Drow War Team 1

Game Master Tarlane

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Liberty's Edge

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Seeking the scions of the stars to save the world of Ashfar!(Or a books worth of text on why you should play with me.)

The Drow War is a broad scope adventure path originally designed for 3.x which I will be updating to Pathfinder. It takes place in the world of Ashfar, a somewhat classic fantasy world with a slightly higher than standard power level. Events begin during a time known as the Equinox of Heroes, a time when the stars align once a millennium to decide the future of the world. This is not a battle of good versus evil, but one of control. The heroes embody the worlds ability to choose its own destiny for the next millennium while the force arrayed against them is one of tyranny and xenophobia.

I am looking for five players to bring into this world, each an embodiment of a star, looking to stand against this darkness. Due to the nature of the adventure, the players don't need to be the classic paladin types to be ready to fill their role and save the world, if they fail then everyone, good or evil, would be ground beneath the heel of the enemy for generations to come. With that said and the leeway it allows, I believe that the story will be more enjoyable for a party that leans towards seeking to do the right thing, be it for altruism, justice, or more mercenary goals. All characters will be considered, but party dynamic will be considered.

Something that could be important for those considering tossing their hat in the ring is that I am hoping to make this a long term adventure. The campaign technically has the ability to run from levels 1-30(it used epic rules in 3.x, though I'm aware that is effectively a lifetime via play by post speeds. If somehow we manage to get up to 20, I'm sure we can use mythic rules or pathfinder will have its own epic rules by then, or we can adapt and improvise). Clearly real life comes first and there are always things that can crop up, but because there are always so many people applying for games on here, if you have reason to believe that you wouldn't be able to continue to take part for the foreseeable future please leave the spot open for someone who can.

Phew! Now if that hasn't scared you off, I plan on leaving applications open for about a week so we have time to get plenty of options. A full background is unneeded(being manifestations of the stars, the characters awaken with no memory), so instead I would appreciate a description of your character, appearance and personality. Feel free to propose a few different possible scenarios they may find themselves in and how they would react. The better a feel for your character and your style I have, the easier a time I will have in selecting those who I think will make an effective party. Please include what you intend to play(class/race/alignment). A fully created character isn't necessary to be selected, but will definitely give a jump on things if you are chosen.

Character selection is going to be based primarily on style followed closely by ensuring we have a balanced party. This adventure makes use of a pretty broad selection of play styles. There is a fair share of combat, investigation and diplomacy. You will see traps and sections where stealth can save you a lot of trouble or you can run a more kick in the door style, but having a full group will be extremely useful.

Character Generation:
Characters will be created using the standard pathfinder rules starting at level 1 with some specifics below-

The characters are heroes: 25 point buy for attributes

Each begins with 300gp worth of equipment

Each character has no memory of their life prior to awakening at the beginning of the adventure, however certain memories of the world and an innate understanding of things can surface. Feel free to put points in knowledges, they will be useful.

Each character is allowed one trait. Instead of second campaign trait, they select the star they were born beneath which confers certain bonuses and can improve in time. A birthmark showing the constellation that holds that star is present somewhere on their body, between an inch to a foot in size. The player may choose where and how visible the mark is.

As a part of the destiny within them, each character is granted the 'starborn' template. The majority of the benefits conferred by this will be discovered in character. However, the most important is that in the world of Ashfar there is no coming back from the dead. Raise Dead and Resurrection are spells that do not exist for the common man. The starborn are an exception to this and have the ability to be brought back through several means and also are allowed to learn these spells.

Classes can be selected freely(per approval of course, but I cannot think of any class or archetype which is outright vetoed. Please stick to Paizo books though).

Races are generally what you would expect in this world and can be broadly selected from. Elves were once a world spanning race now in decline, dwarves mine and forge, gnomes tinker, ect. If you have an interest in playing an unusual race I am pretty open, but please check with me to make sure it has a place in the world.

Finally, I have set up a google drive folder that has some world info. This will give you the options available for your patron stars including the benefits to go with them, information on the gods of the world, and a little gazetteer of each of the countries in the world of Ashfar. I don't expect this info to be combed through, but I want it available for our players.

Link to Google Docs

Now that I've gone on forever, I'm going to get to bed now and I look forward to starting to see some responses. Hopefully I've managed to interest some of you!


I am keen on playing this game :-D
Can we talk about a customs race? Exotic?


Now this is luck! Once, I had a character positioned to play in a home game back in the 3.X games, but the DM sort of lost interest and the game was dropped. And now, I see the campaign, redesigned for Pathfinder! Count me as interested! I have a question, with Summon Monster spells, do you keep the list down to the bare minimum listed or do you expand the list to include all Outsiders of equal CR?


Now this sounds VERY interesting. I'd like to throw my hat into the ring.

I'm not sure precisely what kind of character I'd like (thinking Sorcerer or Inquisitor at the moment).

I had a Sorcerer I very briefly got to play in another campaign I might like to play. He was a Lawful Evil Rakshasa Spawn Tiefling. Basically he would have gotten into magic in the hopes of finding a way to turn himself into a full blooded Rakshasa (in the original he actually reincarnated himself as the child of a Djinn through some rare circumstances and she Wished him into a more mortal form, basically explaining why he had the Djinni Bloodline).

Along the way, he quite enjoys blowing things up with magic, always keeps his word but has a very sadistic side to him as well (Boneshatter is a fun spell to him). Will sign on with anything that looks like it will further his abilities and bring him one step closer to the power he needs to transform himself (though with the memory loss, I guess this would have to develop in story once he realizes his heritage).

Might be a bit too exotic there though.

I also just like the idea of having a constellation on my forehead.

I'll come up with a char sheet and a more concrete idea later. The Inquisitor might be really cool as well because of all these new gods. I feel a bit adrift since this is the first time I've been asked NOT to make a backstory. XD

Liberty's Edge

Seth, as I sort of hinted at I am willing to give a fair bit of leeway on races. Rather than just happening to be in the right place and time that characters are literally chosen so if they are uncommon it makes sense. However, the more unusual your character the more scrutiny I am likely to give in terms of being sure they are going to fit in. Also, it can certainly affect how they are looked upon.

Silver, I actually ran this campaign for my tabletop players years ago back in 3.x. We decided we werent real big fans of epic rules so at that point we started going a lot more rules-light because they still wanted to see the story, but its one of those adventures that offers a lot of moments for great interaction and is one we often reference when telling stories. Its a feeling I hope to capture with a new group.

For everyone else, if you couldnt tell from my last two posts: I tend to be rather wordy and loveto try and make things cinematic and flavorful. Im a very experienced DM, both in pathfinder and other systems and I dont have a lot of trouble improvising to make room for the 'rule of cool'. Can always come up with something to account for swinging from a chandelier or trying to shoulder into a pillar to topple it onto an enemy. Combat certainly plays its role in my adventure, but I would love to take advantage of the strengths of play by post to allow for plenty of role playing opportunity both between npcs and pcs. Im probably not the dm for someone who prefers pure hack and slash.

As a secondary side note, this campaign has very few parts which would qualify as being on rails. Loss of a major battle doesnt mean the end of the story but it can lead it down a darker path. Npcs are built to suit their role rather than the pcs power level, not everthing should be
fought and it can be very possible for the characters to take on challenges that are over their heads and set off in directions that lead away from the main goal. Events are occuring on a steadly increasing scale(local, national, global, planar) but how they are reacted to and prevented are often all in your hands. Being self-motivated and being willing to pick your own path and enjoying the freedoms and responsibilty that come with a sandbox world are certainly big plusses as are not being afraid to make allies along the way to consult when things are unsure.


Welcome back. Short nap?

Well, i'd like to work with you to create a being/creature that fits. Im think a taur creature, feline. If you think we can work with that? if we can't, i have loads of other ideas :P


That's what I'm looking for actually, I'm glad to hear it directly (though I'd already guessed from the OP and the linked documents). The last two games I've been in (one still ongoing), while fun, were very hack and slash-y (though with some strategic thinking, to be sure).

Not much RP going on, which I can take or leave I guess, but I really like the chance to step into a new character's shoes. I think PbP is a good medium for that, since you have more time to think and choose your words and reactions to better suit the character.


Color me very interested. Can't access google docs for some reason, might have to do with the firewall at work. Interested in Ifrit sorcerer (CG), Elf Abjuration Wizard (N), Halfling rogue (NE), Half Orc Barbarian (CN). I'll work on them more when I get home.

