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Be it so known that the bearer of this charter has been charged
by the Swordlords of Restov, acting upon the greater good and
authority vested within them by the office of the Regent of the
Dragonscale Throne, has granted the right of exploration and travel
within the wilderness region known as the Greenbelt. Exploration
should be limited to an area no further than thirty-six miles east and
west and sixty miles south of Oleg’s Trading Post. The carrier of
this charter should also strive against banditry and other unlawful
behavior to be encountered. The punishment for unrepentant banditry
remains, as always, execution by sword or rope. So witnessed on this
24th day of Calistril, under watchful eye of the Lordship of Restov
and authority granted by Lord Noleski Surtova, current Regent of
the Dragonscale Throne.
I'm opening recruitment for the kingmaker path, starting with the stolen lands.
Character Creation Guidelines:
20 pt. buy
1st Level Characters
Core races, others will probably be approved
No evil alignments
Max Starting Gold for your Class
I would like a group of four to five players who can post once per day, and minimum once over a weekend. Recruitment will be open till this friday, June 15th

Raxus Half-blood |

Yes!
Raxus Half-blood, all statted up and ready to go. He's been previously accepted into 2 Kingmaker games, both of which sadly died.
So far Raxus has gotten to the first bandit encounter (twice), but no further. I've never read the path but I'm chomping at the bit to play and find out what happens.
As a character Raxus is an emotionally conflicted Barbarian with a strong desire to Do The Right Thing set at odds with his nature and his cultural upbringing.
As for party roll he's a heavy-hitting frontliner with two dogs for additional combat support. He has strong skills in survival and animal handling and tends to fight to subdue rather than kill. He likes birds and music and absolutely hates bullies and sadeists.
I would love to have him join the swordlord chartermembers after the failure of his own group(s).

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"Well that was easy, lets just hope the rest of the group chartered to explore the Greenbelt is competent"
Sade Aquino is ambitious... very ambitious. Coming from a family of wealth and power, he does not need, but wants much. In his adolescence, Sade began to train hard with the sword to to mimic the ways of the southerners Aldori swordlords. He quickly found out that this was sorely frowned upon in the north, so every week he would sneak down to Restov to get a glimpse of their training. Over the years, he made contacts within Restov, which got him a spot as a student of the art.
Rumors are going around in the family about when the stolen lands will be claimed, and who will rule them. Sade, being the nephew of King-Regent Noleski Surtova, has no direct claim to power, but knows an opportunity when he sees one. He has become obsessed with the idea of claiming them for himself, and eventually claiming the lordship over house Surtova. Once he has accomplished this, he would like to branch off from Surtova, formalizing House Aquino. Being that the rule of law is weak, and the legitimacy of Noleski is weaker, he thinks he should have no problem unifying the people of Issian and Restov together in their mutual distain for Noleski.
Needless to say, he's got a long way ahead of him, and will stop at nothing to seize power; pulling out all the stops, collecting on all favors, and using anyone and everyone necessary along the way. Actually... he will stop. He'll stop for a pretty face and night of drinking along the way.
Sade will be following the Aldori Swordlord archetype. He isn't necessarily built to be, nor does he have the appearance of your typical tank, however when all is said and done, good luck trying to hit him. He will focus on cranking up his AC in battle, while producing high damage output through flanking and stuffing of his enemies with the step-up ability. Once he's on you, you can't get away.
Sade Aquino
Male human fighter 1
CN Medium humanoid (human)
Init +3; Senses Perception +0
DEFENSE
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 12 (1d10+2)
Fort +3, Ref +3, Will -1
OFFENSE
Speed 30 ft.,
Melee Aldori Dueling Sword +4 (1d8+2/19-20x2)
two handed Aldori Dueling Sword +4 (1d8+3/19-20x2)
(VS flat footed +2 damage)
Ranged Sling +4 (1d4+2)
STATISTICS
Str 14, Dex 17, Con 12, Int 13, Wis 8, Cha 14
Base Atk +1; CMB +3; CMD 16
Feats Exotic Weapon Proficiency (Aldori Dueing Sword) (Trait), Weapon Focus (ADS), Step Up, Following Step
Skills Diplomacy +4, Handle Animal +6, Intimidate +6, Ride +4
Languages Common, Taldane
Gear Chain Shirt, Buckler, Aldori dueling sword
TRAITS
Heirloom Weapon (Aldori Dueling Sword), Fast Talker
GEAR
chain shirt 100
buckler 5
flint & steel 1
bedroll 0.1
backpack 2
torch (10) 0.1
sling 0
manacles 15
rope (100') 2
tent 10
waterskin 1
rations (14) 7
dagger (3) 6
winter blanket 0.5
signet ring 5
AD sword 20
Nobles Cloths 75
Total: 249.7
No assumptions here :D, just really excited at the prospect of joining your campaign. Please let me know if you have concerns or advice. Thanks!

