Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"That is a good idea, arrive 20 to 30 minutes early so we can have a chance to settle in and get a lay of the place. Yep, good idea."


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I will cast on you status and I will stay out of sight, with Innulamne not far from me and you.
I will be able to follow you anywhere except in another plane.
If you are hurt or under influence magical or mundane, I will know it.
Cormick, if you could casts message it could be also a good way to stay tunned together.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"Another good idea. I must becoming down with something for not thinking of these myself. Please bear in mind though that the spell only has a range of about 170 feet, but the sound will not pass through bearers. So we will try to stay near a door or open window."

Prior to going in, Cormick casts message on all of this allies, including Innulamne. He will also cast honeyed tongue on himself as he enters.

Remaining times below will be based on when we enter the tavern.

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Current Effects: unadulterated loathing (on a ruffian), 7 days; honeyed tongue, 70 min; message, 170', 50min;


Issa are you hanging around out front in the market area? Or around the back somewhere? Innulamne staying aloft overhead? Or staying on the ground near you?

Cindy and Aerin?


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Innulamane will stay on one of the roof around the tavern.

Issa looks for another inn or tavern not too far from the Iron Gullet. If there is no such etablishment, he will hang around, trying to look casual.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Hmm. A post seems to be missing that I thought I had posted. Cindy will accept Cormick's offer of aid in a disguise and use her Hat of disguise to book. She will look to be a male city guard. Note that her routine is to maintain Mask Dweomer on her magical disguise. She will cast her own message spell on the party as well and position herself on a a roof that hopefully allows her to communicate with the party members inside.Also I plan to do a minor update to spells memorized and will have that done in a few hours at most.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Aerin will use her hat of disguise and look like a human female of middle age. Her outfit clearly like mark her like a bohemian Wich fortune teller

She will go on her own in the tavern about 10-5 min before the meeting and stay far away from the other members of the group


Issa takes a seat on the street, his back against the wall of a building, ostensibly watching a wood carver whittle away at animal carvings under the glow of a sunrod attached to the wall of his shop. Innulamane takes a perch at the south side, next to the tavern itself.

Cormick and Hezrog enter the tavern around 8:30 to find the place nearly filled with people, mostly male, though there are three female patrons and several barmaids - only one of which is on the upper floor and looks to be your target based on the descriptions given by the thugs. The place is noisy, and it will be hard to communicate with others privately.

The target is currently sitting at a small round table with a man on the opposite. The table is next to the west wall, an open window allowing in the night air. The man looks to be quite drunk. The human woman has a bemused smile on her face. She is slim, and of a dark complexion. A hooded cloak covers most of her head, but a glint of silver peeks out from underneath, and a silver chain can be seen around her neck where it disappears underneath her shirt. She wears a pair of dark leather gloves, and her boots are likewise a dark brown.

Her male companions clothing is wrinkled, and has the stains of spilled drink on it. A pair of daggers is strapped around his waist.

Cindy enters the tavern shortly after Cormick and Hezrog. And Aerin a short time after that. At Aerin's entrance the eyes of nearly every male in the place follows her movements.


Did we lose some posts, or is everyone really busy?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

So there were no tables/seats near the open window were are target is at?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

GM Ascension, you have Cindy entering the Inn but I posted above that she would position herself on a a roof that hopefully allows her to communicate with the party members inside.


No open seats available close by, though you could grab a chair from elsewhere to pull up to their table - or another nearby table at risk of annoying those at whichever table.

Ah, sorry Cindy. Scratch your entrance from the events, Cindy is outside on a nearby roof.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy sends through her message spell <<In position here. No sign of the contact outside.>>


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

<< i am all set as well>> she replied via message


While Cormick casts about, looking for a good place to take a seat, there is a shout from the lower level, and two men tumble into the pit amidst boisterous cheering from the crowds.

One is a tall, overweight man, though the arms of his muscles look like they might be able to crush stone. The other is a shorter man, a crooked grin on his scarred face, as he takes up a combat stance, clearly trained in the martial arts.

Patrons immediately swarm over to the three bookies, placing bets on the two combatants below who are feeling each other out. This leaves quite a few chairs open, including the one that was used by the man sitting with the target.

finding herself no longer burdened with a companion, the dark skinned woman casually looks around the upper floor, then sets her booted feet up on the table, swirling her mug in one hand, but not drinking from it.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy settles in on the rooftop scanning the area around the bar looking for signs of trouble. She wonders what is going on inside and asks through her message link <<Status?>>

Perception: 1d20 + 10 ⇒ (8) + 10 = 18


Cormick? Think everyone is basically waiting on you.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Sorry, thought this was posted before. Now I got to remember what I wrote.

Cormick gets up and casts a quick spell before grabbing a couple of recently unattended full mugs from various tables as he moves up to the upper floor.

He sets the mugs down in front of the mysterious woman, grabs a chair and with a flourish swings it around before seating himself.

Care for a drink while we watch the events below?"

Cast honeyed tongue.

Diplomacy (Bluff): 1d20 + 23 ⇒ (10) + 23 = 33

had more, but forget it all now.


"Sure, have a seat. And who do I have the pleasure of meeting with?" her voice has a slight accent, the type men from this part of the world typically find attractive.

She leans forward slightly, to look down into the pit below. "And who is your wager on my friend?"

Down below the two men exchange a few blows. While the smaller man clearly has the larger beat in terms of skill, a glancing blow to the smaller man sends him reeling backwards against one side of the pit.

Cormick:

From up close, you can see where near the neckline of her clothing her skin is darker, she is wearing make-up or powder of some kind to lighten the color slightly.

Outside, the wood carver looks up at Innulamane, picks up another piece of wood, and begins carving.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Even Small Man, Odd Large Man: 1d1000 ⇒ 501

"I am Cormick Egerton of the Coran Egertons, at your service."
He turns to look at the two men a moment before continuing, "I believe the brute will end up winning, if he gets the opportunity. It is all about being in the right place at the right time to take advantage of any opportunity that presents itself. Wouldn't you agree, Miss... ?"


"Miss Kylie. Though my friends call just call me Ky."

"An interesting wager though. Most here will be placing their bets on the smaller man. He is a bit of a regular and has the training for it - but he's had his share of blows to the head." Ky smiles, "I'm not sure his eagerness to enter the ring came before he took those blows or after though."

She watches for a few seconds, "I suspect you've got your odds right on this one though." Turning away from the fight below she looks Cormick directly in the eye. Her eyes are an unusual color, almost silver.

"So how may I help you today Cormick?"

Cormick, if you are able to post several times tomorrow, I will try to check every few hours from work to move the conversation along.


With Cormick seemingly absorbed in the fight down below, Ky stands up, her drink in hand. "Well I've other things to attend to. Perhaps some other time." She makes her way down to the main floor, pulling forth a set of spectacles and putting them on as she heads for the front door.

Aerin or Cormick have a chance to respond before she leaves if they want to, otherwise those outside will see her heading west.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

If nobody responds, Hezrog inconspicuously takes the newly open seat next to Cormick.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"I am here to pass on a message to you, as Honskel and Bird will not be meeting you tonight. They send their regards and say that they were not able to scare their targets."


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy waits nervously on the rooftop waiting for some sign of activity.


Back tracking slightly

Ky stops, part way down the stairs. "You should have stated your purpose to begin with." She climbs back to the top of the stairs but stops there. "Did they give any reason for not coming to tell me in person of their incompetence?" Ky does not seem to be concerned that there might be several people hearing her as she has to speak up slightly to be heard.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"Well I told them I would come talk with you in their place. One of them will not go within 50 yards of the place, so he is useless for your task now." Cormick says, while still watching the fight below.

"Now they did mention something about reminding the Jumai's of their debt or they would have to remove their son if they did not pay the debt, but they never got inside to tell them any of that."

"So I am here to find out how I can help you? I could offer a level of expertise those other buffoons could not offer you. Can you tell me what debt they owe, so if I were to take on this collection, I would know if it was in full? And if they cannot pay their debt, where should I take the son to? The docks, by chance? Lastly, what kind of timeline are we looking at?"

Diplomacy (Bluff): 1d20 + 23 ⇒ (20) + 23 = 43
Diplomacy (Bluff), Honeyed Tongue: 1d20 + 23 ⇒ (20) + 23 = 43

I guess I am suppose to get a '20'.

------------------------------------------------------
Current Effects: unadulterated loathing (on a ruffian), 7 days; honeyed tongue, 60 min; message, 170', 40min;


Several nearby patrons looks at Cormick and Ky, seeming a little uneasy at this turn in the conversation. Most continue to be to busy watching the fight below though.

Ky strolls back to the table, taking a seat again, grabbing the drink Cormick had brought over and downing it in a long pull, ignoring her own drink still in her other hand. She sets her feet up on the table casually.

"Ah, now we are talking my glib friend. And perhaps my cohorts weren't completely useless - they've brought you to me at least."

She waves her hand dismissively, "The Jumai's debt is forgiven. My colleague they were indebted to is no longer in need of the money, and what I got out of it was more than enough to cover the costs." You get the feeling she is talking about more than simply cash value.

