisdom he has found in others.
To him, all stories are parts of the whole - puzzle pieces that form a unmistakable, hidden truth. In hearing the stories of the island people, Makarah believes that he has found a prophecy - that one day, a band of outsiders will become lost, and they will come to Makarah for guidance. On this day, Makarah will leave his island mountaintop and help the outsiders find their home, and in so doing, save the world.

DM Frogfoot |

So Azih, are you thinking of being an islander from a third tribe, a rival tribe of Kano's? Kano has already established in the lore that his tribe has established dominance over the others, as his god demands. You should look into his posts about the world earlier up to get an idea of how to fit your cool paladin idea in :)

Azih |

This is an island right? How's the mainland? I think I've got two options.
1. Bolus is from a tribe on the mainland. He got a vision from Olopan who is a minor diety attached to Gaia (being a tree and all. I'm thinking he's a son of Gaia) that travellers on a mission from Gaia of utmost importance need his help and so he travelled to the island. Or if that doesn't work
2. Olopan has caused the area he's in to be hidden from Kano's tribe and Bolus' tribe maintains the wards and works to keep the area hidden protecting the sacred tree. So Bolus would be aware of Kano's tribe taking over everything else but Kano wouldn't.
I kinda like the 2nd option better and would result in a Kano's misguided behavior endangers their very soul! Bond as Ku and Olopan don't seem to be very compatible. From quickly reading a bit of the gameplay thread it seems like Kano is moderating the worship of Ku?

LibraryRPGamer |

Finished my Character stats. Please review.
Makarah, Male Elf Bard
Look
Joyous Eyes, Wild Hair, Poor Clothes, Thin Body
Stats
STR - 8
CON – 9
DEX – 12
INT – 13
WIS – 15
CHA – 16
HP – 15, DMG d6
Starting Moves
Elf
When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
When you weave a performance into a basic spell, choose an ally and an effect:
•Heal 1d8 damage
•+1d4 forward to damage
•Their mind is shaken clear of one enchantment
•The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha.
✴ On a 10+, the ally gets the selected effect.
✴ On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
[spoiler=Charming and Open]
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
•Whom do you serve?
•What do you wish I would do?
•How can I get you to ______?
•What are you really feeling right now?
•What do you most desire?
A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
Alignment
Neutral - Avoid a conflict or defuse a tense situation.
Gear – Load = 15 weight
Dungeon Ratoins (5 uses, 1 weight)
A fine lute, a gift from a tribal leader (0 weight)
Leather armor (1 armor, 1 weight)
Worn bow (near, 2 weight)
bundle of arrows (3 ammo, 1 weight)
and short sword (close, 1 weight)
Halfling pipeleaf (0 weight)
Load = 6 weight
Bonds
This is not my first adventure with _______________.
I sang stories of _______________ long before I ever met them in person.
_______________ is often the butt of my jokes.
I am writing a ballad about the adventures of _______________.
_______________ trusted me with a secret.
_______________ does not trust me, and for good reason.

GM Mogthrasir |

Here's my proposal:
Iktaslu (Or The Great Ivory)
Brute, Lizardfolk
Look: Purple Eyes, White Scales (with almost translucent face), Massive Body, No Clothing (just a tunic of Boiled Leather Armor)
Iktaslu is an albino of his kind, which gives him the purple, reptilian eyes as well as the bleached white scales. His pale skin is so light that it is translucent where the scales are thin like his underbelly and his face around the lips and eyes-revealing the skull beneath. Lizardfolk culture is centered around the color of your scales (more on this later) which left him an outcast on this island as a hatchling.
Drive: Outsider--escape or destroy persecution.
Background/Race: Monstrous--you can consume raw flesh to regain 1d6 hp.
Stats: 15 STR, 9 DEX, 16CON, 8 INT, 12 WIS, 13 CHA
D8 damage, 28 HP (12+constitution), Armor 1
Starting Moves:
Armed and Dangerous
When you pick up an enemy and swing them around, count them as a weapon with the reach, awkward, and forceful tags.
Juggernaut (STR)
When you smash into an obstacle (e.g. a brick wall, group of goblins, pillar supporting the cavern) roll +STR. On a 10+ choose 2, on a 7-9 choose 1:
- Your momentum carries you through
- You cause catastrophic damage to the obstacle, scattering debris everywhere
- You don't take any damage
Is That All You've Got? (CON)
When you deliberately take the full brunt of an attack, roll +con. On a 7-9 pick one. On a 10+, as above and you only take half damage as it glances off you!
- Your enemy is left open after attacking; you can grab or shove them.
- You learn one of the enemy's weaknesses; describe it.
- You are already in the way of their next attack, and can block it with ease.
- Your lack of reaction infuriates or terrifies your enemy
Showboat (STR)
When you perform a feat of strength in front of an audience, roll +STR. On a hit you keep their attention as they watch in amazement or dismay. On a 7-9 you also draw unwanted attention to yourself.
Leap (STR)
When you throw yourself into a giant jump, roll +STR. On a 10+ you land where you wanted; if that's on someone, deal damage as they absorb your fall!
On a 7-9 your wild attempts have thrown you off course, and you land somewhere unintended.
more coming on background...