P.H. Dungeon |

You could get a lot of submissions between now and Friday, you might consider doing yourself a favour and limiting it to the first dozen or so. In the last one of these I tried to get in on, the gm had a tough time sifting through all the great submissions. Of course, if that's something you really enjoy take as many as you want.

Stomphoof |

This is just a suggestion (and most likely a strange one coming from me) but why don't you (DM Faelex) take over for the last group that Raxus was in? There is probabley a group already going there, and you can just jump in feet first and take over.
That would save you the time of hunting for characters AND let the players who were playing already as a group keep going.
I had to stop DMing about 10 months ago (LONG story) and left 2 groups, and I have felt pretty bad about it. While my life has settled enough for me to play in a game or two, I personally can't DM anymore.

Stomphoof |

@stomphoof: hmm, didn't think of that. I would still like to run through with a group i picked out though
Heh won't get a complaint from me. Gives me a shot at getting in, and Kingmaker is something that interests me a great deal.
If I were you, I would either ask Raxus to go to his old thread and advertise this one, or go there yourself. If anything it would give you a greater pool of players to pick from. Just a suggestion of course :)

DM Vortex |

Male Human (Taldan) Fighter (Weapon Master) 1
LG Medium Humanoid (Human)
Init +4; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14. . (+4 armor, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dueling Sword +7 (1d8+3/19-20/x2) and
. . Unarmed Strike +5 (1d3+2/20/x2)
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 17 (18 vs. Disarm, 18 vs. Feint)
Feats Exotic Weapon Proficiency: Aldori Dueling Sword, Weapon Finesse, Weapon Focus: Aldori Dueling Sword
Traits Courageous, Sword Scion
Skills Acrobatics +3, Bluff +1, Climb +0, Escape Artist +2, Fly +2, Ride +2, Stealth +2, Swim +4
Languages Common
Combat Gear Chain Shirt, Dueling Sword;
--------------------
SPECIAL ABILITIES
--------------------
Courageous +2 save vs. fear.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
His uncle Zoranco taught him how to use an Altori Dueling Sword.
His father and mother often disapproved of Zidic's desire for swordplay so Zidic strives for their approval.
Zidic has lots of enthusiasm, quiet arrogance and skill, but little sense or patience to guide it.
He usually dresses in mustard yellow clothes that stand out.
He wants to be noticed and he thinks he looks good.
6' 1" and 195 lbs. Fashionably unkempt long brown hair.
He's bold, young, over-confident and thinks he's invincible.
He feels that it's his birthright to become an Aldori Swordlord like his uncle.

Bridgette Etna Asta Valerius |

Bridgette Etna Asta Valerius wrote:"I'm looking for a game to be in.
and I know Raxus Half-blood"I'm a little confused by your submission:
-Where did you get the extra feat from?
-Are you doing Barb or Monk first?
Barbarian(Urban + Brutal Pugilist) goes first
the extra feat was part of a previous DM's character creation rules
and it has been removed.