She lowers her voice some now, to prevent further eaves dropping by those nearby.

"You are a difficult one to read, but I'd still bet a 1000 gold coins on your associations without blinking an eye. I have something I need delivered to Issust Hold, by someone capable of doing so without being followed, or persuaded by force or magic to capitulate in the task."


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

What do I know about Issust Hold?
Kn Geography (max DC10): 1d20 + 3 ⇒ (1) + 3 = 4
Kn Local: 1d20 + 7 ⇒ (4) + 7 = 11
Profession Merchant: 1d20 + 5 ⇒ (10) + 5 = 15

Now that he has her attention, he lowers his voice to a whisper also...

"Issust Hold, you say? What needs to be taken there and how much risk is there? Then I'll be able to determine a cost of delivery for you."

------------------------------------------------------
Current Effects: unadulterated loathing (on a ruffian), 7 days; honeyed tongue, 60 min; message, 170', 40min;


Issust Hold is a coastal town to the south of Coran, several days travel into the endless desert. It is a rough place with a wide variety of races in its population. A place of pirates and thugs, and prior to the ban on slavery (and even for a time after) had a thriving slave trade.

The port town is walled, to offer protection from whatever might come forth out of the desert, surrounding a natural spring that provides fresh water for the inhabitants.

Not far from the port town is a larger, and heavily fortified settlement of sorts, a conglomeration of different mining operations that have bored into the solid rock beneath the sands. This mining operation is considered part of the Hold.
Some minor additional info is in the recruitment thread, first post, under geography.

"There is a dwarf named Zurak, runs one of the mining operations in the Hold. I have a message for him, along with a small crate of special supplies for his operation."

"The other mine owners would love to interfere with his operation in any manner they can. They most likely know he is waiting for a shipment from me... but it is unlikely they know you, so this should be a relatively simple task from your perspective."


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

If I recall correctly, Cormick knows that the mines around Issust Hold are also where Hezrog comes from and worked as a taskmaster.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"I am familiar with the area and should not have any problems, but I will have to deal with these other miners if they get wind of this arrangement. Nine days by land and 3 days be sea, 1 to 2 days to secure transportation, when does this delivery need to be completed by?"


"It needs to be delivered within two weeks. That should give you plenty of time to make the necessary arrangements. Leave a message for me here when you have the arrangements in place, and a location to deliver the goods to you."


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"Fine, I will send a message tomorrow on where you can deliver your packages. I will need 1500 gold pieces for this service. Just bring it with your packages."


"Half up front. The other half will be delivered to a location of your choosing once I get word that the goods were delivered successfully."


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"Agreed."

Cormick stand, looks down at the fight, and then leaves the establishment.

"The Jumai debt is completed and I have us a job to transport goods to Issust Hold." he whispers as he walks through the door.

------------------------------------------------------
Current Effects: unadulterated loathing (on a ruffian), 7 days; honeyed tongue, 60 min; message, 170', 40min;


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Good. At least we could let this boring job behind us.


Ky smiles, "Very well then. I will look for your message."

As everyone leaves by their separate routes to reconvene it is noted that those out and about at the late hour are grouped together, many standing under lamp posts talking with one another.

"...some kind of demon at the south gate, the guards killed it, but not before it broke into someones home and killed a man inside."

"Are you sure they got it, and its not working for them? I heard the mages killed two men over on garden street not an hour ago with the help of some alien looking creature. They chased the first man down, and when they attacked him, the second, a cat folk, jumped in to help the man out, so they killed him too."

"The laws don't count for nothing anymore when it comes to the tower. You get in their way and they come to have a chat with you."

"Aye, just like the man they supposedly questioned for sedition at The Silver Spirits. He's lived here for years and never caused anyone no problems."

Just for reference, The Silver Spirits is less than a hundred feet north of the south gate. Garden street is only a couple minutes away from that same area - a little east of the tower.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Hearing the rumors of late events, Issa asks his comrades

Do we try to find out what's going on ? Or do you think it doesn't concern us ?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

I am fine with going and having a look at what happened. while in route

So what do you make of the encouter you had ? so far it still doesn't solve anything ? We know that there is a guy who is watching Mr J's house. More specifially his wife, that he is also looking some someone and should be heading out to sea soon. And se far we haven't been releived of our task for those who gave that order


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

From your description I believe this woman is either a dark elf or wants people to suspect she is. I do not think her mission is in the best interest of the city and want to know more about it before I agree to be involved. I do know that her operatives were responsible for attempting to extort money from our guild members and would prefer to see her arrested to being in her employ. Perhaps we should run this intel by our wizard friends.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"The Jumai debt has been forgiven and the person they were indebted to no longer requires the funds they owed."


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Since it was a false and fabricated debt I am less than impressed Cormick. They can re-instate that debt on their whim just like they created it. They are thieves and extortionists willing to kill children to get their way. And only weeks ago they swore blood oaths to kill me and a number of my friends. You must forgive me if I hesitate at being in their employ. Also I believe we have shown that the dark elves are working with demons to attack and potentially overthrow cities in this area, right? I would work agains this woman and not further her goals.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"I want to see what goods are need to be transported so we can see what they are up to. You want to know more about her and what she is up to... She is inside." he finishes as he points back at the tavern.

"I am getting tired of all these little games. If we can not get a straight answer out of either Jumai, then let them fend for themselves."

Not waiting for any answer from anyone, Cormick heads off to Garden Street.


Working towards Garden street you see more clusters of people with similar stories being told amongst them.

It takes nearly nearly half an hour to reach the street. The place, usually filled with street performers and socialites is oddly quiet. And very few people are about.

A gardener at the northwest corner of the courtyard at the center of garden street is busy trying to repair a topiary that looks like it was crushed.

Many of the shops appear to have been closed for the evening, though a few nice places to eat are still open, though by all appearances business is much slower than would be normal.

Eight guardsman, two on each side of the courtyard, looking somewhat uneasy, do a slow patrol of the area.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa commands Innulamane to follow in the air.

Once at Garden Street he asks his comrade.

Do you think what's going on here has a thing about our recent discovery in the mountains ? Can we asks the guards about what's going on here ?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

For the moment Cormick we are under a task that needs to be done by the council hall. First we would need to be realsed from this task in order to do that.

Aerin turns to issa

I have no idea but lets ask what is going along

Aerin will try to nudge herself trough and then ask around was is the ruckuss about, including to the guards if she can


The guards make no effort to block Aerin or keep others out of the area, though they finger their weapons, perhaps expecting an attack.

When she approaches one to ask what is going on, the guard gives her a stern look. "Two wanted criminals were taken by the mages, but two of their ilk also escaped. It'd be best if you went elsewhere for your entertainment tonight."


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog looks around for any sign of a trail left by the escapees, before asking the guards Two got away with no trace?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

I mean no harm she says he hands raised above her waist so as to show that he has no ill intent

would you mind provinding any information to help ID thoses culprit should we run into them by chance and bring them to justice ?

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Ascension

I'm looking for 16 or 20 players to form four groups of 4/5 players each representing a different faction. Each of the four groups has different goals and motivations, sometimes those goals will overlap with another faction's goals, and sometimes they will conflict. As a result players will find themselves sometimes working with the other groups, and other times in opposition to them.

Players wishing to participate in this game should be able to post once per day (Mon-Fri). More is certainly allowed, but if you cannot meet this posting requirement please don't sign up for this game. I will generally post updates between 10-11 PM MST. I will sometimes post small updates during the day as well dependent on me having some down time at work. Maps will be posted to my photo bucket account for viewing by the players. For example

Despite the campaign name, this game is not using the mythic play test rules, and there is no mythic ascension point in the campaign.

This is the recruitment thread for the Merchant's Guild.

Other factions can be found here:
Mageocracy
Thieve's Guild
Rebellion

I'm expecting to leave the recruitment thread open for about one week. After which players will be selected for each faction and another week will be given for players to flesh out any final details for their character back story and create a character stat block.

Merchants Guild:

Either you are a son or daughter of a wealthy merchant, or perhaps a caravan guard or caravan captain. The lack of action on the part of the mages has forced the merchants to trust to their own devices for protecting their caravans and interests. Some of the merchants are motivated by simple greed, others simply seek a peaceful and lawful society which the mageocracy seems incapable of providing. Some of the merchants have started (or increased) smuggling operations or started dealing with illegal goods while trying to use their political influence with the mage tower to improve the situation. You have been entrusted to work towards the common interests in the merchants guild as a whole.
Allowed Alignments: CG, LN, N, CN, LE
Allowed classes: Any as allowed by the above alignments (rogues and fighters are a natural fit, but the party should be well rounded).
Races Allowed: Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Haflings, Humans, Catfolk, Undines. If you select Undine in addition to your normal racial abilities you also get an extra feat (similar to humans).

When creating your back story feel free to talk with other players wishing to join this faction and create ties between your back stories.

More information on your faction will be given once the game starts, though you are free to ask questions if you are looking for additional details to flesh out your back story.