Grand Lodge

I would like to play under the Great Wolf Star either:

A fletchling Shadow Caller Summoner or
A Goblin druid

Both character will play with lots of investment in stealth, perception, kn skill with also diplomacy / buff.
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as for myself i play in a bunch of game (i am currently also DM'ing here) so i am very active.

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oh and Hi BroodSibling...


Very interested, I will have a Paladin or Fighter up this evening!


Hrm. What are the rules on alignments for this? Since it's about control rather than good v evil, I'm thinking some of the more... uncommon ones may be permitted?


Count me in. I'll make a character this evening.


Interested.. Probably stat up a full caster of some sort.. Most likely wizard or cleric, perhaps a mix togo into mystic theurge.. Also how do feel about 3.5 prcs converted? Speciafically wondering about the Arcane Hierophant? Basically an MT but druid/wizard instead of cleric/wizard.. Additionally would Esoteric Training be availiable? Inner Sea Magic Excerpt: Esoteric Training-Due to your membership in a spellcasting guild (and Fame score of 35) you gain a +3 bonus to your caster level with one spellcasting class of your choice and a +1 bonus to your caster level with another spellcasting class (up to a maximum of your character level). These bonuses grant you additional spells known and spells per day for your modified caster level.


I'm thinking about making an Elf Witch born under the Rose constellation with a focus on Enchantment spells. The character will likely be a rather dark Chaotic Neutral, but if it would not be a mark against the character, I may go full-on Chaotic Evil. Note that I'm not going to play a murderous psychopath, but my character is going to be manipulative, hedonistic, and capable of cruelty, much as his star sign suggests. However, like the world around him, he is capable of bringing both weal and woe, so he's not just some force of evil, but a rather complicated individual who makes his decisions based on his personal whims at the time. In essence, he is very 'human' in nature.

Also, hello Broodsibling, we meet again!


I am definitely interested. I love the role play aspects of pbp, and an in-depth, descriptive game is definitely something I have been looking for. I am currently involved in one game, but am looking for one more to tide me over. I can easily post once a day, more if action calls for it. I am looking for a game to immerse myself in, and this sounds like just the ticket.

In terms of characters, I have a few things I would like to play. Currently I have a Human Zen Archer Monk who has been built for a pbp on here that I am uncertain if it will happen or not that I would love to play. I also have an idea for a centuar ranger or inquisitor, but I am not sure that it fits. Mechanically speaking, I would love to play a ranged skill oriented character as it fits with my game style.

Before I dive further into fleshing out either of them, I wanted to ask Tarlane how possible it would be to play a centaur of some kind. SRD lists a centuar as a CR3, so I don't know what that would look like as a playable race, I guess that matters in terms of which character I present lol.


Sounds super intriguing.

Liberty's Edge

Here i am. I'm Aetherni, and would like to be one of the chosen to resist the great perils you presented. Besides, i'll assure death keeps their claws far away from my partners.

It's a Dwarf with "Rock Stepper" and "Lorekeeper" alternative racial traits. He started as a fighter, but that doesn't help him anymore, and he has found the divine way, as he now knew that's what he was meant to do. I pretend to go Fighter 1/Cleric 19. The background is partly written in his profile.

He's a defensive character, very tough:
It's more important to support those who are attacking than join the raid, cause in that function there are plenty of others, that would die were not for me.

Right now he has identified himself with Hombel, using the Protection Domain. Healing would be the second best choice, if avaiable.

His sign would be "The watchman", based on the important support function he's ready to assume, or the "Spinner", as there's no better representation than the web to resume a support cleric. But i'm not sure which one, since the description is superficial, it could be up to the DM.

Thanks for the opportunity!


Dotting for interest as I ponder the unponderable.


Gah. The site being down so long threw me off. I'll be on a plane most of the day tomorrow. Guess that'll give me plenty of time to think about the character.

With all of these straight casters and straight martials I'm thinking a nice half-caster might fit with the party better. A Magus, Inquisitor, or Alchemist is what I'm thinking now, since all three would give some flexibility and skill coverage (which seems mostly absent so far).


Depending on race... might go ranger

Liberty's Edge

Blasted site went down on me earlier when I was trying to make a response post, so lets see what I can do to answer some people. I put the background information on google drive(in both .doc format as well as just posted as a google document which gives up some formatting for being able to view without an office program) since I figured that was accessible to anyone, but since it seems that some people have some problems getting to it, I'm going to repost the information in spoilers below.

Pantheons of Ashfar:
Pantheons of Ashfar

Avillon
The Avillon pantheon is worshipped primarily by Humans, Halflings and Dwarves though several countries have recently adopted the Marianist faith over these more pagan deities.

Aranu
Aranu is the high God of the pantheon, a personification of the Sun who bears a spear of golden fire. He is the Lawmaker of the Gods, setting limits on what even the divine beings may do. Aranu is the special patron deity of kings and tribal chiefs.

Domains: Sun, Law, War, Protection
Alignment: Lawful Neutral
Favored Weapon: Spear

Blediwesse
Blediwesse is the flower-maiden of spring rain. She is the special patron goddess of unmarried maidens. She brings life to the earth after the ravages of winter, blessing the earth with the waters that cause plants to ripen. She is also a goddess of wells and rivers, who sends the waters of the natural springs for the good of men. Priestesses of Blediwesse must be virginal and often go crowned with flowers as part of their regalia.

Domains: Good, Healing, Earth, Water
Alignment: Neutral Good
Favored Weapon: Sickle

Firinna
Scarlet-haired Firinna is the quick-tempered goddess of the hearth and of battle. She is compared to the sudden spark that shoots from the fire and burns down your house when you are not looking. She represents the stubborn, selfish side of humanity and is a goddess of envy, resentment and grudges, though she is also the fiery spirit that inspires you to fight to your last breath.

Domains: Fire, War, Chaos, Trickery
Alignment: Chaotic Neutral
Favored Weapon: Longsword

Gahaira
Gahaira is the goddess of the north wind, the goddess of hunger, leanness, want and desolation. She is portrayed as an old woman with a lean face and straggly hair. She is mostly propitiated rather than worshipped, with offerings left for her as the evenings begin to grow dark, so that she will not blow too fiercely in the winter months. Men do not like to speak of her by name and refer to her instead by her title ‘the witch of November’.

Domains: Air, Evil, Destruction, Death
Alignment: Neutral Evil
Favoured Weapon: Flail

Hernun
Hernun is the god of the hunt, who is eternally locked in the chase to bring down his brother Wohoon. Sometimes one brother will win, sometimes the other, but the hunt always begins afresh. Hernun represents man at his most basic, contending with the wild. Druids often revere him, though the more chaotic ones favor Wohoon. He is represented as a powerfully built man with antlers atop his head in honor of the beasts he hunts.

Domains: Animal, Protection, Travel, Strength
Alignment: Neutral
Favored Weapon: Bow

Old Heakun
This god is also called ‘the walker of the plains’. He is muddy brown in color and is the grandfather of the gods. Unlike them, he did not stay in the heavens and instead chose to wander the earth continually, examining this strange creation that he had made. It is said that Heakun placed megaliths along his path to mark where he had been, giving rise to the legend of invisible lines of force that crisscross the countryside.

Domains: Travel, Earth, Magic, Protection
Alignment: Neutral
Favoured Weapon: Club

Hombel
Hombel is the innkeeper, the storesman, the god of preserving things. He is the one who gives you your due; as such, he is a god of justice, especially of the kind that is often called ‘karma’ in which you get what you give out. He is represented as a fat, jolly man with a sack over his shoulder. In the abstract, he is symbolized by a set of scales.

Domains: Good, Law, Protection, Strength
Alignment: Lawful Good
Favoured Weapon: Mace

Merrithrawn
The bearded Merrithrawn is the God of bards, sometimes called the charmsinger. In legends, he is so persuasive that he can change the very machinery of the universe to suit himself, simply by talking it around. Rogues often favor Merrithrawn, as he embodies the charm and panache that lets you talk your way out of a sticky situation.

Domains: Knowledge, Luck, Magic, Trickery
Alignment: Neutral Good
Favoured Weapon: Short sword

Wandul
Wandul is the holly-crowned god of the winter months, the god of the cold and the dark. He comes when the darkness begins to grow greater than the light. As with many of the darker gods of the pantheon, the only time when he is worshipped is when people want him to stay away. Worshippers of Wandul are few and are usually fighters or barbarians who revere him as a challenging, grim deity of strength. Some humans believe that Wandul was originally a god of the giants, left behind from an earlier time.

