| Stormspace |
Looking for one player for a play by email homebrew to join 5 active players. Stormwind
Character starts at 7th level. See Character Creation page for details. Closing submissions 7-23. No 3rd party rules, half-human, or human looking races only. Good backgrounds that are integrated into the game world will get an extra 2000gp for starting equipment. Game play for new character starts in Evenfall in the East Watch of Phar.
Current adventure will be in and around the City of Monuments in the East Watch of Phar. Encounters with undead might be likely as well as other timeless enemies. Current party consists of Cleric, Slayer, Sorceror/Wizard, 2 Fighters, and a sometimes there divine spellcaster of uncertain origin.
I'll be using google sheets to manage your PC, so spreadsheet knowledge is a plus since I don't want to be the only one keeping your sheet current. ;) Once I accept your character I'll send you a link to the sheet so you can start inputting your character. I'm using Google Groups for posting.
Post any questions you might have here.
| Zond Ebonblade |
What sort of character themes would be fit the location where this player would join the party?
This area is on the fringe of civilization along a frozen plain. Half breed races, tribal themes, woodsmen, and warriors. If your PC is less than 25 years old he's likely a deserter unless he has a disability of some sort, or comes from money. Being half breed counts for that.
Starting area is Evenfall
No evil alignments.
| Albion, The Eye |
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 2) + 6 = 12
Hi Zond, since this is a fringe area, I think I would like the idea of playing a character with an animal companion (pondering between a Hunter and an Oracle), nothing too fancy, a large cat most likely. Would this be an issue?
In the meantime I will read some more on the background info and the links you provided.
Cheers.
| Stormspace |
** spoiler omitted **
Hi Zond, since this is a fringe area, I think I would like the idea of playing a character with an animal companion (pondering between a Hunter and an Oracle), nothing too fancy, a large cat most likely. Would this be an issue?
In the meantime I will read some more on the background info and the links you provided.
Cheers.
Human with animal companion sounds fine.
| Stormspace |
Stormspace wrote:No 3rd party rules, half-human, or human looking races only.Half orcs are out of the equation? I see Evenfall population has 5% of them.
Stormspace wrote:@albion Posting from my phone. Argh! Those rolls are fine and use the first method I listed on the creation page.Thanks! :D
Yes. Half-orc is also half human. ;)
| Albion, The Eye |
Ok, I've got a base mechanical concept nailed down:
Hedrak
Male half-orc hunter 3/unchained rogue 4 (Pathfinder RPG Advanced Class Guide 26, Pathfinder Unchained 20)
NG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 18 (+7 armor, +5 Dex, +1 natural)
hp 53 (7d8+15)
Fort +9, Ref +15, Will +7
Defensive Abilities danger sense +1, evasion, sacred tattoo[APG], uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron dagger +8 (1d4+10/19-20) or
. . mwk dagger +8 (1d4+4/19-20)
Special Attacks sneak attack (unchained) +2d6
Hunter Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—cure light wounds, endure elements, lead blades[APG], monkey fish[ACG], summon nature's ally I
. . 0 (at will)—create water, detect magic, guidance, light, mending, purify food and drink (DC 12)
--------------------
Statistics
--------------------
Str 14, Dex 21, Con 14, Int 16, Wis 14, Cha 11
Base Atk +5; CMB +5; CMD 22
Feats Boon Companion[UW], Combat Expertise, Outflank[APG], Pack Flanking[ACG], Power Attack, Stealth Synergy[UC], Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits dwarf-trained, fate's favored
Skills Acrobatics +14, Climb +7, Disable Device +12, Escape Artist +8, Handle Animal +10, Intimidate +12, Knowledge (dungeoneering) +9, Knowledge (geography) +7, Knowledge (local) +8, Knowledge (nature) +10, Linguistics +7, Perception +17, Ride +11, Sense Motive +9, Stealth +14, Survival +12, Swim +6, Use Magic Device +10; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Giant, Orc
SQ animal companion (tiger named Lagash, the Cat), animal focus (3 minutes/day), debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hunter tactics, nature training, orc blood, rogue talents (combat trick, weapon training), track +1, trapfinding +2, wild empathy +3
Other Gear +1 mithral agile breastplate[APG], +1 cold iron dagger, mwk dagger, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, eyes of the eagle, masterwork thieves' tools
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Special Abilities