The remainder of the spoilers contain information that is identical in each of the faction threads. If you have already read this information in one of the other threads you can skip these.

General Information:

This campaign is mostly an urban campaign, though some wilderness travel and ocean travel will also occur.

The factions will give their teams various goals or objectives to meet, it is up to the players to determine how to achieve those goals. While I've got a number of missions for each faction to give to players, this campaign is intended to be fairly sandbox. If players come up with things they'd like to try to further the overall goals of their faction I will try to incorporate those ideas into the campaign. Be aware though that there are some places in the world that will prove death to the players if they wander about haphazardly.

Character Back Story:

I'm not currently interested in character stat blocks, I want to see first and foremost a back story for your character. As part of this back story all characters are required to include one (though more is allowed) individuals living in Coran, Gumlat, or Issust Hold (see geography below) whom they hold dear. When your character is in the neighborhood it is expected your character will take some time (stealthily or openly) to visit with this person. This could be a spouse, sibling, parent, aunt, uncle, cousin, etc. But it must be someone the character would take great pains (or even be willing die for) to prevent harm to them. This NPC will be a commoner and is not capable of defending themselves from more powerful PC's or NPC's.

It is expected your character has friends and acquaintances from this region of the world, feel free to include a couple such friends in part of your back story.

All players are from this region of the world and should select one of the areas from the geography section as a birth place.

I'd like to know what motivates your character and what your character is afraid of. Anything that I can hook some side plots into will make for a much more interesting play experience.

Please also include a physical description of your character including such things as skin color, hair color, eye color, and style and color of clothing.

Character stat blocks:

Your posted stat block for your character should use this format or something very similar to it. Feel free to copy and paste this into your profile then change it up to match your own character.

Characters will be created using a 20 point buy.

Characters will start at 5th level. You may choose no more than 2 classes (or 3 if the 3rd is a prestige class) to create your character. This also applies when leveling up.

Each character starts with 10,000gp, of which no more than 50% may be spent on a single item. During character creation all items within the given 5000gp or less per item are available.

As you accumulate wealth you can assume anything costing 4000gp or less (assuming it is not an illegal item) are readily available. Anything costing more than 4000gp will require crafting time to have made for you, though anything up to 15000gp can be obtained. Anything above that price may or may not be available. Characters may not start with custom made magic items. You may request to have a custom magic item made – though I'm likely to add a flat cost on top of whatever costs might normally be associated with said items – or may just flat out disallow it.

Slotless magic items that mimic the ability of an existing magic item that normally requires a equipment slot are not allowed.

Magic items that provide +x enhancement bonuses such as cloaks of resistance, rings of protection, belts of physical stats, headbands of mental stats, etc can always be upgraded to a higher level for the cost difference. Also, these items may always be combined with another effect that uses that item slot for the price of the additional magical enhancement + 50%. For example a cloak of resistance +1, cost 1000gp, could be combined with a catching cape, normal cost of 200gp (plus 50% for a cost of 300gp), for a total of 1300gp. Or a ring of protection +1, cost 2000gp, combined with a ring of counterspells, normally 4000gp (plus 50% for a cost of 6000gp), for a total of 8000gp.

Players should select 2 traits using the standard rules.

Depending on which faction you are a member of there are alignment and racial restrictions (see the individual faction recruitment threads for this information).

Because of the nature of this campaign there will be PvP between factions. Players should plan for escape mechanisms from a battle turned against them.

Inter-party PvP will be strongly discouraged. If you wish to engage in PvP with those who should be your allies you must talk to me about it first, and your reasons must be compelling in story character reasons (like your allies endangered your NPC dependent – not something petty or trivial).

All players will get one free true resurrection during the course of the campaign should they die (you may choose to use this to raise a fallen ally). Unless the player's gear can be recovered though, resurrected players will start with one-half their WBL based on their current level. For arcane casters you will get a new spell book with only those spells you would have for your current level, any additional spells will need to be purchased again. If your body can be recovered then normal uses of spells like raise dead are available.

Players get max HP at every level.

Players will level up when I say they do, but this will be roughly following the fast experience track.

I do enforce encumbrance rules, keep this in mind when equipping your character. In general I will not be keeping track of food or normal ammunition (things like arrows made out of special materials will be tracked). If you somehow get yourself trapped in an area though where you could not readily restock these items then these items will be tracked until you can escape the situation. You must still buy 1 quiver (or 2) full of arrows, bolts, sling stones, what have you. At such time as you may become trapped you will have the amount listed on your character and those items will be tracked at that time.

Rule books allowed are Core Rule Book, Advanced Players Guide, Ultimate Magic, Ultimate Combat, Ultimate Equipment, and some portions of the Advanced Race Guide (alternate racial features and archetypes are allowed, as are racial spells and feats, and see faction specific areas for races allowed). Other source books are not allowed.

I recommend all characters train the stealth and disguise skills, but this is not required.

House Rules:

Leadership feat is not allowed, I've got enough to keep track of without worrying about cohorts.

Antagonize feat is not allowed. It is especially problematic for a PvP type game.

You may take item creation feats, but these feats will not be applied to your starting 10k wealth to reduce the cost of magic items. You will be able to get use out of item creation feats though if you select them.

Diplomacy and intimidate skills don't exist. They are all rolled into the bluff skill. If your chosen class has diplomacy or intimidate as a class skill you instead have bluff as a class skill. Feats and traits that would increase diplomacy or intimidate instead affect your bluff skill, however these do not stack with other feats or traits that would increase one of these skills.

In game when you are using your bluff skill please specify what you are actually trying to accomplish. i.e., still state you are trying to intimidate someone, or calm someone with diplomacy, etc, but your bluff skill will be used to modify the d20 roll to determine the effectiveness.

Because of the potential PvP encounters realize that using the bluff skill to get someone to act more friendly towards you (because of good diplomacy or fearsome intimidation) in a social situation may or may not work, though role-playing in this area is certainly encouraged. Combat uses of bluff skill can also be used to apply the shaken condition (as per intimidate) or apply class specific abilities that rely on one of these skills.

Game Play:

Note that many d20 rolls will be done by the GM. Skills that have an obvious success or failure such as climbing, swimming, crafting, attacking, should be made by the players. Skills which have more hidden results will be made by the GM such as Bluff, Sense Motive, Knowledge, Spellcraft, Stealth, Perception, etc.

When your character speaks, unless you specify otherwise, it will be assumed you are speaking in common. This means any listeners, known or hidden, will be able to understand you. Speak in another language and you may be able to foil spies if they don't have a means of understanding the given language.

Because this game will be taking place in four different threads simultaneously I ask that you refrain from reading the other factions threads. Doing so will only reduce your own and other players enjoyment.

Also because of the four threads game time will not always be consistent between the different groups. This could also result in a given thread being put on hold for a day or two if an encounter is about to occur between two groups but one group needs to finish something up.

Geography:

The campaign takes place in the city of Coran, capital of the Ondian empire. Coran lies on the eastern coast of the continent and in the southern foothills of the Chaggath Spine, a large mountain range that runs northwest from the city. Coran is home to the great library, which draws scholars from across the continent to it for study and research. The city is a good sized metropolis with a large transient population. The given population at any given time is around 15,000 people. Many magical wonders and exotic goods are available in the city, as are illicit substances and other secrets for those who know where to look. Coran is also home to the current ruling Mageocracy, who rule from the Tower of the Heavens. What happens inside the walls of the tower is a secret to all but those allowed inside. From the tower come the laws of the land as enacted by the Council of Seven. Coran is primarily human though it is not uncommon to see all the varied races of the lands walking its streets.

A weeks travel to the west is a small village known as Gumlat (population of around 600). This village lies at the edge of a large expanse of forest. Rumors and stories of were-creatures surround the rise of this small village. It is said many years ago, Aroale Nulil, priestess of Erastil, defended what was then a settlement against a large number of lycanthropes through the strength of her god, though she perished in the effort. The tales of beast men continue to float about the area, though no one has since that time brought forth clear proof that any such creatures continue to exist in the area. Many believe the forests west of Gumlat are haunted though, and more than one soul has disappeared into those forests to never to return. The land between Gumlat and Coran is mostly farmlands with small thinly wooded areas near the base of the Chaggath Spine. Gumlat is primarily human though a good number of gnomes and haflings also inhabit the area.

North across the Chaggath Spine, two and a half weeks of travel over the high mountain roads, lies the city of Akleta with a population of around 3,000. This population is not centralized though, perhaps 1500 live in the city proper, with the other 1500 inhabitants within two days travel of the city. The area consists mostly of shepherds, cattle ranchers, and miners. The mountains separating Akleta from Coran have given the people of Akleta a sense of independence from the rest of the empire, though they are still dependent on Coran for trade goods from across the sea and rely on them for aid in times of war and to influence the surrounding tribes of hillmen. Akleta consists of almost entirely of humans in population. Other races visiting this area are frequently given a cold shoulder.