Domains: Death, Destruction, Plant, Strength
Alignment: Lawful Evil
Favoured Weapon: Heavy mace

Wohoon
Wohoon is the god of the wild things, brother to Hernun. He is not fully human and has the ears and teeth of a wolf. There is nothing of civilization about him at all. The only worshippers of Wohoon are druids and those who live their lives in the outdoors. Everyone else is content to honor him for what he is – the wild, animal nature that they have left behind.

Domains: Animal, Trickery, Chaos, Strength
Alignment: Chaotic Neutral
Favoured Weapon: Greatclub

Yosa
Yosa charm-weaver is the Goddess of all crafters and makers, from the blacksmith and woodcarver to the seamstress and even the stonemason. She is depicted as a statuesque woman with long scarlet hair, bearing the wheel that is her sacred symbol. The wheel represents all crafts, being simultaneously the potter’s wheel, the spinner’s treadle and the wagoner’s cartwheel. Hers is the knowledge that is passed down within the home; not just the simple business of managing a house but the crafter’s art, vitally important in a cottage industry in which each home is also a place of business.

As the Goddess who manipulates matter into new patterns, she is also a Goddess of magic and of weaving the threads of invisible force. Clerics of Yosa favor the magic of the hearth and home above the more convoluted rituals of high magic. Images of Yosa in clay are often kept above the hearth beside those of Hombel, to protect the house.

Alignment: Lawful Good
Domains: Law, Magic, Knowledge, Protection
Favoured Weapon: Sling

Callistan
The Callistan pantheon, named after the now-destroyed holy elven city of Callista where all of the gods of elvenkind were worshipped together, includes all of the deities described below. However, many of them are revered only by the elves or by the drow, not by both. Only two deities, Arosi and Jubb, have followers on both sides of the divide.

Arosi
Arosi is the pale Goddess of intoxication. As such, she is both honored and feared by elven society; honored for the rapture her gifts bring and feared for the dangerous rage that can result. Her image is placed upon chalices and drinking vessels in order to secure her blessing and remind her that she is not forgotten. Among the elves, it is customary (when drinking at a formal occasion) to pour at least one bottle of wine on the ground in honor of fair Arosi, as a libation. Her patronage extends to all things that appear enticing and yet conceal peril for the unwise, such as flowers that are beautiful but secrete poisons. She is not evil, but she is dangerous. She takes the form of a beautiful, slender elven woman with iceblonde hair and a deceptively innocent smile.

The drow honor Arosi both as the Goddess of drug-induced debauchery and of the poisons they rely upon so much (like alcohol itself, Arosi is not a force for evil, though evil beings are among her most fervent worshippers). Only vegetable poisons are under the dominion of Arosi. Poisons of animal origin, especially those of spiders, are under the direct dominion of She.

Alignment: Chaotic Neutral
Dominions: Chaos, Luck, Plant, Trickery
Favoured Weapon: Dagger

Brith
When the star goddess Nuith first attempted to create a light for her children on earth to see by, she gave birth to the goddess Lumiya, the moon. Although the elves saw well enough by the silver light of Lumiya, it was too changeable and faint for the other creatures and so Nuith focused her will and created the brilliant light of Brith, the sun. Brith is the sun god of the Callistan pantheon and the chief deity of all. With the exception of the insane god Jubb and the two principal drow deities, Arkady and ‘She’, the other gods acknowledge his authority and obey his commands.

He appears as a powerfully built male elf, armored with golden chainmail and bearing a double-handed sword that shines like the sun. In place of his original left hand is a mechanical one made from mithral. The reason for this is given below, in the description of ‘She’. Brith is worshipped by all, but especially by warriors and nobles.

Alignment: Lawful Neutral
Dominions: Good, Law, Fire, Sun
Favoured Weapon: Greatsword

Jubb
The fearsome Jubb is pale as a corpse and has eyes of dull red. He is utterly insane. To the elves, he symbolizes the battle-madness that can take over a warrior’s mind. He was the first male child of Nuith but was found unfit to rule, because of his madness. He represents the wildness that the civilized elves are proud to have outgrown. Wild elves often revere Jubb, seeing in his madness a spontaneity and joy in life that is to be emulated.

Jubb dresses in spiked armor whose pieces seem to have come from several different sources. It is chaotic and ill matched, covered with chains and hooks, decorated with checkerboard patterns in one place and grinning demon faces in other.

Alignment: Chaotic Evil
Dominions: Animal, Chaos, Destruction, War
Favoured Weapon: The dire flail, the many spikes of the head representing the star of chaos.

Kyros Threadcutter
Kyros is the elven god of law, reason and exactitude. He clears away illusion and reveals truth. Those who ensure that the Law is kept, such as city officials, lawyers and guardsmen, worship him. Despite his intellectual prowess, he is a very popular God among warriors, as he also stands for honesty and plain speaking. His title of ‘threadcutter’ refers to a legend in which he severs the tangled nets of spider-thread spun by She that were holding his fellow deities immobile. Priests of Kyros, who pride themselves on their ability to come straight to the point and not waste time blowing hot air, often recall this legend. In a party of adventurers, a priest of Kyros will insist on action over debate. Kyros is depicted as a grave young man in dark clothing, wearing ornaments of office and carrying a lamp. His symbolic weapon is the rapier, adopted by the priests because of its piercing directness.

Alignment: Lawful Neutral
Domains: Law, Knowledge, Strength, Sun
Favoured Weapon: Rapier

Lumiya
Lumiya is the elven goddess of the moon. She rules the night as Brith rules the day. She was the first of the gods to emerge from the starry body of Nuith and carries more of her mother’s wisdom than any of the other children. She is the goddess of those who prophesy the future and has a special dominion over the hours of rest, when elves enter trance. This means she is also goddess of dreams, which often bring visions of what is to come and of healing, which is greatly aided by sleep.

The light of Lumiya is also that by which night creatures hunt. She is both the protector of animals and the patroness of hunting. If an animal escapes the chase, then it is said that Lumiya has blessed it; if the hunting party brings home meat, then thanks are given to Lumiya. Finally, as the changing moon, she is patroness of the tides of the sea.

Alignment: Neutral Good
Domains: Animal, Healing, Knowledge, Water
Favoured Weapon: The sickle, representative of the crescent moon.

Melmoth
Gaunt, saturnine Melmoth, sometimes called ‘the king of shreds and patches’, takes the form of a male elf with black hair in straggly tangles. His features are hollow, as if he had gone hungry for many days. His clothes are tattered and torn and he wears a long, hooded cloak.

Melmoth never rests, moving on from place to place eternally. As a God who exemplifies both magic and ceaseless wandering, he is thus the God of all those elven mages who take their magic from town to town, looking for employment. He personifies the need that many elves feel for solitude and distance from the claustrophobic nature of cities, as well as the wanderlust that draws so many of them to roam far from their homes. Followers of Melmoth generally enjoy good relations with druids, as they share their respect for wild spaces. Many bards also worship him, because of their wandering ways.

Alignment: Chaotic Good
Domains: Chaos, Magic, Knowledge, Travel
Favoured Weapon: The quarterstaff, which is both the staff of the traveler and the characteristic weapon of the wizard.

Nuith
The goddess Nuith is more of a primal force than a deity. She is the starry heaven itself, from which all else emerged. The elves believe her to be the mother of all earthly life, whether evil or good. That which is ‘of Nuith’ is necessary to existence. Alien forces, such as the drow, magical aberrations or demons from other planes, are not ‘of Nuith’. They are to be feared and guarded against.

Nuith does not have clerics. She is too distant and universal to be worshipped at all. According to legend, she only intervenes in the lives of mortals through her other children, the Starborn. These are avatars of individual stars, whose destiny it is to protect the world against the forces from outside that threaten it.

Domains: Nuith does not have domains, as she is not worshipped and has no priesthood.

Valkazz
Valkazz the Childfree is the goddess of warrior women. She is called ‘the Childfree’ not because she is virginal, but because she stands for a way of life that does not involve bringing up the young. In the elven religions, women who choose a path other than that of child-rearing and home-making are respected for it. Although males may enter her service, her clerics are always female. Priestesses of Valkazz often worship her with riotous celebration that would put any men’s feast to shame.