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Animal Companion (animal companion (tiger named Lagash, the Cat)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Boon Companion (Lagash, the Cat) Companion or familiar abilities are treated as if you were a higher level.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
and
Lagash, the Cat CR –
Tiger
N Large animal
Init +4; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 20 (+4 armor, +4 Dex, +7 natural, -1 size)
hp 51 (6d8+18)
Fort +8, Ref +9, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +8 (1d8+11 plus grab), 2 claws +8 (1d6+11 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +8, 1d6+11 plus grab)
--------------------
Statistics
--------------------
Str 24, Dex 19, Con 17, Int 2, Wis 15, Cha 10
Base Atk +4; CMB +10 (+14 grapple); CMD 26 (30 vs. trip)
Feats Combat Reflexes, Outflank[APG], Pack Flanking[ACG], Power Attack, Stealth Synergy[UC]
Tricks Attack, Come, Defend, Down, Guard, Heel, Seek, Stay, Track
Skills Acrobatics +11 (+15 to jump), Perception +6, Stealth +4
SQ animal focus, attack, come, defend, devotion, down, guard, heel, seek, stay, track, woodland stride
Other Gear mithral chain shirt
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Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track [Trick] The animal will track a scent.
Woodland Stride (Ex) Move through undergrowth at normal speed.
There are some bits and pieces to finish here and there, but the character is mainly a melee combatant with outdoor skills. There was a minimal investment in Disable Device because I don't see it as a main role for him, but he can consistently assist if needed. I still have some gold to spend, which could go into improving my stealth and overall 'roguishness' depending on the group setup.
I’d rather submissions be something that interest the player so that he role plays well. Also most players have a cohort option they aren’t using yet to fill gaps.
I understand this, but maybe some overlapping could be avoided, like having an all melee party for example. Diversity is always good :D
| Stormspace |
@Albion Everything looks good. Being out on the battleplains you might want to look at that page. Also your animal companion will have arctic coloring. There will be some outdoor aspects of the current adventure but it will likely be in a large building initially.
| Albion, The Eye |
Deal - I am still digesting the setting itself, and find somewhere where I would fit adequately.
I was also mulling over the possibility of playing a Magus - a class I have been wanting to try for a LONG time. Are there any martial/arcane schools or academies where he could hail from, or otherwise similar orders?
Apologies for the curve ball but creating a character is never a straightforward process for me ;)
| Stormspace |
@Albion Although Arcane spellcasters are frowned upon in this part of the world, being at the fringe of civilization and on the edge of the battleplains this is a perfect place to introduce one. Although We do have a staff magus hybrid in the group, we don't have any that came from an organized magic college. If you pursue that your magus would be from the evil country to the north, perhaps as an enlightened person that has seen through the facade of the government he's escaped to the south only to find he's trapped between worlds.
| Albion, The Eye |
Thank you for all the feedback Stormspace - since the group already has a Magus, I'm going to try and avoid overlap, sticking with the initial Hunter idea (might go straight hunter though, and STR based - still deciding).
I have been wanting to play some sort of hybrid/gish like character (Magus, Investigator, Alchemist, or even Oracle), but from what I have been reading the Hunter seems to be the one most adapted to the game ambiance, or at least definitely the East Watch frontier like region.
Am now deciding on a final crunch, and background/personality info - is the group well balanced between melee and ranged?
| SkaTalon |
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (1, 4) + 6 = 11
hmm. I may go with the point buy for a more even spread.
I'm thinking of submitting a Rogue with the Sharper archetype from Ultimate Intrigue. A young man who has become a thief in order to survive in Evenfall.
When is recruitment over?
| Stormspace |
Thank you for all the feedback Stormspace - since the group already has a Magus, I'm going to try and avoid overlap, sticking with the initial Hunter idea (might go straight hunter though, and STR based - still deciding).
I have been wanting to play some sort of hybrid/gish like character (Magus, Investigator, Alchemist, or even Oracle), but from what I have been reading the Hunter seems to be the one most adapted to the game ambiance, or at least definitely the East Watch frontier like region.
Am now deciding on a final crunch, and background/personality info - is the group well balanced between melee and ranged?