Bydar |

Ok. Updated Bydar's profile, dropped that extra feat, and raised his gold to the starting max.
BYDAR LEBEDA CR 1/2
Male Human (Taldan) Cleric 1
NG Medium Humanoid (Human)
Init +1; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15. . (+5 armor, +1 Dex)
hp 9 (1d8+1)
Fort +4, Ref +2, Will +6
Resist Resistant Touch (6/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Gauntlet (from Armor) +1 (1d3+1/20/x2) and
. . Glaive +1 (1d10+1/20/x3) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Spell-Like Abilities Resistant Touch (6/day), Touch of Good (6/day)
Cleric Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Cure Light Wounds (DC 14), Protection from Evil (DC 14), Bless
0 (at will) Light, Create Water, Stabilize
--------------------
STATISTICS
--------------------
Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Extra Channel, Persuasive
Traits Charming, Noble Born - Lebeda
Skills Acrobatics -3, Climb -3, Diplomacy +8, Escape Artist -3, Fly -3, Heal +7, Intimidate +4, Knowledge (Nobility) +5, Knowledge (Religion) +5, Ride -3, Sense Motive +7, Stealth -3, Swim -3
Languages Celestial, Common, Elven
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (7/day) (DC 12) (Su), Cleric Domain: Good, Cleric Domain: Protection, Spontaneous Casting
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Glaive, Scale Mail; Other Gear Artisan's tools: Craft (Sculpture), Backpack (empty), Bedroll, Holy symbol, wooden: Shelyn
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleric Channel Positive Energy 1d6 (7/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
One of three minor sons of a lower branch of House Lebeda ("Success Through Grace"), Bydar found himself gently "pushed" towards a clerical life. After all, what ever religion he joined, there would be some measure of station in it eventually. That, and it was cheap for the family and might even eventually make them some contacts with a powerful church.
Bydar WAS drawn to a life of faith, but the religion that called to him wasn't a powerful one, or at least it wasn't terribly respected in Brevoy. He found himself drawn to Shelyn, the goddess of love, beauty, art and music. He even found some small talent for sculpting. Yes, he would be happy with this faith, even if his parents not-so secretly wished he'd found a more prominent church to partake in.
Of course, a man with an appreciation of love and beauty would not be adverse to seeking it out in a companion. For Bydar, it was found in Adula Orlovsky. Another minor noble, she had little to offer in dowry, but her beauty was something to behold. Her eyes sparkled like starlight, and her hair was as dark and intriguing as the night. Her voice was that of an angel...
or so it seemed to the very besmitten Bydar.
Adula enjoyed his company. No surprise, as Bydar was a likable and handsome young man. It seemed even his goddess thought so, for soon his training was complete, and he was raised to the status of cleric.
He returned, hoping to propose to Adula now that he was at least respectable. But while his interest had not dimmed, Adula had fallen in love with one of his brothers!
Brayton was only a little older than he, and truth to tell, a good man and he seemed to love Adula mightily. But though Bydar tried to accept Adula's choice with grace, it gnawed inside him over the weeks as the wedding approached.
Thus it was, on the night before the wedding, that Bydar watched the two dance, and laugh... and they were happy. His faith told him he should be joyous for them, but later that night, the cold grip of envy engulfed Bydar. His brother had gotten more than a little tipsy, and trusting his younger brother for help, was going down the lonely steps outside the back of the estates.
Then Bydar deliberately tripped the drunk and confused Brayton down the steps. Down his sibling tumbled, until he fell with a horid crack, and blood flowed from Brayton's skull.
And Bydar suddenly came to his senses. He had betrayed not just his brother, who had always treated him kindly, but Adula, for Brayton was HER heart. Lastly, he had betrayed Shelyn. He had turned on love with jealousy.
Racing down the steps, he found the power of his goddess seeming to leave him, unable to heal what he had done. Begging his goddess for forgiveness, not for his own sake, but the sake of Brayton and Adula's love... his plea was answered, and the wound healed itself.
Brayton did not recall being pushed. Rather, when he came to, he thanked his brother and over for 'saving' his life. Bydar felt the shame rise in his belly the whole time and tried to stave off any further thanks, but that merely made him seem modest in the eyes of his kinsfolk and Adula herself.
Bydar watched the wedding...and then? Then he fled. He had to get away. The shame cut too deep. He could never face either of them again. How could he?
His goddess, to judge by the spells he regained, had forgiven him. But Bydar is not sure he can ever forgive himself.
Reason he can't or won't go home: Bydar sees Adula, and he feels longing for her, and shame for the fratricide he almost commited. At this point, he'd rather move to Devil infested Cheliax than stay in Brevoy proper. Compared to that, the River Kingdoms , wild as they are, seem like a haven.

theheadkase RPG Superstar Season 9 Top 32 |

Grundle Farbon is lookin' fer some revenge. It doesn't really matter who as long as they are guilty of puttin' folks in chains that don't deserve it. That's why I'm carryin' this spiked chain. It's my weapon of choice and it was the same chain that held me.
Grundle Farbon
Male Elf Fighter 1 Archetype Two-Weapon Warrior
CG Medium humanoid (Elf)
Init +3; Senses Perception + 0
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 7 (1/2 1d10 + 1 + 1con)
Fort +3, Ref +3, Will -1
OFFENSE
Speed 20 ft.,
Spiked Chain 2H +4 (2d4+4) (Worn on body)
Flail (2) 2W-P-(OL) +2 (1d8+3) 2W-OH +0 (1d8+1)
STATISTICS
Str 16, Dex 16, Con 13, Int 15, Wis 8, Cha 7
Base Atk + 1; CMB + 4; CMD 17
Feats Exotic Weapon Proficiency (Spiked Chain) Armor Proficiency (Light, Medium, and Heavy), Martial Weapon Proficiency, Shield Proficiency (except Tower), Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting
Skills Acrobatics + 1, Perception + 2, Ride + 4, Survival + 3
Languages Common, Elven, Goblin, Sylvan
Gear Hide, Spiked Chain, Flail (2)
GEAR
Hide 15
Flail (2) 16
Spiked Chain 25
flint & steel 1
blanket 0.2
backpack 2
torch (5) 0.1
waterskin 1
Iron Spike (20) 0.05
Potion of Cure Light Wounds (2) 50
Total: 161.25