South of Coran lies a large expanse of desert known as The Endless Desert. At the northern edge of the desert, nine days travel south of Coran (or 3 days by ship), lies a mining town known as Issust Hold. The population is actually scattered between a small walled port that services Issust Hold (population of roughly 100 people) and a more heavily fortified settlement that was built on top of a natural oasis (population of around 500). Issust Hold primarily produces iron, but also mines some precious metals and gems. The place seems to attract the unsavory sorts of characters, perhaps in part due to a recent war against pirates from the southern seas which occurred nearly 30 years ago. No doubt some of those pirates make up part of the holds population. Issust hold is the home of a large number of dwarves, half-orcs, tieflings, and ifrit, though other races also commonly seen.

Seven days voyage by sea, to the east of Coran, lie the islands of Ioso, considered a tropical paradise by many. A relatively simple people inhabit the islands, which export fish, spices, and exotic goods from other lands. Outside of the villages the islands are the home of wild animals, dinosaurs, and a few other dangerous creatures. The islands are primarily inhabited by humans and undine.

The Chaggath Spine is home to several goblin clans, but these are probably the least dangerous of the the creatures that roam the mountain cliffs and dens.

The Endless Desert is home to desert nomads and various dangerous creatures, both natural and magical.

West of the empire are various smaller kingdoms who trade with the Ondian people.

South of the islands are pirate infested waters, and east of the islands lies a great ocean.

North of Akleta live tribes of savage hills men. These disparate groups are usually not a concern for the inhabitants of Akleta though there was a time in the past when they banded together under one tribal leader and threatened the area.

Laws, political upheaval, and conflict:

Laws are about what might expected of any medieval society, with punishments fitting the crime. Pick pockets will lose their hand after a 3rd offense. Murder is punishable by death. Creating undead is illegal (this doesn't mean you can't select spells/abilities to do so, just don't get caught). Slavery is illegal.

The Tower of the Heavens is home to the current ruling mageocracy. While it primarly consists of wizards, they also have among their ranks magus, witch's, sorcerers, and all other forms of arcane magic users. The Council of Seven makes up the ruling body and currently consists of masters Veray, Isul, Akeli, Torenest, Danroth, Banock, and Liam.

In recent times the roads have become a bit dangerous of late for individuals or small groups. Bandits and highwaymen, and in the mountain and desert roads more dangerous creatures are becoming a growing problem. This has been a cause of contention between the Mageocracy and the Merchants Guild. Tariffs have been raised to help pay for the costs of patrolling the roads but the added protection seems to be of limited effectiveness.

At the same time a group dissatisfied with the mages rule is starting to become more than a mere nuisance. The Mageocracy would like to put an end to this discontentment, if only they could figure out who is behind it and where they are hiding out.

With the current turmoil and politics the thieves guild is looking to expand their operations while the mages are distracted with other matters. Crime in Coran is on the rise, from petty thefts to rumors of an underground slave trade.

Pantheon:
While this isn't Golarian, I am using the Golarian pantheon of deities. Paladin PC's or NPC's all belong to the Order of the Mithril Rose. This order doesn't follow a specific deity (though individual paladins do), but is a organization of knights following the various good and lawful aligned deities who work together for the greater good. Likewise any anti-paladins would have once belonged to this organization.

Squick factor:

Because this campaign allows for evil characters there are some things that are likely to come up that could make other players uncomfortable discussing.

Sexual content should be limited to a PG-13 range. Rape or other sexual crimes are not allowed in the campaign.

Violence against children is not allowed, though you may run into street rats and such at times – bringing them to the authorities if the situation merits is a real possibility. You may burn down an orphanage if you like, but slaughtering its inhabitants is not allowed.

Torture is allowed, but highly detailed descriptions of such are not. Cutting of a limb or breaking some bones is fine. Descriptive details of what you do with a carving knife, or hot poker, etc, are not.


Backstory:
Casnae is the son of Aelal and Jarrahd Freanivirrea, wealthy Elven merchants in the city of Coran. He grew up never wanting, which caused a feeling of superiority to those around him. Not much liked as a child, his only friend was his father’s seneschal Taloon Carlton. His parents always treated him like a spoiled child even when he was a young man. Casnae wanted to earn his position of power in their family, without doing too much work, and spent many days with Taloon learning how to run a merchant company. He soon took an interest in Taloon’s married daughter Anna. She was the type of woman who was only interested in big strong fighting men. Casnae quickly gave up on Taloon’s teachings and began to train as a swordsman. He picked up technique much faster than knowledge, and soon became an elegant fighter. He thought that this would surely be the way into the heart of Anna and the way to earn the respect of his family. He didicated himself more and more to the art of elegant swordplay and continues his training to this day hoping to earn the respect that his position deserves. Despite his intense training, Casnae is laid back. Standing 6'4" and 170lbs with long blonde hair, light bronze skin, and bright green eyes with, seemingly, a constant smirk on his face.

I am willing to change any details to make a better fit into the campaign. I would, however, like to maintain the spirit of the character.


I am interested in this, but off to work in a few minutes, so I don't have time to read everything right now. For some reason I'm thinking Undine Alchemist or a Human Air Elementalist. Will make a decision and Backstory when I come back.


Casnae wrote:

** spoiler omitted **

I am willing to change any details to make a better fit into the campaign. I would, however, like to maintain the spirit of the character.

Looks fine. Only thing I'm unclear on is if Anna or Taloon would be your NPC dependent - or maybe you haven't decided on that yet?

Some additional details on the merchant's guild. While there are hundreds of merchants who are ostensibly under the care of the merchant's guild only the more wealthy have seats on the merchant council itself - and not all seats on the merchant council are created equal. Where would you see Freanivirrea fitting into that structure? Does not have a seat? Has a minor seat? Has a major seat?


I could see his parents having a major seat while he was recently granted a minor seat that no one thinks he deserves and that is why he is out to prove himself. Anna may have been his inspiration, but his love of swordplay quickly overshadowed his crush on her. So, his parents would be the dependents and Taloon and Anna would be friends.


Backstory:Mikal grew up the son of a cartographer who had a small shop in Coran, his father, Torv, created maps for all manner of customers but never left the street they lived on. But not Mikal, his mind wandered down every road and river, along coastlines and over mountains. When he was finally of age, he signed on as a caravan guard and set out to see the world. His skill with maps made him stand out from the usual rabble who signed on for such duty. He found himself assigned to serving the caravan captain, Dragun. He learned from Dragun more than just martial skills, he learned how to lead and inspire men. He never failed to visit his father whenever they ventured through Coran and he would describe the things that he had seen his father draw in the past. During one trip north of Gumlat, the caravan was waylaid by an especiallly crafty tribe of goblins. The group was descimated, Dragun was killed, and Mikal was left for dead. He was dicovered by a group of Clerics of Abadar who were on a mission in the north trying to establish the rule of law among the barbarian tribes. He listened to there teachings, at first out of gratitude at being saved but soon out of genuine curiosity. Soon they devised a way that his particular skills could be of use to them and the church, and they brought him to the temple in Gumlat to begin his training. He would be taught to seek out the corrupting influences that were eating away at the core of law and order in Coran and therefore all the realms. He would be sent to the merchant council as a devout agent for them to use in their wisdom to further their and the churches aims.

Mikal is human and is about 6' tall and weighs about 195 pounds. He has sun kissed brown hair and Amber eyes that are creased from many years in the field. He has a broad shouldered, well muscled frame and walks with a deliberate gait. He dresses in conservative fashion and in the white and gold colors of his god, Abadar.

Mikal is a Human Fighter (Tactician) 2/ Inquisitor of Abadar 3.


Going with the Human Air Elementalist (female) Aria Stellar (a self created) name.

Back Story:
Aria Stellar is a war wizard, having spent much of her time recently as a mercenary for hire (without any wars to fight, the unit she was with is pretty much relegated to caravan duties, though she has also taken some jobs from the Thieve's Guild independent of the caravan guard (but not in conflict with). Generally, whoever pays more is the beneficiary of the services of the unit.)

The Unit:
Feel free to come up with one yourself if this sounds too far out there: The Silver Eagles were a mercenary unit once employed in the smaller kingdoms that traded with the Empire (or perhaps by the Empire itself if the pay was better), but they started in the smaller kingdoms. It was led by a fierce soldier Captain Dryval Silvers. Since whatever wars the mercenaries took place in, the unit has all but disbanded. Aria Stellar and two warriors are all that remain, but she had to find work on her own and hired out her services to the Merchant's Guild (any Merchant, whoever paid the most) as a Caravan guard and guide. Wherever her magic was needed.

Personality:
Aria Stellar is a rough woman, curt of tongue and direct, formidable. She had once held a position of leadership in a military troupe, and that is evident in her bearing. At the same time, however, she seems wise about the ways of warfare, different types of scenarios, and impactful strategies.

Connections:
Dryval Silvers was eventually employed by the Tower of the Heavens as a captain of the guard in Coran, for their own mysterious purposes. He is still friendly with Aria, even if they might be professional enemies on occasions. Most true mercenaries learn how to do that, balance friendships with their professional enemies. No grudges to bear. Just business.