@Albion Very balanced. The slayer is actually quite a bit offensive on the ranged side. The two warriors could use help. There are no druids and only one cleric with a pretty good channeling.
@SkaTalon Recruitment is over this Monday. At present the only rogue is a cohort.
| Albion, The Eye |
The two warriors could use help.
Any specific details? :D
-------
Still have a couple thousand gold to spend, and I am still deciding between Frontier-Forged or Tribesman for his traits, but I re-crunched Hedrak, now more STR focused as opposed to Dex:
Hedrak
Half-orc hunter 7 (Pathfinder RPG Advanced Class Guide 26)
NG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 20 (+8 armor, +1 deflection, +3 Dex, +1 natural)
hp 59 (7d8+21)
Fort +10, Ref +11, Will +9
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron greatsword +9 (2d6+14/19-20) or
. . mwk silver morningstar +9 (1d8+9)
Ranged sling +8 (1d4+5)
Hunter Spells Known (CL 7th; concentration +9)
. . 3rd (1/day)—summon nature's ally III
. . 2nd (4/day)—summon nature's ally II
. . 1st (5/day)—summon nature's ally I
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 14, Int 14, Wis 14, Cha 11
Base Atk +5; CMB +8; CMD 24
Feats Combat Expertise, Combat Reflexes, Iron Will, Outflank[APG], Pack Flanking[ACG], Paired Opportunists[APG], Power Attack
Traits armor expert, fate's favored
Skills Acrobatics +7 (+3 to jump), Climb +9, Handle Animal +10, Intimidate +10, Knowledge (dungeoneering) +10, Knowledge (geography) +6, Knowledge (local) +3, Knowledge (nature) +10, Knowledge (planes) +4, Perception +12, Ride +5, Sense Motive +4, Stealth +11, Survival +12, Swim +7; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Giant, Orc
SQ animal companion (tiger named Lagash), animal focus (7 minutes/day), bonus trick (1), hunter tactics, improved empathic link, nature training, orc blood, track +3, wild empathy +7, woodland stride
Other Gear +2 agile breastplate[APG], +1 cold iron greatsword, mwk silver morningstar, sling, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +1
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (tiger named Lagash)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (7 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bonus Trick (Ex) Animal companion gains an extra trick.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +3 Add the listed bonus to Survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
And
Lagash CR –
Tiger
N Large animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 20 (+4 armor, +3 Dex, +7 natural, -1 size)
hp 51 (6d8+18)
Fort +8, Ref +8, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +7 (1d8+10 plus grab), 2 claws +7 (1d6+10 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +7, 1d6+10 plus grab)
--------------------
Statistics
--------------------
Str 23, Dex 17, Con 17, Int 3, Wis 15, Cha 10
Base Atk +4; CMB +9 (+13 grapple); CMD 24 (28 vs. trip)
Feats [custom] Dirty Fighting, Combat Reflexes, Outflank[APG], Pack Flanking[ACG], Paired Opportunists[APG], Power Attack
Skills Acrobatics +9 (+13 to jump), Climb +10, Perception +6, Stealth +3
SQ animal focus, devotion, woodland stride
Other Gear mithral shirt
--------------------
Special Abilities
--------------------
[Custom, At will] Dirty Fighting Custom made
Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a fe
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Woodland Stride (Ex) Move through undergrowth at normal speed.
I started noting down background and story notes for Hedrak - more topics than a full on text for the time being. I'll add more to it and write it up as I have time:
- Living in an orcish tribe in the mountain range (probably in the nothwestern section of the Ice Spires in the Battleplains?)
- Attuned to Nature and the wilds ever since a small child, animals would befriend him naturally.