While a cleric of Valkazz is engaged in active temple service, she may take as many husbands as she wishes, but may not become a mother. Should she become pregnant, she must retire from temple service until the child is born, in which event it is either given over to be adopted or the priestess retires altogether, a much rarer event.

Valkazz is depicted as a female elf dressed in leather armor, with broad shoulders and braided waist-length hair. In addition to being a goddess of war, she is also a bringer of favorable winds, so it is customary for an image of Valkazz to be placed at the prow of a ship.

Alignment: Neutral
Domains: Air, Destruction, Strength, War
Favoured Weapon: Battleaxe

Vendyss
The voluptuous Vendyss is the Goddess of the volcano’s heart. In the Callistan pantheon, she has presidency over all things of fire, metal and searing heat. She is depicted as a woman wreathed in fire, with hair the color of metals in a forge. Legends relate that when she lay down to rest in the aftermath of creation, her flaming hair spread through the cooling mantle of the earth, in strands of silver and gold and glimmering copper. These then became the filigree threads of ore that trail through the rock and can be restored back to metal once again with the application of her own fire.

Clerics of Vendyss are typically weapon smiths, armorers and jewelers. Those who make their living working with metal rely on her blessings to prosper at their trade. As she is the Goddess of precious metals and of fortunes found under the earth, she is also considered to be the Goddess of wealth itself, bringing good luck at the time when it is most needed. Her weapon is the trident, which resembles a flaming torch cast in metal. Clerics of Vendyss have a great respect for non-evil dragons, will always assist them if they are in need and will never assault one except in self-defense.

Alignment: Neutral Good
Dominions: Earth, Good, Fire, Luck
Favoured Weapon: Warhammer
‘She’
The true name of this Goddess is never spoken aloud. Only her priestesses and priests may name her and then only when worshipping her with secret rites. She is the Queen of Spiders and the ultimate sovereign of all drow. All drow honor ‘She’ as their mother and protector. She is their inspiration and the reason that spiders are sacred to them. The legend of her creation is paralleled by the way the drow themselves were cut off from the main body of the elven race and exiled beneath the earth. She has other names that the races of Ashfar use to refer to her, but the drow only ever use the term ‘She’. They know well enough who they are talking about.

Alignment: Neutral Evil
Dominions: Destruction, Death, Evil, Magic, Protection, War
Favoured Weapon: The sacred weapon of She is the net, symbolic of the webs that entrap her foes.

Arkady
When She began to bring forth children, she produced a litter of six strange beings, resembling Brith in body (for
She still bore his elven flesh, having been cut from it) but rich with the darkness that She had absorbed. They were so steeped in darkness that they were more shadow than flesh. Only their bones were wholly solid.

One child, wilier than the rest, crept away unseen. The rest began to tear and devour each other. When the victor finally killed the last of his siblings, it fell asleep in the pile of picked bones – and that is when the lurking one killed and ate it. This child, the last born and the only survivor, was Arkady.

Arkady is the grand vizier of the drow deities, second only in rank to She. She stands for intelligence, without which power is only unenlightened force. As such, she is the Goddess of all drow archivists, scholars, researchers, alchemists and wizards. Arkady acts as adviser to She, whispering counsels in her ear, telling the secrets that others believe are safely concealed. The drow, a people who cherish their own secrets, do not like other people to keep secrets from them. The presidency of
Arkady thus extends to spies, interrogators and torturers, as she also has dominion over darkness and the fear of darkness. In truth, Arkady is almost more feared than the primary Goddess of the drow. The head of the Secret Police is always more terrifying than the monarch.

Her form is that of a drow woman whose dark flesh is as translucent as thin smoke. Her pale skeleton can clearly be seen beneath. Her teeth are filed to sharp points. Her symbolic weapon is the scythe and her symbol a mirror of obsidian glass. The drow create statues of Arkady by encasing sculpted silver bones in molten dark glass, which creates an effect as macabre as it is beautiful. Violet flames burn continually before these statues in offertory shrines.

Alignment: Lawful Evil
Dominions: Evil, Death, Knowledge, Magic, Trickery
Favoured Weapon: Dagger

Marianism
The religion of Marianism, from the words of the prophet Marius, has grown from a mere cult over the centuries to become the official state religion of Caldraza. It involves the worship of Law as a concept, with no deities involved.

Marianism sees the worship of such deities as Aranu and Hombel as ‘mere paganism’, which is grudgingly tolerated but only as better than no religion at all. Marianists are determined to convert as many pagans to their beliefs as possible, thinking that this brings true civilization instead of primitive chaos.

Marius was a human slave in the time of the elven occupation. He became enlightened when he saw a vision of the universe as a great wheel, raising some and crushing others, with no malice or blessing involved. Order, and only order, was the nature of the divine. This knowledge liberated him from the fear of death. Nothing was arbitrary; everything was meaningful. If it was not his time to die, then he would not die. If it was, he would. Either way, there was no sense in fearing it.

Marius led a human revolt against their elven overlords, which was quickly crushed. The elven ruler of the city recognized the signs of a prophet in the man and demanded an audience. Marius calmly explained that the elves were dominant now, but that men would be dominant in times to come. Such was the turning of the wheel and there was nothing either Marius or the elf could do to prevent it.

Outraged at being addressed in this way by a mere human slave, the governor ordered that Marius would learn some important lessons about the way the universe worked. It was not some impartial cosmic machinery but the will of individuals that determined how things transpired; in this case, it was the governor’s will that Marius should die. Marius was lashed to the hands of the central clock of Beacon City in a cruel parody of his own beliefs, so that the inevitable clockwork of the machine would tear him in two.

Before he died, Marius calmly denounced the elves and promised his people that they would soon be gone. His words proved true, for the elven empire began to crumble that same year and the great retreat back to Xoth Sarandi began.

Clerics of Marius take a new name when they are ordained. It is traditional to name yourself after one of the virtues, such as Justice, Vigilance or Loyalty.

Domains: Law, Protection.
Alignment: Lawful Neutral
Favoured Weapon: Quarterstaff

Star Signs:
The Benefits Of The Signs
Each sign has two benefits that a Starborn born under the sign can draw upon. One (and only one) of the benefits of a given sign can be invoked once per day. As the benefit is a manifestation of fate, it takes the form of a luck bonus to the stated check. A result of ‘automatic success’ gives the minimum result necessary to indicate success, no more. The ability can only be used when the skill check DC is 20 or less.

These benefits cannot be used when the character is within 150 feet of a member of the Host or a fragment of the Abyssal Altar, as the energies of the Dark prevent the auspicious currents of the stars from reaching their avatars.

1. The Great Wolf
A wolf’s head bares its teeth, with a single star forming the gleam in its eye. The wolf represents the threat of starvation during the cold, dark months of winter, but is also a positive sign, as he devours the old year and its woes. Those born under the wolf’s sign are usually practical, down-to earth people, with a tendency to be harsh, having contempt for the soft and weak. They are fiercely protective of their few true friends and allies.

Benefit: +1 luck bonus to any single attack roll or +1d4 additional damage to any damage roll.

2. The Unicorn
The unicorn’s star-tipped horn, reminiscent of the icicles of winter, breaks the horizon as the snowdrops break the cold earth.
It is as cold, bright and pure as the ice but brings the promise of renewed life. People born under the unicorn are enthusiastic, keen and direct. They can become obsessive; when they want something, they stop at nothing to get it. They detest circumlocution and petty debate when there is action to be taken.

Benefit: +2 luck bonus to Armor Class for one round or +10 ft. increase to movement speed for 1d4 rounds.

3. The Delver
The earth has now softened after the winter frosts. The symbol of a man (or, as some say, a dwarf) digging the ground represents the sowing time, when the farmers plant seeds in the soil. A star gleams at the tip of his shovel. Those born under this sign are often curious, inquisitive people, with a desire to look below the surface and find out the secrets of others.

Benefit: +2 luck bonus to a single Fortitude saving throw or automatic success on a single Strength-based skill check.

4. The Wave
Heavy rains and floodwaters follow the full thaws of spring. The Wave is the symbol of the rushing waters and signals the beginning of the season of safe sea voyaging. Those born under the Wave tend to be graceful, empathic people, though like the waters they can be deceptive and shallow.

Benefit: +2 luck bonus to a single Reflex saving throw or automatic success on a single Charisma-based skill check.