Appearance:
Aria Stellar has reddish brown hair that sweeps back from her face in a near-military fashion, and matching reddish brown eyes. Her skin is sun-bronzed from an outdoors existence, but for the most part, it seems as though such a life agrees with her. When she wears a 'uniform' it is a gown-length robe of white and desert red with gold buttons, accents, and jewelry. Noticable, but hardly ostentatious.


Talathel Miriel is a half-elven Bard 3/Rogue 2.

Backstory:
Talathel was the son of a human farmer and an elven bard (of the literal "playing music" sort, not an adventurer) , and the social stigma of human/elf relationships led to them withdrawing from society as a whole. His parents bought some farmland a day away from Akleta, and sought a quiet, comfortable life. Their few farmhands were a strange band, mostly people with some manner of stigma on them, including another half-elf and a reformed thief who couldn't find a job elsewhere. They acted not only as farm hands, but as defenders of the caravan for their regular trips into town. For a farm of its size, they were fairly prosperous, and the family had a comfortable life. When Talathel was 8, they had another child, a girl named Lessien.

The Mageocracy's policies toward tariffs and security of the roads made things more difficult, money becoming tighter while not lessening the threat of bandits. When Talathel was 15, his father's caravan, which included all of the farm hands except for the ex-thief, Soren, was attacked by bandits. With nobody to tend the crops and no money, they had no choice but to sell the farm and move to Coran, as Akleta would have been too cold toward an elf and her half-elven children. The sale was not a fair one, but out of desperation they took what money they could and tried to survive. His mother resumed singing, though the money coming in was not enough to make their savings last. Before departing to find work elsewhere, Soren taught Talathel how to pick pockets and locks, and in addition to singing lessons from his mother at an early age, he tried his best to support his family. He would play on street corners or in pubs, and resorted to thievery only if he did not make enough money that night. His mother would go out during the day, when it was safer for a woman, and he would play at night, watching his sister until their mom returned home.

On the farm, he had been taught the basics of archery and swordplay, and in his free time practiced with them, hoping to find work that paid better than his passion, music. When he became of age, he became a caravan guard for the merchant's guild, having been personally touched by the dangers of the road posed to caravans by bandits and seeking to prevent more lives from being ruined by it. Even though his father was never a part of it, he holds great support for their political cause as well, believing that safer roads would have led to his father still being alive.

Motivations, connections:
Anda and Lessien, his mother and sister, are those he holds dearest to him. He ensures they are looked after and sends more money home than they need so that they're comfortable. Though charismatic, he has lived a very withdrawn life, and as a result doesn't know very many people. He knew the workers of his family's farm, but only Soren is still alive, and he doesn't know where he went.

He took the job with the merchant's guild largely because of the money and the goals of the organization, but he also feels that the travel can help him ply his craft as a bard. He hopes once the political situation is resolved, he would have the skills, tales, and possible renown to travel as a great bard.

Personality:
Talathel is cunning and clever, priding himself on his wit and quick thinking more than his physical abilities. He has a sharp tongue on him and rarely spares people snide remarks when he feels they deserve them. In addition, he has a sense of theatricality and whimsy, often being loud and boastful. He'll spin tales and talk in a very confident tone with refined speech. It's largely an act though, a way of making himself more noticed when he wants to be so that when he wishes to evade attention and do something more roguish, it's even less expected. When he knows someone and is comfortable enough with them to drop his bravado, he tends to be quieter and more withdrawn. He'll often feign other personalities if a situation calls for it, although he is much more free to less trusted companions about its falsehood. Words and wits are preferable to blades and blood.

Aside from helping his family, he's guided by his beliefs of right and wrong, always striving to do good by people who deserve it, and only harm those who he feels wrong others. He takes issue with working with those who harm innocents, but if he sees it as a lesser of two evils situation then he will simply try to make up for it with good deeds elsewhere.

His greatest fears are losing more of his family members, and taking actions that will make him no better than the common bandits who stalk the roads.

Appearance:
Talathel stands at average height for a half-elf and built on the leaner side (5'9", 135 lbs.). He wears his reddish-brown hair to his shoulder and keeps it very neat, particularly to ensure it doesn't hide his ears, as he wears his parentage with pride. His eyes are bright, emerald green; inherited from his mother. Typically, he wears a cloak and his armor, though when he doesn't carry his bow he often puts an entertainer's outfit over it, so as to seem harmless. The outfit is very plain and without many gaudy colours, but is clearly distinct from a traveler's outfit.


I have refined my vision of Mikal. He is a Human Ranger 2/ Inquisitor of Abadar 3. Short story is he is a caravan scout who was nearly killed and found by priests of Abadar. Nursed back to health in Gumlat and trained as an inquisitor. Charged with traveling with caravans, scouting out threats to trade and cities, and spying on the activities of the thieve's guild and the mageocracy. Details are below.

Backstory:

Spoiler:
Mikal grew up the son of a cartographer who had a small shop in Coran, his father, Torv, created maps for all manner of customers but never left the street they lived on. His mother, Anna, took care of the books and ordered supplies and other goods. But not Mikal, his mind wandered down every road and river, along coastlines and over mountains.

When he was finally of age, he signed on as a caravan guard and set out to see the world. His skill with maps and knowledge of geography made him stand out from the usual rabble who signed on for such duty. He was assigned to train with the scouts and was mentored by a grizzled veteran by the name of Dragun. Dragun turned the boy into a lethal scout, and taught him the finer aspects of life on the road (where to get deals on gear in Gumlat, where not to drink in Issust Hold, etc.)Mikal always brought Dragun home with him for a meal when they were in Coran, and they would spend the night pouring over his fathers maps telling tales of the places they had been.

During one trip north of Gumlat, the caravan was waylaid by an especiallly crafty tribe of goblins. The group was descimated, Dragun was killed, and Mikal was left for dead. He was dicovered by a group of Clerics of Abadar who were on a mission in the north trying to establish the rule of law among the barbarian tribes. They returned with him to Gumlat and he was nursed back to health by the local temple. But Abadar does not dole out healing and hospice for free and the price of his salvation soon became apparent. He was enlisted into the church and taught the traditions of the Master of the First Vault. It was decided that his skills as a scout could be put to use in the Inquisition. He was trained and tasked with rooting out threats to the church and trade in the region, and to keep an eye on the theive's guilds and even the ruling mageocracy. To accomplish his mission he would return to his profession of scouting for caravans, and clandestinely report to the church when he visited the cities on the routes.

Friends:

Spoiler:
Other than his mother and father in Coran, Mikal has a few others that are inportant to him. Dessa, a barmaid in Issust Hold holds his heart in her dusky eyes. He often takes lesser paying routes that will lead him to her arms for a fortnight, much to the consternation of his masters at the temple. Mikal also has a friend in Balen, a timber merchant in Gumlat who housed him during his recovery. Mikal has never directly met with the leaders of the church who control his strings, so as not to be able to identify them under magical compulsion.

motivations/fears:

Spoiler:
Mikal is motivated by a desire to repay his debt to the church, take advantage of his charge to explore the world, and to live up to the standard of professionalism set for him by Dragun. He lives in fear of being caught unawares as he was in the ambush of the goblins, he is meticulous in his preperations because of this. He also has a fear of spiders. While he will not run shreiking from them, he will avoid dealing with them if at all possible.

Physical Description:

Spoiler:
Mikal is 5'10" tall and weighs 185 pounds. He wears his sandy brown hair short and has a full gotee that covers a scar on his chin from the goblin attack. His eyes are amber and are creased from years spent in the field and betray a man who has seen a lot in his 28 years. His tanned skin is covered in many small scars, badges won the hard way on the road. His clothes are utilitarian in design and often covered in dust from the road. He dresses so as not to stand out, as he has found that many powerful people do not seem to notice the caravan guard standing there while they are talking of their plots and schemes.

Dark Archive

This guild seems to have the least amount of posts. So i will dot for interest and post a character later today :)

Edit: Just read all the way everything. I will create all the stats for my character as I usually get the backstory as i go along.:)


Garion Tathos fifth level cleric of Desna

Spoiler:
Garion Tathos was born in Coran to a human priestess of Desna nine months after the Great Ondian Fair. Marina Tathos believed the father to be an elven wandering bard whose name she does not remember. She still keeps the pendant she found when she woke in the morning. The silver disk bears the symbol of a crescent moon with three stars above it and crossed swords below. Garion inherited his mother's faith and his father's wanderlust. While his mother still lived he suppressed his desires but after she died of disease in his 30th year he took the pendant and set off to explore the world and find his father.
The best way to do that, he found, was to seek employment as a caravan guard. He looks forward to the possibilities of his new job with eager anticipation.

He was assigned to House Freanivirrea and met with the seneschal, Taloon Carlton.

Garion is a kind-hearted, amiable sort and makes friends easily. He is tall and slender, with black hair and grey-green eyes.