Edward Sobel |

Chief White Eagle:
CHIEF WHITE EAGLE CR 1/2
Male Human Druid (Eagle Shaman, Wordcaster) 1
LN Medium Humanoid (Human)
Init +3; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13. . (+3 armor, +1 Dex)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Shortspear +1 (1d6+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Sling +1 (1d4+1/20/x2)
Spell-Like Abilities Speak with Animals (4 rounds/day)
Druid (Eagle Shaman, Wordcaster) Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Selected Nature's Calm (DC 14), Selected Lesser Cure (DC 14), Calm Animals (DC 14)
0 (at will) Cone Sense Magic, Selected Soothing Touch (DC 13), Personal Beacon
Words:
Lesser Cure: Katu Milaz Uakas Hanisa
Nature's Calm: Uakeisuitin Saptakatalksa
Sense magic: Iyakaza Mitau
Soothing Touch: Amolza Uepezese
Personal Beacon: Innig Kaaus
*Note: these words are adapted from:
"A dictionary of the Numipu or Nez Perce language Part 1" Anthony Morvillo, St Ignatius' Mission Print,
Montana, 1895.
--------------------
STATISTICS
--------------------
Str 13, Dex 12, Con 14, Int 12, Wis 17, Cha 11
Base Atk +0; CMB +1; CMD 12
Feats Druid Weapon Proficiencies, Totem Spirit - Shriikirri-Quah (Hawk Clan), Toughness +3
Traits Devotee of the Green: Knowledge (Nature), Pioneer: Handle Animal, Savannah Child: Ride
Skills Acrobatics +0, Climb +0, Escape Artist +0, Fly +0, Handle Animal +5, Heal +7, Knowledge (Nature) +8, Perception +7, Ride +7, Stealth +0, Survival +9
Languages Common, Druidic, native Arcadian tribal tongue
SQ Druid (Eagle Shaman, Wordcaster) Domain: Animal, Druid Meta Word Limit (1/day), Heart of the Wilderness +0, Nature Sense (Ex), Spontaneous Casting, Wild Empathy +1 (Ex)
Combat Gear Bullets, Sling (20), Shortspear, Sling, Wooden Armor; Other Gear Fetish, Tribal, Flint
and steel, Holly and mistletoe, Musical instrument: flute, Pathfinder's Kit, Pouch, belt (4 @ 2 lbs), Sewing needle, Tobacco
--------------------
TRACKED RESOURCES
--------------------
Bullets, Sling - 0/20
Druid Meta Word Limit (1/day) - 0/1
Shortspear - 0/1
Speak with Animals (4 rounds/day) (Sp) - 0/4
--------------------
SPECIAL ABILITIES
--------------------
Druid (Eagle Shaman, Wordcaster) Domain: Animal Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Druid Meta Word Limit (1/day) A wordcaster can only use meta words a number of times a day equal to half his caster level in his wordcasting class (minimum 1).
Heart of the Wilderness +0 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
HORSE, LIGHT (COMBAT TRAINED) (Sikem*) CR 1
Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 9. . (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick],
Heel [Trick]
Skills Fly +0, Perception +6, Stealth -2
Languages
SQ Combat Riding [Trick]
Other Gear Backpack (4 @ 1 lbs), Bedroll, Bit and bridle, Fishhook (2), Mug/Tankard, clay, Rations, trail (per day) (3), Saddle (Riding), Saddlebags (6 @ 8 lbs), String (50'), Thread (50 ft.), Waterskin, Whetstone
--------------------
TRACKED RESOURCES
--------------------
Rations, trail (per day) - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Arcadia, the mysterious continent, lies across the Arcadian sea. A place of mystery and wonder; Centuries ago Ulfen settlers called Arcadia their new home, until the natives took offence to their presence and nearly drove them from their home.
The native tribes called skraelings by the Ulfen settlers were considered savage and ruthless. But this I can tell you is not entirely true.
I am White Eagle, son of Ten Bears, and I am a skraeling. Though I was not born on the land my ancestors once called home My Father and I have held to the teachings passed down to us by my father’s father and his father before him. I am of the Defohy tribe, Nomads always moving with the changing seasons making our home in the plains of Arcadia in places where our horses may graze and the fish are abundant.