GM Mogthrasir |

Background on Iktaslu:
On lizardfolk...
Lizardfolk used to be far more prevalent on this island, but have been chased away by the spread of Kano's tribe. Any that are still in the area occupy neighboring islands, sticking to caves below the waterline and weaving through the interior of the isle.
Lizardfolk culture is divided by one's scale pigment, as each tribe is segregated according to their shade. What makes this peculiar however is the one's scale pigment is not as "hereditary" as one might imagine. A tribe of black-scales might have several other colors hatch amongst the season's brood of offspring. Those of different shades are not eaten, or mistreated, but simply sent to their corresponding tribe following their first shedding.
It seems that one's demeanor as well as skills are also determined by scale pigment - since those of brighter colors often have greater adrenaline output, resulting in more volatile personalities. These subtle biological differences create a standard build, outlook, appetite, and skillset that corresponds to that shade. Which would seem to indicate that lizardfolk culture would benefit from a blending of colors rather than segregation. However, the separate tribes work together with incredible harmony -- the brighter colors defending many of the darker tribes with their militaristic prowess, while the darker colors sharing technological advances and harvest output equally. If such a thing is possible, it embodies the paradox of harmonious segregation.
It is extremely rare, however, that one is born without scale pigment. Even the blackest of tribes are really a deep purple or blue. But when a hatchling broke out with scales as white as ivory, and skin almost translucent, the tribe assumed that such a sickly thing would die of natural causes shortly after. They were mistaken.
Without pigment to control its behavior, its growth, and its personality... the bleached youngling grew incredibly quickly and seemed in many ways uncontrollable. And following the first shedding, this creature that was already twice the size of other younglings was exiled on the human's isle as its color would not fit with any tribe nor could it coexist peacefully within the community.
Thus is also the origin of Kona's Tribe's "Great Ivory". Few have actually seen the creature, but many share the tales of a white spirit that lurks the surrounding jungles... with scales like the crocodile, limbs like tree trunks, and a maw full of jagged teeth. It is a ghost story, a frightening colloquial yarn. But every few years, someone new reports seeing something massive and blindingly white in the brush. They fear claiming it to be the "Great Ivory", but there is no need to name it such as everyone already suspects it.
Because I don't know everything that's already established, I'm not sure what a good way would be to tie Iktaslu in with the group if you pick him to join. I'd be willing to work in anyway you think fits--whether you think he should be captured, or following the group, or share their same goals, etc.
*Also*... if this idea really doesn't seem to gel, let me know. I'm playing around with immolator ideas that could already be a part of Kona's tribe. That would likely be an easier integration if you prefer.

GM Mogthrasir |

And I picture the lizardfolk head and tail much like the gecko... so there's a slight snout, but not as pronounced as an alligator. Reference Pic

DM Frogfoot |

Mogthrasir, what's your opinion of being a captive warrior? Someone whom Kano's tribe has captured during your exile, who now will be brought along for the journey for your muscle? Just an idea.
Perhaps Bolus, Azih's paladin, is an envoy or messenger from a mainland tribe? Alternatively I'm open to the idea of making you a time-traveler as well, we would just have to put our heads together to determine your starting time and a little bit of backstory for that. Let me know which option you prefer.

GM Mogthrasir |

I have no problem with being a captive warrior. That could be a great fit. I'm wondering what makes him cooperate... whether there's something that directly threatens him should he disobey, if they hold some sort of incentive over him, or if there's a reason he does so of his own accord. I prefer the first, at the moment. Perhaps some sort of bonds that harm him should he disobey. This gives me a reason to stay in line even if I don't like it, and opportunity to build bonds while still being in servitude (plus an eventual xp point as his alignment is fulfilled by escaping or destroying persecution).

Azih |

A question I have for you is how good would you be with 'primitive' characters making up a the majority of your PCs after this? Changes the tone of the group to a large degree and if you're fine with that then Bolus being from a mainland tribe works fine.
If you want a more modern mix though then Bolus can be from either the same time as the original PCs or maybe just a bit earlier sent on a Sir Galahad type quest from his deity to help save the world just as the original Agents were and managed to find his own way back. Or maybe he is an Agent as well and has been trying to catch up to the others for a long while.

GM Mogthrasir |

I didn't realize you had a barbarian too. I was looking at the characters and saw a cleric, thief, and druid. But with a barbarian and an incoming paladin, a brute becomes a somewhat redundant addition.
Sorry for frustrating you, but let me piece together the immolator idea then. He'll be part of Kona's tribe.