He has no family that he knows of, save his elven father, whom he seeks everywhere, showing his pendant to even casual acquaintances and hoping for recognition of the symbol. He bears great love and respect for Astrid BelVan, priestess of Desna from some unknown land. The old priestess helped care for his mother during her long illness and helped Garion deal with her death. Whenever he can, he visits her, always bringing her some small trinket or memento of his journeys.

Because of his constant inquiries about his father, Garion knows a great many people in a casual way. Delven Glorbud, the dwarven town guard from Akleta is a good friend, as is Beldeena, the barmaid at the Rusty Shovel in Issust Hold.

Shadow Lodge

http://paizo.com/people/GorgutzLanwell

copy and paste to view character. Tell me what you're thoughts are about ti. Does it fit campaign guidelines? I also apologize for the inconvience of copy and pasting, but i dont know how to format messages.


Gorgutz


Garion's statblock needs work but I'll fix it when. I get picked. :)


Characters so far:

Casnae - Elven, Fighter, from Coran, holds a minor seat on the merchant council and wants to prove himself worthy of it. Significant NPC's: parents.

Mikal (wolfheart) - Human, Ranger/Inquisitor, from Coran, father killed by goblins, in debt to the church of Abadar. Significant NPC's: mother.

? (Ebonnard Raloon) - no info yet

Garion Tathos - Half-elf, Cleric, searches for his elven father, has ties with Casnae. Significant NPC's: Astrid BelVan.

Gorgutz Lanwell (whalerking) - Half-orc, Inquisitor, living in Coran, dedicated to stamping out evil, interested in alchemy. No significant NPC's listed yet (at least none in the campaign region).

Dark Archive

bbangerter wrote:

Characters so far:

Casnae - Elven, Fighter, from Coran, holds a minor seat on the merchant council and wants to prove himself worthy of it. Significant NPC's: parents.

Mikal (wolfheart) - Human, Ranger/Inquisitor, from Coran, father killed by goblins, in debt to the church of Abadar. Significant NPC's: mother.

? (Ebonnard Raloon) - no info yet

Garion Tathos - Half-elf, Cleric, searches for his elven father, has ties with Casnae. Significant NPC's: Astrid BelVan.

Gorgutz Lanwell (whalerking) - Half-orc, Inquisitor, living in Coran, dedicated to stamping out evil, interested in alchemy. No significant NPC's listed yet (at least none in the campaign region).

I have decided on a human monk wanderer that has taken a vow of truth and vow of poverty. I am working on him now, getting his story together etc.

Been going back and forth between different ideas all day. :P


bbangerter wrote:

Characters so far:

Casnae - Elven, Fighter, from Coran, holds a minor seat on the merchant council and wants to prove himself worthy of it. Significant NPC's: parents.

Mikal (wolfheart) - Human, Ranger/Inquisitor, from Coran, father killed by goblins, in debt to the church of Abadar. Significant NPC's: mother.

? (Ebonnard Raloon) - no info yet

Garion Tathos - Half-elf, Cleric, searches for his elven father, has ties with Casnae. Significant NPC's: Astrid BelVan.

Gorgutz Lanwell (whalerking) - Half-orc, Inquisitor, living in Coran, dedicated to stamping out evil, interested in alchemy. No significant NPC's listed yet (at least none in the campaign region).

Aria Stellar (arazni) - Human Air Elementalist, war wizard mercenary, Significant NPC's: Captain Silvers of Coran (friend and sometimes lover)

Not sure why I got left out unless I need to work on her some more. A fuller backstory will be filled out with the character profile. :)


Your good Arazni. Just missed you somehow when putting together the characters so far summary. Also no problems with your mercenary unit group, name, and concept - some more of them might even make an appearance :).

Dark Archive

WOO HOO! done :). I am thoroughly happy with this character now.

And i know that your mainly interested in back-story, but building the character helps me better understand who this character is.

I hope that his back-story is rich enough, also the stat block may not be how you like, but this is just for now, it will be better organized when and if i get picked :).

Edit: I should also mention that he has taken a "vow of poverty", which means he can only own six items, five of which must be very simple, and the sixth may be something more extravagant as long as it has some sort of meaning, therefore it has more value sentimentally than value in gold. So the only thing over four gp that he owns is a "Ring of Sustenance", and how he attained this is in his story. All other gold was donated to the temple or Coran where he was raised (again, in the back-story)

Mal

Basic Information::

Race: Human

Class: Monk Wanderer

Alignment: Neutral

Age: 20

Height: 5'4ft

Weight: 145 lb.

Religion:Shelyn

Languages: Common, elvish, dwarven, halfling, Gnome, Orc, Goblin

Statistics:

Abilities:

-Strength: 12 +1

-Dexterity: 18 +4

-Constitution: 12 +1

-Intelligence: 12 +1

-Wisdom: 13 +1

-Charisma: 12 +1

Saves:

- Fortitude: +5

- Reflex: +8

- Will: +5

*You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Favored Class Option: Add +1/4 to the monk's ki pool.

Feats:

- Dodge

- Weapon Finesse

- Endurance

- Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

- Snake Style: You gain a +2 bonus on Sense Motive checks,
and you can deal piercing damage with your unarmed
strikes. While using the Snake Style feat, when an
opponent targets you with a melee or ranged attack, you
can spend an immediate action to make a Sense Motive
check. You can use the result as your AC or touch AC
against that attack. You must be aware of the attack and
not f lat-footed.

- Snapping Turtle Style: While using the Snapping Turtle Style feat
with at least one hand free, you gain a +1 shield bonus
to AC.

- Tiger Style: While using this style, you gain a +2 bonus to
your CMD against bull rush, overrun, and trip maneuvers.
You can also deal slashing damage with your unarmed
strikes. Whenever you score a critical hit with your slashing
unarmed strike, your opponent also takes 1d4 points of
bleed damage at the start of his next two turns.

Traits::

- Without a Past: You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill.

- Reactionary: You gain a +2 trait bonus on Initiative checks.

equipment:

Armor/Clothing:

-Peasants Outfit 2lb.

Other Items:

- sack 1/2lb.

- Blanket 1lb.

- Straw Hat 2lb.?

- Ring of Sustenance -

Total: 4lb

Light: 43 lbs. or less

Medium: 44–86 lbs.

Heavy: 87–130 lbs.

Class Features:

Far Traveler: At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon.

Long Walk: At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when he makes Constitution checks because of a forced march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue.

Light Step: At 5th level, a wanderer leaves no trail and cannot be tracked, though he can leave a trail if desired. By spending 1 point from his ki pool, he can use ant haul, feather step, longstrider, pass without trace, or tireless pursuit as a spell-like ability (with a caster level equal to his monk level).

Inscrutable: At 5th level, the wanderer gains a supernatural air of mystery. The DC to gain information or insight into the wanderer with Diplomacy, Knowledge skills, or Sense Motive increases by 5. In addition, by spending 1 point from his ki pool, the wanderer gains nondetection for 24 hours with a caster level equal to his monk level.

Furry of Blows[b]: Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

[b]Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion: At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training: At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Ki Pool: At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

-At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.

-By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

Purity of Body : At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Vows:

- Vow of Poverty:

Restriction: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment.

Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).

- Vow of Truth:

Restriction: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment.

Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).

Skills:

- Acrobatics +9 = Rank 5 + Base(DEX) 4

- Climb +8 = Rank 5 + Base(Str) 3

- Craft(religious icons, wooden) +1 = Base(Int) 1

- Escape Artist +1 = Base(Dex) 1

- Knowledge (religion) +2 = Rank 1 + Base(Int) 1

- Knowledge (geography) +3 = Rank 2 + Base(Int) 1

- Knowledge (local) +3 = Rank 2 + Base(Int) 1

- Linguistics +6 = Rank 5 + Base(Int) 1

- Perception +1 = Base(Wis) 1

- Perform +1 = Base(Cha) 1

- Profession(temple monk, guard) +1 = Base(Wis) 1

- Ride +1 = Base(Dex) 1

- Sense Motive +1 = Base(Wis) 1

- Stealth +9 = Rank 5 + Base(DEX)

- Survival +1 = Base(Wis) 1

- Swim +1 = Base(Str) 1

Combat:

- HP: 40

- AC: 18

-Flat-Footed: 11

Touch: 16

- CMD: +6

- CMB: 21

- Init: +6

- BAB: +3

- Speed: 40ft

Who is Mal?:

Appearance:

Eyes: Blue

Hair: Long (shaggy, scruffy) brown hair with matching beard.

Skin: Slightly tan, tough, skin

Clothing: Peasants Outfit

Description: You see a scruffy man, looking way older than he should, toting a sack over his back with really bad clothing. He appears to be a homeless person.

His story: This young man never knew his parents, for when he was born he was given to the temple of Shelyn in Coran where is was raised. He was taught by the local monks of martial arts where he excelled and loved, it was his favorite form of meditation.

When he came of age he decided to take two vows: A vow of poverty and truth. For he may never lie nor own more than six objects.