The Defohy depended on the land for their survival. The earth and rivers provided roots and berries, fish and game. Farming and land ownership were foreign to the Defohy. They believed (and still do today) the earth was not to be disturbed by hoe and plow. The land was their home, not a commodity to be bought or sold.
Chief Yellow Wolf, a relative of Chief Ten Bears said, “We were always here. The Great Spirit placed us on this land of ours.”
Many miles south of the Ulfen settlement others from your world also journeyed to Arcadia. Settlers, seeking trees, animals and metals came to our home. These settlers moved into land we have journeyed to for countless generations. We sought to make peace with the newcomers and many of them welcomed us. We showed the settlers how to farm the soil in Arcadia and where to hunt good food. The Ulfen were friends. My people called all who came to our land as Ulfen as we had no concept of the different races of other lands. To us what you call elf was called spirit beings that were as mysterious to us as our home is to you.
Not all settlers who came to our home were friend. Bad Ulfen, I have learned were called Cheliax in your tongue, came to take gold from the hills and mountains of Arcadia. They enslaved many skraeling to dig the gold from the earth.
My ancestors became scattered and many were sent on ships to Cheliax home. Among them was my grandfather Chief
Charlo, whose wife was with child. My father was the first of the skraelings to be born on this new world.
My father was strong and it is said that he had the strength of a bear and would do the work of ten men and so
was given the name Ten Bears. Ten Bears was a slave like all the skraelings brought over to Cheliax.
However the Great Spirit saw what was happening to the people of Arcadia and took pity on them. Many skraelings
were freed when guardians of freedom who bore the sign of the eagle freed our people.
Ten Bears lead a small group of Defohy north until we found land to call home in what is called Restov Plains.
There. Our people prospered living peacefully on the plains and many new Defohy were born.
Ten Bears took a wife and bore a son, White Eagle.
For many years my people lived freely on the Rostov plains, trading goods with the settlements in this new land.
My brother, Swift Elk, would lead hunting parties and trade furs with other Ulfen hunters and trappers.
Soon though Cheliax warriors would try and destroy the peace my people have created. (Note Cheliax is the name given to all human bandits, brigands, or other unsavory types, including warlords). Many disguised as Defohy attacked and scalped local Brevoy villagers.
Trust of the local villages and settlements was beginning to deteriorate. Ten Bears journeyed to the Ulfen city
of Restov to plead the case of our people.
The Mayor agreed to a treaty with Ten Bears. The Defohy people would provide one of their own and explore the place called the Stolen Lands and there the Defohy could go and make a new home. And in return the people of Restov would assist and help protect the Defohy people.
During this time White Eagle had recently returned from his journey of the Wyakin to receive his guardian spirit. White Eagle had a vision while alone that he would be a great leader of his people guiding them to new lands and better hunting grounds. White Eagle was to go to fulfill Ten Bears promise to the Chief of Restov.
The Defohy have a strong belief in dreams and visions. Young boys and girls went alone to remote places hoping to receive knowledge of a personal guardian spirit. This personal WYAKIN would warn them of danger and give them special powers. In all phases of daily life, the Defohy thought of the spirits of forces and objects around them as supernatural WYAKIN