- After coming of age he would have to cross the Rite of Passage for his tribe - The SkyCrushers
- The Rite of Passage involved going out on the wild, enlisting a wild animal assistance, and taking out a Sewell outpost
- Hedrak almost died in the process, but managed to enlist the aid of a huge male white tiger and his mate;
- With their assistance he managed to take out the Sewell outpost (composition to be defined)
- The next few months were of consagration for Hedrak - he received the tribal tatoos to show his station, and was also put in charge of his own group of hunters - the Longrunners
- Returning from one of their outings, the group saw their tribal home on fire - arriving on the scene they witnessed a vicious attack from a Sewell elite strike force
- The Longrunners almost managed to turn the tide, the white tigers Lagash and Sedash sowing chaos among the ranks on their initial assault, Hedrak leading his orcish tribes with abandon
- Then the trap was sprung and Hedrak understood they were expecting the tiger attack - Lagash was captured and Sedash was badly wounded, Hedrak forcing her to run away
- Hedrak was beaten almost into oblivion but still rettained enough consciousness to understand this was all because of him
- On his Rite of Passage attack on the Sewell outpost, one had managed to escape - Rrekarg, a cowardly ogre had survived, and managed to convince his superiors to strike back at the SkyCrushers, enacting his revenge
- For days they travelled locked up in cages, Lagash constantly beaten to be kept under control and Hedrak firmly tied up to watch it all
- As the days went by, he could feel it in the distance more than see her, but he knew she would be there - Sedash would not leave them, and she was following the strike force
- The she-tiger bid her time, and eventually striked with all the strength she could muster during one night - it was a precise attack aimed at releasing Hedrak and Lagash
- Sedash sustained many wounds on her initial assault but managed to release them both. Into the mountain night they ran, chased by the Sewell forces
- But this was their home, and their way of life - through sucessive ambushes, quick strikes, and vicious combating, they managed to dwindle down their persecutors. But they would not give up. from afar Hedrak could see the massive ogre urging them still forward
- Sedash was badly wounded by now, and both Hedrak and Lagash were running out of strength, but there was no alternative - they would not be able to continue running for much longer... So they decided to strike back
- With the despair and viciousness of cornered cats they fought, downing their opponents one by one, until only Rrekarg was left running into the night again
- But the price was high, Sedash did not resist her many wounds, and there was nothing Hedrak or Lagash could do - they sat there with her until she was gone, then buried her in a high mountain plateau...
- Over the next few days they hunted the escaped ogre, wounding him every once in a while, terrorizing him and giving him back hope until the last moment. When at last an encampment lay in sight and Rrekarg recovered some measure of hope, they pounced upon him for the last time, killing him savagely, then running back into the wild, and leaving his mangled body for all to see.
-------------------------
After the events in his background I imagine him joining one of the Cissus tribes, probably in an event involving Lagash somehow, and some totemic significance. I assume he would ride with them for a long while, more and more interested in fighting back Sewell than aiding refugees.
I am not sure what is at the seed of the game/adventure you are currently playing, nor what draws the players to Evenfall in the East Watch, but I see Hedrak acting as scout/bodyguard for a caravan leading there, maybe working for Sumner for example.
| Zond Ebonblade |
Stormspace wrote:The two warriors could use help.Any specific details? :D
-------
Still have a couple thousand gold to spend, and I am still deciding between Frontier-Forged or Tribesman for his traits, but I re-crunched Hedrak, now more STR focused as opposed to Dex:
** spoiler omitted **...
@Albion If I accept Hedrak, he'll have arrived in Evenfall ahead of an army that's marching into Phar. He would know from experience that for some reason they avoid Evenfall and the City of Monuments. It's also deep into the year of darkness and he hasn't seen daylight in several weeks.
Why would he stay though? Was his new tribe slain by the army in the night? Did a spirit animal appear to him in the night and tell him to seek others in his quest to fight Sewell? Perhaps his tribe was to meet someone and now that he's here he doesn't know who to contact, so he's just hanging out?
The adventure will take you into a haunted manor outside the City of Monuments, so a lot of inside stuff as well as wilderness stuff.
| Albion, The Eye |
@Zond: The way I see it, Hedrak never really found another tribe to 'belong' to... I don't think I used the correct wording before - he would ride with them, mainly as long as it pit him against any Sewell force, but never managing to completely feel a part of them.
The discovery itself, 'that for some reason they avoid Evenfall and the City of Monuments' would easily be reason enough for him to set his feet on the road toward the city, either on his own or accompanying a merchant caravan, a group of travelers or refugees.
Until he understands why Evenfall remains safe, and how this knowledge can be used in his revenge, Hedrak will not leave.
Makes sense?
------------------
On a side note, you said this will be a play by email - would you mind clarifying slightly further how the game works?
Cheers.