After this vow he decided to leave the temple, but before he left... His religious teacher gave him an item so that he may further his vow of poverty with his travels. He took him to the back of the temple and gave him an ancient ring passed down through the temples leaders. He told him if he wore it, he would never have to eat nor drink and his sleep would be lessened greatly. Mal, as the temple leaders named him, was incredibly enthused and went out into the world.

He decided he wanted to travel to better understand the world and his religion.

He quickly found that he could travel with a caravan and act as guard for them. And he could travel to far away lands and all around.

But still to this day whenever he is back in Coran he makes a stop at the temple see his master and his friends and show them how he has kept his vows and tell them stories and the places he has seen.

Personality: He tends to be very statue like as he will after go long periods without talking, and when he does talk his says very little. In fact he only moves in two situations: When he travels he moves his feet (of course) and when he is fighting. However he is often so fast that you can't see him when he moves.

Though on the outside he seems quite dull and lifeless, on the inside he is quite a happy person, knowing all the things he does for his deity everyday. And the fact he also gets to keep people from stealing caravan goods, despite his non-intimidating prowess.

How he falls into the campaign: He sees the power of the rotten mages, he sees their black souls, he even sees the horrible effects their rule has on caravans. He is searching in every way to help against this horrible unjust, heretical rule.


Well, if it makes you feel any better, I know how you feel, Ebonnard.

Dark Archive

Good -_- wouldn't haven't any other way. WOULDN'T WANT ME TO COME THROUGH THE COMPUTER


We also forgot:

Talathel Miriel - Half-Elf Bard/Rogue, traveler and caravan guard. Significant NPCs: Mother and Sister (family).

Dark Archive

We? :P I have my person that i would miss. Mal would miss his master from the temple in coran :)


Okay, I know I said I wouldn't post in another thread (this is Drewan from the Rebellion thread), but this was a thought I had just now, and I wanted to have another option just in case the other one didn't play out. The concept of the campaign is extremely intriguing.

Description:

Abroshtor is about three and a half feet tall, with light brown skin and deep red hair. He has large eyes and nose, but no chin to speak of - in some ways, his face resembles that of a rat. He has done fairly well for himself, but recently felt that he needed to take a more active role in making sure that shipments reach their destinations, as well as other related tasks.

Fears:

Abroshtor is afraid that if his trade dries up, he will no longer be able to perform his alchemical experimentation. He doesn't care about the money, per se, except inasmuch as it funds his research. He is also concerned about his wife, who lives with him in Coran - he does not want his activities to cause her harm.

Background:

While he was growing up, Abroshtor had an odd connection to his fey origins. He didn't manifest his power as a sorcerer, nor did the magical writings of wizards stir in him nearly the same thrill as he got when he saw a simple sunrod burning, or the flare of a tindertwig being struck. His parents were flabbergasted, but agreed that rather than send him to the Tower of the Heavens for a magical education, he would be apprenticed to Zarzuket Sootybottom, a local alchemist.

Once he mastered the basics of the trade, Abroshtor was able to manufacture many useful alchemical items and sell them at Zarzuket's storefront. One day, while working on a batch of alchemists' flasks, he ran out of some supplies. While looking for them, he happened upon his master's old diary, and after reading it for a few minutes, saw something that resonated within him - the power to change oneself.

He is no longer working with Zarzuket - he outgrew his apprenticeship years ago. Since then, however, he has working on formulae to help with the guild's problems, and is looking for a way to test his theories, whether it's joining a caraven for a cross-country journey or dealing with things closer to home.

I'll put in some additional work on this soon, GM, but at the moment, my eyes're awfully heavy.


bbangerter wrote:

Characters so far:

Casnae - Elven, Fighter, from Coran, holds a minor seat on the merchant council and wants to prove himself worthy of it. Significant NPC's: parents.

Mikal (wolfheart) - Human, Ranger/Inquisitor, from Coran, father killed by goblins, in debt to the church of Abadar. Significant NPC's: mother.

? (Ebonnard Raloon) - no info yet

Garion Tathos - Half-elf, Cleric, searches for his elven father, has ties with Casnae. Significant NPC's: Astrid BelVan.

Gorgutz Lanwell (whalerking) - Half-orc, Inquisitor, living in Coran, dedicated to stamping out evil, interested in alchemy. No significant NPC's listed yet (at least none in the campaign region).

Not to nit-pick, But Mikal's father is still alive and pumping out maps in Coran, it was his mentor in the caravan gaurd that died at the hands of goblins.


Here's a glimpse at Aria, if anyone wants a look.


Arazni wrote:

We also forgot:

Talathel Miriel - Half-Elf Bard/Rogue, traveler and caravan guard. Significant NPCs: Mother and Sister (family).

Thanks for catching that Arazni. He should have been in the list too. That's what I get for posting after a 12 hour work day of trying to figure out why our software works fine on some hardware and not on others.

Shadow Lodge

Gorgutz is a generally a loner so i decided that not having NPC contact would fit him. If it is required ill make an NPC contact in Coran.


whalerking wrote:
Gorgutz is a generally a loner so i decided that not having NPC contact would fit him. If it is required ill make an NPC contact in Coran.

It is required. You've got a lot of detail in your back story, but I'd like to see some strong ties to the region.


bbangerter wrote:
Arazni wrote:

We also forgot:

Talathel Miriel - Half-Elf Bard/Rogue, traveler and caravan guard. Significant NPCs: Mother and Sister (family).

Thanks for catching that Arazni. He should have been in the list too. That's what I get for posting after a 12 hour work day of trying to figure out why our software works fine on some hardware and not on others.

So, should I assume from that that there's nothing I need to fix or clarify?


Nidoran Duran wrote:
bbangerter wrote:
Arazni wrote:

We also forgot:

Talathel Miriel - Half-Elf Bard/Rogue, traveler and caravan guard. Significant NPCs: Mother and Sister (family).

Thanks for catching that Arazni. He should have been in the list too. That's what I get for posting after a 12 hour work day of trying to figure out why our software works fine on some hardware and not on others.
So, should I assume from that that there's nothing I need to fix or clarify?

Correct. You've got a good well rounded back story.


Here is Mikal, for those that are interested.


Characters so far (updated):

Casnae - Elven, Fighter, from Coran, holds a minor seat on the merchant council and wants to prove himself worthy of it. Significant NPC's: parents.

Mikal Amakiir (wolfheart) - Human, Ranger/Inquisitor, from Coran, mentor killed by goblins, in debt to the church of Abadar. Significant NPC's: parents.

Aria Stellar (arazni) - Human, Air Elementalist Wizard, war wizard mercenary looking for more permanent work while assisting the merchant's guild. Significant NPC's: Captain Silvers of Coran (friend and sometimes lover)

Garion Tathos - Half-elf, Cleric, searches for his elven father, has ties with Casnae. Significant NPC's: Astrid BelVan.

Gorgutz Lanwell (whalerking) - Half-orc, Inquisitor, living in Coran, dedicated to stamping out evil, interested in alchemy. No significant NPC's listed yet (at least none in the campaign region).

Mal (Ebonnard Raloon) - Human, Monk, vows of poverty and truth, sees the corruption of the government for what it is. Significant NPC's: religious mentor.

Talathel Miriel (Nidoran Duran) - Half-Elf, Bard/Rogue, from Akleta, father killed by brigands for which he holds the mages responsible, shunned and cast out of Akleta. Significant NPC's: mother and sister.

Abroshtor (Pedwiddle) (alt of Drewan from Rebellion if not selected for that group) - race? (hafling/gnome/other?), Alchemist, from Coran, interested primarily in his work of altering his own body. Significant NPC's: wife


wolfheart wrote:


Not to nit-pick, But Mikal's father is still alive and pumping out maps in Coran, it was his mentor in the caravan gaurd that died at the hands of goblins.

Thanks, fixed that. I must have gotten yours and Nidoran stories mixed when I put the first list together.


This is looking great! Wanted to jump in with my character, if there's still room. I saw that we already have a monk, so if it makes sense I could swap to another class and still keep most of my backstory. And if there are too many characters here, I could probably also work Vados into the Mageocracy pretty easily.

Vados Umbaran - Bondsworn of the Merchant's Guild

Basic Description:

Name: Vados Umbaran

Race: Undine

Physical Appearance: 6'1", 185 lbs, fit and lean, 29 years old. Skin is a deep ocean green, with a series of white lines tattooed across his body. Two down the middle of his face, started at the crown of his head, centered on each eye, and running across his torso and down to his feet. Two more starting at the tip of his finned ears, running down the outside of his torso and legs. These four lines are repeated on his back as well. Finally, two running down each arm, the lines ending between the pinky and ring finger, and the thumb and pointer finger. His hair is cropped short, and is almost black, but reflects green and blue, like the carapace of a fly. His eyes are bright blue, calm, and transparent.

While in the field, Vados wears a heavy grey cloak with a hood which can easily conceal his features, clothing, and other items. Underneath he is fitted with a tight, black, matte fabric bodyglove, with a turtleneck collar. The hands and feet are mostly exposed, with a single loop around the middle finger and toe to keep the garment in place. Lines of coral red piping running along the suit accentuate Vados' musculature. In the halls of the Merchant's guild, he can be seen wearing an overdone navy blue dress tunic and jhodpurs with gold accents.