Ryuko |

Being the DM who had to drop the game due to being overburdened and having my life kick into a much higher gear, I'd like to throw my support behind Raxus, Bydar and Bridgette. All three were in my game and are excellent players, being very supportive and helpful. Had I not had to drop I'd have loved to game with them, and I'd love to see them get a worthy home.

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Ashe |

Drogan is a Suli Monk that will be going into paladin. If suli is not cool I will convert to human. Hope to get to play with you guys.
Male Suli Monk 1
LG Medium Humanoid (Suli)
6'4" 225lbs
Traits Noble Born Orlovsky (+1diplomacy CMD), Indomitable Faith
Init: +3 Senses low light vision
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8(max first) + 1con)
Fort +3, Ref +5, Will +1
OFFENSE
Speed 30 ft.,
Unarmed +4 1d6+4 x2
Temple Sword +4 1d8+4 19/20 x2
Spiked Gauntlet +4 1d4+4 x2
Long Spear +4 1d8+4 x3
Fight Defensively -2attack, +4 AC deflect one attack a round
STATISTICS
Str 18, Dex 16, Con 13, Int 5, Wis 7, Cha 16
Base Atk + 0; CMB + 4; CMD 18
Feats: Crane Style, Crane Wing,
Skills Acrobatics + 7, Perform String Instrument (fiddle) + 7, Diplomacy +5
Languages Common,Kelish,Terran
Special Powers
Elemental Assault Acid swift action +1d6 acid 1rnd/level
Resistance Acid, Cold, Fire, Electricity 5
Gear Remaining Gold 5gp
Temple Sword 30gp 5lbs
Spiked Gauntlet 5gp 1lbs
Long Spear 5gp 9lbs
Backpack 2gp 2lbs
Crowbar 2gp 5lbs
Rations Trail 10days 5gp 10lbs
Grappling Hook 1gp 4lbs
Fiddle 5gp 3lbs

Ridge |

Being the DM who had to drop the game due to being overburdened and having my life kick into a much higher gear, I'd like to throw my support behind Raxus, Bydar and Bridgette. All three were in my game and are excellent players, being very supportive and helpful. Had I not had to drop I'd have loved to game with them, and I'd love to see them get a worthy home.
Ah shucks. Thanks, Ryuko.

Svalk Freyrsson |

Chiming in - been trying to find a good spot for my barbarian for a small while. He's from a long time ago, before I had to take a long internet hiatus. Just changing a few minor things on his prepared sheet, and he's ready.
(Short and clean, can provide with more if requested.)
In these days, lineage means everything when you come from a clan as mighty as Svalk's. His was one of the greater bloodlines in line, for he was next on the block for chieftain when he'd last looked at things - but it was too soon, too late once he'd returned from a hunting expedition.
On return to his home, deep in the Land of the Linnorm Kings, he'd found the village in a state of confusion, the people gathered in the central ring. Once he'd made his way to them, he'd learned a vital fact - his father had been slain, and control was ousted to another, ending his line's trail to what it had been! Needless to say, the youth had a sudden rush of rage, and challenged the older male to an honor duel, to reclaim what was his birthright.
Days later, the male woke up in a cave far from home, with a single note and a pack of belongings and supplies next to him. It clearly stated: "Do not return until you are stronger than I or my successor. You are weak."
With this in his mind, Svalk stood tall, gathered his equipment together, and set to hiking across the lands, catching caravans here and there to be far from home, self-applying a mark of exile on his face's left side, crudely carved but enough for he. This led him towards the southern end of the River Kingdoms, where he'd make for himself a place of living on a settlement as a laborer, and part of the militia. In time, though, he heard of the opportunities abound in the northern parts of Brevoy, and his hard lineage called out to him. It was somewhere deep inside, that he was determined to grow in power and eventually return - and it led him to journey again, this time with a fresh twist in store for his fate - for he'd be meeting with a noble, who'd hand him a most important piece of paper...

wolfman1911 |

I am very interested, and have two characters that haven't progressed past concept. Which one I prefer varies by the moment, so I'll put them both up and let you decide. One is an escaped slave halfling rogue with designs of establishing a nation of escaped (especially halfling) slaves. The other is a bastard monk with ties to the ruling family, he just wants to create a vassal of Brevoy to make it more powerful. I'll work on them and post them up after the kids are in bed tonight.

Caelius Nicos |

Greetings fair travellers may I present Caelius Nicos for your edification and enjoyment. A black sheep of the Lodcova family Caelius seeks not glory or fame but simply to perfect his masters dueling style free from the disapproving gaze of the Aldori.
Caelius starts as a Rogue, acrobat archtype, but will be changing to single hand fighter at second level and staying there. His ultimate ambition in taking up then charter is to found a weapon school that will challange the Aldori style in popularity.
Crunch, and extended background in alias. I do not envy you your decision DM, many good choices here.

Caelius Nicos |

Wow all Marketus has for a goal is to discover the extent of his bizarre powers and abilities.
The idea came from looking at the free-hand fighter and realizing that they are not limited to swords. I pictured Douglas Fairbanks fighting Errol Flynn but instead of rapiers they were using hammers, flails and axes. After that it was easy, I wanted an AP trait and the idea of a black sheep appealed to me. It gives the GM both noble/political and criminal hooks if they want them.
It can also make for good rolplay if there is a swordlord in the party.
Hmmm never seen a metal Oracle in play. Looks good.