5. The Satyr
With spring in full bloom, the blood runs hot in man and beast alike. The Satyr is the sign of animal energy, fully restored to life. This is an exultant sign, representing joy in one’s own strength and the freedom to exercise it. Those who have the Satyr as their birthsign enjoy life to the full. They can sometimes annoy people by taking nothing seriously, treating life as one big joke. When they are in the mood to be cruel, they can be viciously sadistic in the name of their own fun.

Benefit: +2 luck bonus to a single Will saving throw or temporary hit points (+1 per character level) lasting 5 rounds.

6. The Rose
The Rose is the beauty of the blossoming earth made manifest in the heavens, though its thorns also symbolize treachery and cruelty for its own sake. The people of the Rose are often physically attractive and able to manipulate those around them by subtle cues. They make good leaders, whether of heroes or villains.

Benefit: +3 luck bonus to any single Initiative check or automatic increase in Non-Player Character reaction by one stage upon initial contact (see the Diplomacy skill).

7. The Firedrake
A firedrake is the old name for a dragon, specifically one who breathes flame. This sign symbolizes the searing heat of summer. It also calls to mind the dim memory of the time when dragons would visit the towns of men to receive tribute; this would always be in the seventh month, as the herds and crops were at their fullest then, allowing for the greatest plunder. Those born Firedrakes are difficult to read; they conceal deep thoughts behind placid faces and can smolder with resentment for years before taking action. They are usually rational and calm, though they can break into furious fits of passion when provoked or stirred.

Benefit: +2 luck bonus to Armor Class for one round or +1 luck bonus to Armor Class for three rounds.

8. The Reaper
The Reaper appears at the end of summer, the figure of a tall man with a sweeping scythe. He stands for hard work, the fruits of labor and the reward (or punishment) that waits for you after death. This is an auspicious sign to be born under, signifying the power to conquer whatever lies before you. Those born under the Reaper’s scythe are strong-willed, sometimes to the point of bullheadedness. They do not give up easily.

Benefit: +1 luck bonus to any single attack roll or +3 luck bonus to a single critical check (made after a critical threat has already been scored).

9. The Flail
The Flail is both the tool that threshes the barley and the weapon of the same name. As the Flail rises in the sky, the earth beneath is scourged by wind and rain. Summer is over and the hardships of the darker months begin. Those whose sign is the Flail are meticulous and focused. They are very thorough in their investigations and tend to stick doggedly to a task until it is achieved. They make excellent researchers; many wizards are born under this sign.

Benefit: +2 luck bonus to a single Fortitude saving throw or automatic success on a single Intelligence-based skill check.

10. The Spinner
The Spinner is one of the more mysterious signs: a huge spider, with eight closely clustered stars for eyes. The common interpretation is that the spider stores up food and weaves webs, reflecting the work of stockpiling and cloth spinning that happens at this time. Other interpretations see the spinner as the sign of magic, weaving the web of fate and trapping the unsuspecting with charms. Spinners are patient people by nature, who enjoy making plans and hatching plots. They can bide their time for a long while before taking quick, decisive action.

Benefit: +2 luck bonus to a single Reflex saving throw or automatic success on a single Wisdom-based skill check.

11. The Spectre
The eleventh month is often said to be of ill omen. The animals are slaughtered on its first day, in the blood-harvest; by the end of the month, the bitter cold of the season has usually claimed its first victims. The sign of the Spectre is a grim reminder of death, which also has its place in the order of things. It also recalls the belief that the souls of the dead are believed to revisit the world during this month, to make sure they have not been forgotten. Those born under the sign of the Spectre seem to be older than their true age, as if they were recalling some previous life.

Benefit: +2 luck bonus to a single Will saving throw or +2 luck
bonus to any skill check.
12. The Watchman

Sixteen stars form the shape of a man holding a lantern aloft. His lantern is the brightest star in the sky, the symbol of hope through the winter months. Characters born under the Watchman make natural leaders. They have a nigh-unshakable confidence in themselves, which radiates to those around them. This leadership ability makes them superb teachers, battle leaders or even criminal bosses.

Benefit: +2 luck bonus to any other character’s skill check or +1 luck bonus to any other character’s saving throw; the character must be within line of sight.

World of Ashfar:
The World of Ashfar

The countries of Ashfar range from cosmopolitan democracies where races of all kinds freely mingle to entrenched bastions of tradition where the same race or class has been dominant for centuries. Unlike other worlds, where different cultures slowly reached out to encounter one another, Ashfar has had a hub for the past thousand and a half years. The civilization that rules it has had an impact upon virtually all of the humanoid races.

Civilizations from all over the world have been brought into contact with each other via the Xoth Sarandi sea-gates. This has led to a global culture of suavity and acceptance in which you are just as likely to encounter a half-naked barbarian walking down the street as you are to meet a noble in his finery.

Boskenland

The humans who live here have made their home in about as cold and forbidding a place as could be imagined, yet they seem to like it. Boskenland is all birch woods, bleak hills and blue rocky outcrops. The original human settlers were from Jahannum and have retained their burly, robust approach to life.

Brith’s Folly

This craggy, featureless stretch of land is where the god Brith is said to have severed his malformed left hand, which then grew into the spider-goddess She that the drow worship. A crack in the ground supposedly leads to the kingdom of the drow.

Caldraza

A long-established monarchy, Caldraza is one of the wealthier and more refined human nations. The country recently converted officially to the Marianist religion, sweeping away the old Pagan pantheon still worshipped in Chillhame, Ghael and Jehannum. King Titus lost his son and heir a year ago in a murderous attack by a clan of Ghael, leading him to declare war on the entire nation. Troops are gathering on the river border but hostilities have not broken out fully as yet.

Caldraza supplies most of the world with fine glass products, having plentiful supplies of the necessary raw materials and generations of experts to work with it. The royal palace at Beacon City is walled on the outside with black glass panels.

Cendra

The land bridge between the northern and southern continents is a sprawling rain forest, many hundreds of miles from end to end. While the colonists to the north were able to cope with the more temperate climes there, even if they had to wrest the land from monsters, the humidity and sheer danger of Cendra’s jungles were too much for them. The jungles are thickly infested with kobolds on the outer edges and reptilian life forms in the unexplored heart.

There are travelers’ tales of human tribes living in the jungle, who speak no known language, though these have never been verified. Expeditions have, however, brought golden ornaments and utensils out of deepest Cendra; whether these are the work of humanoids or some skilled non-humanoid race remains a mystery.

Chillhame

This small island is notable only for being the place where a massive drow army was defeated one thousand years ago, at the end of the last Equinox of the Heroes. It is independent, though the kingdom of Caldraza has long considered it a part of itself and is keen to recover it. The capital of Chillhame is Saragost, a walled city that boasts a fortified harbor.

Corona

Corona, otherwise called the ‘Crown of the World’, is a series of gigantic ice peaks that rise out of the sea, strangely regular and artificial-looking. The peaks form an insurmountable barrier, concealing whatever lies beyond them from the eyes of the world. Although creatures with the power of flight could theoretically fly over the mountains to see what secrets Corona hides, none is known to have done so successfully. Wild theories nonetheless abound, with some tale-tellers insisting that beyond the peaks there is a titanic hole leading to the interior of the world and others describing a bizarre city built by a race older even than the elves.

Whatever is beyond the peaks of Corona, one thing is known: it occasionally sets the northern sky on fire with rainbows of light, chasing each other in arcs and ripples. These lights can be seen from the Waste and from the northern mountains of Caldraza.

Eagle Nations, The

This huge country was originally entirely wild and was referred to as the Scarred Land. Monstrous humanoids, giants and dire animals made up its population; the only humanoids to live there were small bands of wood elves, who were tough and resilient enough to cope. Some six hundred years ago, a group of decommissioned Caldrazan warriors decided that it was better to live as rulers in a new land than servants in an old one. They set off for the Scarred Land, determined to carve themselves out a place in the world.

The fighting was hard, but they cleared out an area large enough to support a village and kept it fortified. This village grew into a town and eventually a small city. The elves of Xoth Sarandi, impressed by the humans’ bravery and tenacity, constructed a sea-portal to help them bring in supplies and colonists.

Over the last five centuries, colonists have been shipping out to the Scarred Land, with the same dream as the original warriors. Every country in the world, with the exception of the elven nations, has had people leave for a better life in the colonies. The elves retained their attitude of quiet observation, though they continued to give assistance and a second sea-portal was constructed on the western coast a hundred years after the first.