Class: Monk

Alignment: Lawful Neutral

Personality:

Vados often seems cold, as his training has taught to eschew outward signs of emotion. His clear eyes reveal nothing at first glance. However, he is no stranger to subterfuge, and can put on the right face when he needs to. While he doesn't wear his heart on his sleeve, he is not blind to the workings of the world, and his true emotions run very deep. He will put the Guild and their interests first, and will question those who don't seem to have those same interests in mind. He is unswervingly loyal to those whose goals align with his, and will seek out solutions to problems that provide a significant or new challenge to him, even if there are easier ways.

Backstory:

Vados hails from the capital city of Coran. He was born into the ranks of the Myrmidos, also known as the Bondsworn, a prestigious and tight-knit order of undine warriors. The Myrmidos are not bound to a creed of good or evil, instead seeking perfection through constant physical and mental challenge. An enterprising high-family of the Merchant's guild saw opportunity in this, and long ago provided the Myrmidos with facilities, funding, and most importantly challenging work. For generations the Myrmidos have been agents of the Merchant's guild, acting as bodyguards, spies, and enforcers. They are unswervingly loyal to their personal goals and regard their employer's wishes as law. The Merchants love them for this, not to mention that the exotic warriors make a great conversation piece at society gatherings. They number not more than 20, and rarely accept new members into their ranks, usually only for the purpose of continuing the bloodlines.

Vados' father and mother, Nurl and Lumir Umbaran, are both senior members of the order. Outward signs of attachment are discouraged within the order, and though Vados and Lumir have a quiet affection for each other, Nurl has only ever been Vados' teacher at best, and his harshest critic at worst. Vados sees Nurl as a personal challenge, someone that he must overcome if he is to achieve the perfection desired by every member of the Myrmidos. If it means he has to kill Nurl to prove his capabilities, then so be it.

Though a skilled operative and a fearsome combatant, Vados has, since his elevation to a full-fledged agent four years ago, been given duties that he sees as beneath him. His current occupation has been to oversee select Guild shipments at the docks, which Vados suspects may be smuggled goods, though he would never question his orders. He loves his position in the Myrmidos and with the Guild, and is eager to see his worth proven. He has taken all of the jobs to the backwaters of Issust Hold, Gumlat and Akleta that he is given, and done it with a smile. He has made contacts within various small-time merchants and underworld members in the cities of this region, though under a variety of guises, and none that he would call true friends. All it would take is one real challenge to prove himself not only to his order, but to the guild as well.

But perhaps his greatest challenge is that of young Vedra. 3 years ago, it was discovered that a member of the order had become romantically involved with a member of a Merchant guild house. To betray not only the trust of the order, but of their benefactors in the Guild, was a heinous crime, and the Merchant family had the offender put to death. What none of them knew then, was that a child had been born. Vedra, half-human and half-undine. Her mother approached Vados secretly and told him that her affair had happened years ago, and that her lover's discovery was only recent. He had been caring for the child to prevent his lover from being found out, and without him, Vedra had no caretaker. Despite his better judgement, Vados took Vedra, then just 5 years old, and ferreted her away in Issust Hold. There was a family there, dispatch couriers by trade, who he pays to look after the child. So far her existence has been kept secret, but Vados fears the day when he must either give up the child to save himself, or lose himself to save her.

Summary:

Occupation:
*Bondsworn Monk in the employ of the Merchant's Guild
*Member of the Myrmidos Order

Primary Motivators:
*Challenge himself physically and mentally
*Fulfil oaths and duties to the Merchant's Guild
*Overcome his father Nurl, both physically or socially
*Protect Vedra

Fears:
*Being disgraced and kicked out of the order
*Never being able to best Nurl
*Losing Vedra

Dark Archive

I realized not long after i made "Mal" that i put down his alignment as neutral instead of lawful neutral. A minor detail but thought i would mentioned it.


Very interesting campaign concept. I'd like to submit Barek. He's currently written for a Rise of the Runelords campaign, but I think the core of his background is perfect for this campaign.

I'll remove his religious aspect and move him to LN to represent his 'enforcer' status. Does Coran have anything like an organized crime group focused on trade? I think Barek fits in the merchant side more than the thieves' guild.

I'll adjust his background and level him up to 5. He'll be a Fighter (Brawler) 4/Monk 1

Shadow Lodge

Just added NPC contacts to story.Hope it checks out well. Plz pick me i got nothing better to do in the land of the sand.lol. Its actually not sandy in afghanistan, but really dusty. Just check profile link to view character again on this messageboard.


I'm working on an undine rogue, hoping to post tonight. If not, definitely tomorrow.


Looks good Spectral and Barek.

Those changes will work whalerking.


Garion is updated and should be good to go.


appearance:
He stands 6’6” and weighs 200 lbs. In Coran, Gharak wears short pants, tapered to his legs, that end just above the knee. Usual colors are sand, coral, pastel orange, or ivory. In lieu of a shirt he wears a form-fitting, high-button vest underneath a coat. The coat is usually dark blue, slate, or storm gray. The vest typically is a lighter shade of the coat, but sometimes it is a darker shaded than his short pants. A belt of finely linked chains encircles his waist. His hair, the color of a wine-dark sea, is held back from his forehead by a silver headband. Blue eyes, like all undines.

motivations & fears:
Patterns motivate Gharak. He likes finding patterns in tides, waves, sea shells, flowers, currents, ledgers, price fluctuations, and different societies. He enjoys making money and being successful in trading (in his view, not necessarily always making the largest profit, but attaining a transaction that leaves all parties satisfied). Meeting new people and deepening existing friendships also motivates Gharak. He also wants to provide enough opportunity for his children to pursue their passions with dedication and diligence. He is planning on building a house with the floor plan shaped like the Pythagorean diagram. As a hobby he designs tiles of geometric shapes.

Gharak fears sharks and lightning. He is repulsed by land octopi (spiders). Their small size and the way they crawl creep him out. He dislikes blood in certain situations. Blood in water is like a flower blooming that loses coherence. He can watch the changing patterns for quite some time, at least until the sharks appear. In the air, blood is too bright and red. This is why he prefers using bludgeoning weapons while on land.

background:
Born 76 years ago on Ioso, Gharak now lives most of the year in Coran, as the secretary for his father Ovren, the executive officer of a human-undine Ioso business. They import spices and spell components from Ioso to Coran and from there to other parts of the Empire, the kingdoms to the west, and Issust Hold.

From an early age, Gharak had a sense of numbers and math abilities that surpassed his other siblings. When he was old enough, Ovren began Gharak’s family business education. He spent a year tending and harvesting the plants for spices; he spent a year building ships and another sailing them; he spent a year driving caravans and then another year guarding the caravans that would go to Akleta. In his time of learning the spice trade, he fought pirates, sharks, goblins, and desert nomads, had dinner with a prince of one of the western kingdoms, and played a strategic game of stones, straight edge, and compass with a monk guarding an oasis. Gharak’s favorite activities were working with the ledgers, recording revenues and expenses, changing various currencies, and meeting and negotiating with customers and other merchants. Before the crisis of silence with the Tower began, Gharak was working on a special project his father called insurance. He wants to start providing a service that if a shipment doesn’t reach its destination the owners will be covered for the monetary loss provided they paid a certain fraction of it’s networth beforehand. Ovren wants Gharak to figure out what that fraction should be.

On Ioso he has two undine wives and five children. In Coran he has a mistress and a five-years old son. His wives know about the mistress and met her once three years ago when she and Gharak’s natural born son accompanied him to Ioso. Since intermarriage is common for undine culture they don’t have any problem with her. His father also lives in Coran.

additional comments:
I’d like to use the Rogue Investigator archetype from the APG. The age was determined using the Advanced Races Guide. If 76 is too old, I’d be willing to change it. Speaking of the Races Guide, if possible I’d switch Water Affinity with Hydrated Vitality. If not possible, that’s absolutely fine.

Shadow Lodge

When does this campaign start out of curiosity? Im not rushing you just anxious

Dark Archive

It starts tomorrow.

Shadow Lodge

how do u know for sure though? I haven't seen anything and i thought he was still selecting a certain amount of people still?

Shadow Lodge

NVM i see where u are getting you're information from. Thanks!

Dark Archive

Your welcome.


Killer Munch wrote:
It starts tomorrow.

Almost, recruitment closes tomorrow. It will take me a day or two select the groups from those who showed interest and completed their back stories. Once that is done during the rest of the week players finalize their characters, I do an audit on them to make sure no one overspent/underspent on stats, skills, and starting equipment. During that time I will also assign the first 'missions' for each group so they can begin thinking about how they want to approach it. By Jan 21st the game will be fully going, if not a little before then.


I am submitting a witch to the merchant's guild. I'll have my background and pretty much a full crunch up before the deadline. Looking forward to a chance to play.


Should we come up with connections between our characters? Or wait to see who is selected before we do that?

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