The frontier has been steadily pushed back from both sides, so that all that remains of the original wilderness is a broad patch in the center, which is crammed full of monsters forced out of their original habitat. This patch is still called the Scarred Land. The settlers organized themselves into regional states, some feudal, some democratic according to the citizens’ preference.

This collective of sub-kingdoms was termed the Eagle Nations, as it represented liberty and freedom from the chains of the past. For a brief period, the Eagle Nations were united by common treaty and were the most powerful country on the planet. Unfortunately, strife between the different kingdoms has caused the Eagle Nations to collapse on itself, turning a league of allied powers into a country of feuding principalities.

Ghael

Tribal humans, organized into clans, populate this wild hilly country. Their culture is similar to that of historical Scotland. The clans are constantly feuding with one another, with no one clan holding dominance for long. Caldraza has recently declared war on Ghael, which is prompting the clans to set aside their differences and unite against a common enemy.

The border between Ghael and Caldraza is the river Schlass, which is too broad to be fordable in its lower reaches and runs through the monster-infested Forest of Meere in the upper. The Caldrazans have built a chain of forts along their side of the Schlass, to watch for hostile forces. The Ghaels in turn have established camps along their side but lack the organization to build permanent defenses.

Horned Reaches, The

This vast area of desolate prairie is named for the herds of horned animals (buffalo, ibex, antelope, feral cattle and the like) that roam across it, migrating from one feeding ground to the next. It has never been settled, as there is no easy way to transport materials and supplies out into the deep wilderness. Besides, the land is more suited to wild herds than to people. Some wild tribes of elves live here, the descendants of exiles who were driven from Shallenoi centuries ago and who have adapted to living in the inhospitable wild land.

The Horned Reaches form a natural barrier around Shallenoi. Few people would bother crossing the seemingly endless prairie to reach the elven lands, which is one reason why they have lain undisturbed for so long. The sea-gate between Xoth Sarandi and Shallenoi is open only to the elves and to those who they invite. It is not open to tourists or casual visitors.

Jehannum

This militaristic human country is home to a proud breed of humans, who are convinced of their own superiority and invulnerability. The dwarves of Svarth have been trading with the humans of Jehannum for centuries, exchanging dwarven metalwork for human meat, beer and cereals, with the result that Jehannum is now the most strongly armed and armored country in the world. The Iron Dukes rule the country from Burgenstoch Castle, a steel-plated fortress in the capital, Crom Calamar.

The drow were once tolerated and sheltered in Jehannum. Following the defeat of their armies in Chillhame, the humans showed compassion for the survivors (mostly females and children) and assigned them land that they could cultivate, on the understanding that they caused no trouble. Much to the surprise of all concerned, the drow proved able to cohabit peacefully, establishing settlements and even trading their knowledge of magic and alchemy with their human protectors.

This arrangement came to a bitter, bloody end when the elves of Xoth Sarandi offered Jehannum a massive sum in tribute to cancel the protection, quietly promising a bounty for the head of any drow collected in addition to this. The humans gave vent to their hatred and forced the drow out of the region, an act which the drow have never forgotten, much less forgiven.

Kahoor

This hot country, blessed with mineral wealth and huge tracts of fertile land, has a rigid caste system, developed when the elves first made contact and entrenched by them over the years. The nobility are so far removed from the peasantry that they are essentially a different species.

The King of Kahoor, Parhav the Thirty-First, is a boy of fourteen. Despite his age, he is not sentimental and has overseen quite draconian punishments for his subjects. The law in Kahoor is rigid and ignorance of it is not an excuse. Furthermore, the upper classes can commit certain offences with impunity, while a serf would be stoned to death for the same thing. There literally is one law for the rich and another for the poor.

Kahoor’s principal dependency, Shumil, is much more relaxed. Many of Kahoor’s people migrate to Shumil in the hope of finding a more tolerant society, though the work there is no less hard.

On the border of Kahoor and Urmish lies the Wall of Grand Iora, a spectacular structure of white stone, consisting of a single unbroken wall with guard towers at half-mile intervals. The Wall has defended Kahoor against the monstrous humanoids of Urmish for generations.

Kandang

The southern tip of the continent is a marshy place of river deltas and rice fields, where the houses of common folk are built on stilts. This part of Kandang has whole families of boat people, who live their lives migrating from island to island. Further north, one finds ancient cities and lonely towers on hillsides, along with curious ruins from an age where dragons walked among men in human form.

A hereditary line of sorcerers forms the monarchy of Kandang. The usual claims of dragon blood apply. Specifically, the ruling King claims descent from the golden dragons who lived in the area when humans were still living in caves. These legends are well documented and are in fact true.

To be a sorcerer in Kandang is a great honor, as it proves that one is related (however distantly) to the royal ones of old, the Dragon-Kings of Kandang. However, it does make for some strange customs that are repellent to foreigners. The best-known custom is that of blood preservation. In order to preserve the royal blood in its full strength, interbreeding among the royal family is not only common but required by law. Brothers are married to sisters and parents to children. The result of this is that several members of the dynasty are both physically and mentally unusual. Those with the strongest concentration of dragon blood sometimes have draconian characteristics, such as hourglass-shaped pupils, forked tongues or scaly-looking skin.

Lost Athul

This island was once home to the Myrrik, a species of sentient tentacled bipeds that have now died out, who worshipped a vast sea-beast as an incarnate deity. Although the Myrrik never allowed visitors further inland than their ports, leading to speculation that they were carrying out horrible rites in their lopsided temples, they were still willing to trade. They supplied Xoth Sarandi with pearls, whale oil and fish in such quantities that a sea-portal was built by the harbor in order to deal with the volume of shipping.

Athul was ‘lost’ in a titanic cataclysm that submerged the island completely. The Myrrik appear to have been wiped out entirely; the trading ships that came found thousands of floating dead bodies. The sea-portal is still standing.

Murduk Râm

This country of high mountains and eternal snow is under the control of a wise, benign monarch, King Kallimon, who remains neutral to the conflicts of his neighbors and has occasionally been able to broker diplomatic solutions to their differences.

Nobody has ever been able to invade this country, as even the peasants seem to be schooled in martial arts. There is an abundance of monasteries in Murduk Râm, which draw seekers from all the nations of the world. Those who would learn the fighting arts of the monk are well advised to pack light and travel to the mountains.

Qual

This region is thickly forested, with great rolling swathes of green land between the wooded regions. It is widely believed to be the most beautiful country in Ashfar; of all the settled lands, it is certainly the least built upon. Qual is home to several thousand families of wood elves, who came here via the sea portals from Xoth Sarandi and preferred life in the wild to the unending dream of Shallenoi.

There is also a huge half-elf population in Qual. This goes back to the time when the dragon Scalliandrax and the armies that were allied with him laid waste to the kingdom of Kandang, sending the populations of entire towns fleeing into the forests of Qual for shelter. They had previously had a superstitious fear of the forests and the elves that dwelt there, but the horror that was tearing their land apart was worse. The elves realized that the humans were unfit for life in the deep forest and would die without their help. They chose to shelter them, even going so far as to adopt some of them into their own families. One thousand years after these events, there are very few pureblooded humans left in the forests of Qual. Almost the entire population is elven or half-elven.

Shallenoi

This was the original elven homeland, before Xoth Sarandi was discovered and colonized. It is the oldest continuous civilization in the world. Only that of the now-destroyed Myrrik was older. Many of the glorious temples, palaces and towers of Shallenoi have stood for three thousand years and are expected to stand for three thousand more. Nothing important has changed in all that time; the inhabitants seem almost as if they are living in a perfect dream. Shallenoi is a flawed paradise, a place simultaneously beautiful and stagnant, stifled under the weight of its own history.

There is more magic worked in Shallenoi than anywhere else in Ashfar. The country seems to run on it. At times it is as if the occupants would rather cast a spell than exert themselves in any other way, even for something so simple as to open or close a door, or lift a book from a shelf. The place is, as human wizards have been known to say, ‘drunk on magic’.

Shard, The

This island, once a small human prison colony, has been completely taken over by pirates. They prey on ships whose owners are too poor (or too mean) to pay to use the sea-portals and take the long overseas route to the Eagle Nations. The pirates of the Shard are not the only group of freebooters in the Incarnadine Ocean; there is at least one other major group, the sea-harriers, whose home is as yet undiscovered.

The Shard was really a self-created problem for Jahannum, Caldraza and Kahoor. When the Eagle Nations were still in their infancy, these countries used the Shard as a dumping ground for their undesirables, sending them there to live in exile as a preferable fate to execution. The criminals of the Shard soon organized themselves into an efficient force, making weapons from wood and using what limited magic they had to help shape metal. They were able to overpower a ship that came to deliver the next load of convicts, setting the prisoners free and using the ship to harass the colonists who were coming to the Eagle Nations to start a new life.

Reports tell of a Pirate Queen who rules the Shard, supposedly a former noble of Kahoor. The Shard has not been a prison colony for many years; new arrivals are born rather than brought in on ships. A child born in the Shard is raised to be one thing only: a rogue. The rogues trained up on the Shard sometimes make their way to other lands, where they put their skills to good use.

Sharn, Desert Of

This bleak, sandy zone of dead land effectively seals off Jehannum and the northwestern countries from the remainder of the eastern continent. It is all but uninhabitable; only monsters, madmen and hard-bitten desert nomads live here. As if the heat and lack of landmarks were not enough, large lodestone deposits cause magnetic compasses to behave erratically, making magic the only means of navigating the desert. There are legends of demon-haunted rock plateaus in the desert’s center, though these have never been confirmed.

Shumil

Whereas the colonization of the Eagle Nations was an everyman- for-himself affair, with warriors claiming whatever regions of the Scarred Land they could take, the colonization of Shumil was far more orderly. Shumil was originally almost as inhospitable as the rest of the Horned Reaches. However, when colonists from Kahoor first arrived, they brought their distinctive irrigation and plateau cultivation methods with them, which quickly brought flourishing crops to the region. Shumil remains a satellite of the Kingdom of Kahoor, supplying that country with exotic spices and silks.

Its culture is much like that of Kahoor but without so much of the old world hierarchy. Shumil is a land of merchants, laborers and tradesmen, not of lords and serfs. Natives of Shumil are usually humorous, sarcastic and enterprising, quick to see the potential profit in any undertaking.

Spine, The

Jagged mountains, known collectively as the Spine, encircle the southernmost landmass of Ashfar. These are not the immense ice peaks of Corona, but a series of broken crooked masses inhabited by frost giants and other monstrous creatures. The land around the South Pole is taboo; none of the residents of the outer mountains will go there. This is because it is a frozen battlefield. It preserves the ice-stiffened bodies of hundreds of dead frost giants and their warriors, a grim memorial of a time when the various giant clans waged war upon each other.

Svarth

This mountainous region is home to more dwarves than any other part of Ashfar. The rock is rich with precious mineral deposits and good iron ore, and the dwarves have tunneled deep to extract it. The dwarves of Svarth are on good terms with the humans of Jehannum, whose gritty, unsentimental, militaristic ways appeal to them. They have fought alongside them more than once, most notably in the Battle of the Azoic Sea.

The mountains to the northeast of Svarth are not populated by humanoids at all. They are one of the last places in Ashfar to be haunted by dragons. So long as the dragons are left alone, they are willing to leave the dwarves and humans alone. They pursue their own long-smoldering feuds and bitter territorial disputes.

Topaz Dominions, The

This mighty kingdom of pyramids and sand dunes is ruled by a Sun King, who his people believe to be the earthly incarnation of a God. Its people are sun-browned and brawny, raised with a respect for wizardly magic, since human wizards are often in charge of the cities here. The Sun King’s special infantry forces, the Phoenix Legions, are also priests of his faith, giving them the power to wield divine magic while in the fray.

The lands of the Topaz Dominions are strikingly different from the northern countries, in that buildings are made from clay and stone rather than bricks and mortar, and some of the finer items that one would expect to find are rare or missing altogether (such as sophisticated locks, full plate armor and rapiers). The people are content to live in a more technologically backward land, as the prevalence of magic makes many devices redundant.

Urmish

To the northeast of Visk are the hills, woods and low mountains of Urmish, which is the closest thing to a goblinoid nation anywhere on Ashfar. As with so many countries, the border with Visk is a river, in this case the river Blute. Urmish contains massed tribes of orcs, goblins, hobgoblins, ogres and bugbears, without any humanoid settlements at all.

Only the jungles of Cendra are less civilized. The Wall of Grand Iora prevents the creatures of Urmish from moving south, while the river Blute and the tough natives of Visk keep them from moving further westwards. It is worth noting that ‘Urmish’ is the human name for this region; the population themselves do not have a name for it, nor do they even recognize it as a country. It is simply the place where they live.

Valjinn

The predominantly human Republic of Valjinn is a prosperous and stable country. With murky, damp Kandang to the south and the cryptic, bleak mountains of Murduk Râm to the north, Valjinn is a realm of stability between two extremes. The rulers, a council of elected representatives headed by a president referred to as the Falcon Elect, are based in the city of Sephardia.

There is considerable hostility between Kandang and Valjinn. Kandang once occupied the entire region south of Murduk Râm, including the forests of Qual and most of the southern portion of Kahoor. Under the benign (if autocratic) rule of the Dragon- Kings, the entire region was renowned for its wealth, magical prowess and the wisdom of its rulers.

Approximately a thousand years ago, at the last Equinox of the Heroes, many of the family of the Dragon-Kings were destroyed, along with their patron golden dragons. At the head of this massacre was the black dragon Scalliandrax, who had recently fought and overcome the silver dragon Aristeele above the mountains of Svarth and was now convinced of his own invulnerability. The rule of the golden ones in Kandang had been an annoyance to Scalliandrax for many years; he tore into their civilization without mercy. Many of the humans fled into the eastern forests (the land that is now Qual) for refuge, where groups of elves took pity on them and helped to shelter them.

In the chaos that followed, the remnants of the Dragon-Kings attempted to re-establish their rule over southern Kandang, while a group of ordinary humans were simultaneously rallying the survivors in the north. Without their dragon patrons to guide them, the Dragon-Kings rapidly became mere tyrants, demanding subjection and obeisance. This merely hardened the resolve of the rebels, who declared that Valjinn was to be an independent republic.

Vella

The hills of Vella are where the gnomes live. They have kept goodwill with their halfling neighbors in Verd for many years, though they are far more curious and eager to explore the world. The academies of Vella are acknowledged to be the best in the world where mechanical sciences and handcrafting are concerned and as a result, gnome artisans are in high demand. Trainee artisans spend a ‘journeyman year’ travelling the world, working wherever they are required, usually as jewelers, stonemasons or metal-smiths. The capital city of Vella is Quinazzi, the ‘pale snow jewel’, a city of canals, walkways and intricate stone fascias.

Verd

This green and peaceful country is the home of Ashfar’s halflings. They live here as they have always lived, content and isolated from the world. The dangers here are very few; there are no monsters anymore and even strangers from other races are uncommon. The elves of Xoth Sarandi intended to build a sea-portal by Verd but the halflings petitioned them not to, as they did not want their home opened up to the world. Their request was honored and Verd was left in peace.

Occasionally, a halfling born in Verd will find the peace and quiet unbearable and go adventuring, taking a ship to Jahannum, Caldraza or the Eagle Nations. Many halfling adventurers hail from Verd and have a strange mixture of homesickness and resentment for the place.

Visk

The Empire of Visk covers more ground than any other single dominion of Ashfar, ranging from the temperate eastern zones to the flat northern tundra where only the nomads and shamans go. The people of Visk were nomadic for many generations before they settled and are still most comfortable in the saddle, ranging from town to town. The horsemen of Visk are the finest in the world, whether they be the cavalry of the royal guard or the raiders who prey on the border towns.

The Emperor of Visk is Caranacus, who is sixty years old and looks forty, and rules his empire with the confidence of an unconquerable tyrant. He is known to have escaped death countless times, walking away from assassination attempts that left those around him torn to shreds.
Some say that Caranacus is no longer human, that he is some sort of vampire or incarnate ghost. Others claim that he is one and the same person as the historical conqueror Uzbal Jin, who subjugated the lands of western Visk eight hundred years ago and set an entire city to the torch when they did not capitulate quickly enough. Whatever he may truly be, his people all fear him, even those who adore him and would gladly die in his name.

There is an uneasy peace between Visk and Jehannum, though the nations have been at war more than once in the past. The Desert of Sharn forms a natural shield, though its northern coast is less harsh than its central region and invading armies can be (and have been) sent through it. The most celebrated failed invasion of Jehannum came three hundred years ago in the Battle of the Azoic Sea, when a massive force of troop ships from Visk attempted to land on the eastern coast of Jahannum and were repelled by the dwarves and humans of that land fighting together. The superior siege weaponry on the Jahannum side smashed dozens of the ships of Visk to splinters before they could make landfall.

Waste, The

Beyond the limits of Boskenland and the Eagle Nations lies a zone of barren tundra that ultimately becomes an arctic wasteland. No humanoids have ever settled here, for though there is enough hunting to support life, the area is home to dreadful monsters that shun the warmer climes of the south. There are local tales of a snow warlock or ice queen (the legends vary) who has a frosty citadel in the depths of the Waste, but this has never been seen by human eyes. The nearest settlement to the Waste is Ommersdale, a thriving town built upon the fur trade.

Xoth Sarandi

The island of Xoth Sarandi, home of the elven archmages, is the undisputed center of the world. Around the island are titanic stone archways, the sea-portals, which connect to similar archways in far-off parts of the globe. This feat of magic has enabled the elves to colonize the various continents and keep their colonies supplied and defended, without having to risk the hazards of the open sea. Later, when the portals were made available to other races, they grew wealthy beyond measure from the fees they were able to charge from the use of their transport system.

Xoth Sarandi is the crossroads of the world. Almost all oceangoing traffic travels to its destination via this magical island. It is almost entirely urbanized, with two tiers to the city. The outer districts are those in which the other races live, along with those elves who are involved with shipping or trade. These districts are essentially a huge mass of dockland, with buildings ranging from salubrious structures of marble where ships with peacock sails lie in harbor all the way down to filthy warehouses and wharves where the worst excesses of the decadent can be indulged.

The inner districts are restricted to the elves and their few honored guests alone. They are, politically and magically, the most important regions in all of Ashfar, as they are the points from where the portal network is controlled. This system is the source of the ruling houses’ immense wealth and the enduring dominance of the elves, even though they no longer have colonies across the world and the sun has finally set on their empire.

Alright, it looks like a lot of people are tossing in questions about evil characters so I'm going to answer that one all at once. It isn't something I'm going to give a firm no about, when I ran this campaign for an in person group one of the characters was an LN true necromancer with pretty strong evil tendencies and it worked wonderfully. I do believe that for the story itself people will have more fun with more heroic types and I do want the party to be able to work together effectively, but if a lot of the submissions lean towards a more cruel bent then I think things can be run well with an evil-ish party. Again though, group cohesion is very important since I think it will encourage everyone to participate more. I am not one of those people who assumes someone will backstab the group just because they are evil, but they do tend to at least be more selfish so the further from good a character is, the more they will likely be scrutinized in terms of fitting in.

Seth

Spoiler:
A feline taur creature is going to make my brain keep jumping back to cheetaur from the old quest for glory games. For the actual idea itself, I think it would give you some trouble in game rather than from us building the race to be balanced. Someone else asked about playing a centaur and I am going to give them the same advice. Being a quadruped, especially if you are large, can have a lot of limitations in movement and places you can go, much like a class that is really reliant on a mount. Also, be sure to take into account the fact that such an obviously monstrous appearance will negatively impact how you can interact with most people. Even the most accepting villager is going to have a lot of hurdles to jump in order to prove yourself to them.

If you are still interested in pursuing it and think you have an idea that will overcome those setbacks, feel free to submit the concept. You can use the race builder to design a race for approval. Keep the rp under 20 and I'll let you know if there are any adjustments I think need be made.

Rynjin

Spoiler:
Tiefling isn't too exotic for me and the ideas you have for him are rather interesting in their possibilities. See above in terms of my thoughts on alignment, but I could see something interesting being done with the idea that rather than being put in a different body by a djinn he was instead brought back in this body to serve a higher purpose. I am one of those people who write 5 page backstories, so I get why that part can be hard not to do. If you would feel comfortable giving a sample of his personality by giving some examples of his actions while he still was a rakshasha or even as an sample of what would have made him selected for such an important role could work great to give me a taste of your writing style.

Werepox

Spoiler:
I remember seeing an arcane hierophant played back in the 3.x days. I will have to look it over to figure out just how we would adapt it, but while its easier to stick with more paizo stuff, I likely won't have any problem with that. I know its a pretty neat class. Esoteric Training is a feat I have no problem with at all. There actually is a magical guild the party is likely to encounter within a few levels which not only satisfies the prerequisites but also makes a lot of sense as to provide that sort of training.

KDinIn

Spoiler:
For the Centaur, I would simply want to tone down some of the bonuses a bit to make him a little closer to some of the other races. I'd likely drop two +2's to stats and the natural armor. That makes him an 18 rp race which is in line with others. I definitely can see the idea of being large and a quadruped to be difficult at certain points, just like a class that relies on a mount will have trouble in dungeons, but so long as you are aware of that I'm alright with it.

Making a skill oriented character is something I would very strongly approve of and think it would be a pretty big boon to the party. There is going to be a lot going on outside of combat, so you will see plenty of opportunities to show it off.

Aetherni

Spoiler:
Very nice little backstory. A healer and buffer is always a pretty big bonus to any party, especially one who is able to hold his own and take a little punishment.

I think that the Watchman would make better sense between the two based on your character idea. I'll likely come up with some questions for you as I roll around thoughts and start getting a better feel for other submissions and how you might connect to them. Please stick around and pay attention!


Sweet. Will try and submit tonight. Might give u two. Tour and non taur

Liberty's Edge

No problem, Rynjin. You have a week before I make any firm decisions and the site being down really threw me off too.

I think I answered all actual questions posed so far above, and I'm sure I'll have questions for you guys as character concepts start getting fleshed out and I want to see how people might fit together.

Also, combat can be rough in this campaign but there is a lot going on outside of it(plus this is an adventure that isn't afraid of traps or the like, so rogue-types see more use than in a lot of games) so don't be afraid of putting a little extra attention to skills than you might otherwise.

Lots of good conversation so far(even if a lot of it has been about evil) so I look forward to playing with a number of you.


Here is my build for the felitaur :

Felitaur Build:

Monstrous Humanoid : 2
Large : 7
Flexible : 2
Qaudropad : 2
Low Light Vision : 1
Static Feat : 2
Poison Resistance : 3
TOTAL 19


Colour me interested. I would like to play a bard (Archeologist), which would fulfil the trapsmith role, under the delver starsign (I see him as a character filled with curiosity, a student of history and fascinated with old ruins). Given the unusual nature of the campaign, I feel that an unusual race is called for. Haven't decided between Aasimar and Fetchling, though I am leaning towards a Fetchling Emissary. With no knowledge of his background it would be difficult to say whether he is acting as an emissary for the Great umbral dragons, the Nihiloi or a group of independant Fetchlings. Is he seeking allies or passage to the material plane. If he seeks passage, is it just to pass through, or is it to settle? Was he born in the material or the shadow plane? If he seeks allies is it for an invasion of the material plane or an attack in the Shadow plane? is it against another plane? Needless to say, he does not know the answers to these questions when he awakens, but he would burn with curiosity to know these answers.

If he plays an Aasimar, it would probably be a similar role for a more terrestrial nation, though there would probably be more clues as to his background (skin colour, clothing style, etc.). the only advantage of an Aaasimar is that they make better bards with their favoured Class Bonus. If he uses the Azata-blooded (Musetouched) alternate heritage it would give him bonuses to his 2 main stats (Cha and Dex).

So I'm torn. Will have to think about it and post later.

Grand Lodge

DM you you need other thing from me?

For my divine submission i might also do a helfting Nature oracle born under the Firedrake. (instead of the goblin druid) or the shadow caller Summoner (The Wolf).


GM:

How do you feel about Samsarans? Their bonus to wisdom and int is what my class needs and the mystis past life ability will give her some access to bard spells as well.. Plan on playing her has a buffer and evocationists.. Both should really come online once Esoteric Training kicks in.. Just curious do you think the guild thing would be more 3rd level or 5th? As far as changing the arcane hierophant over i dont hink its a real issue.. The only thing thats different mechanically now is afew of there skills.. Spot=Perception now etc..

Working on her now but 20th level loadout would look something like..

Druid 3/Wizard 3(Admixture)/Mystic Theurge 2/Arcane Hierophant 10/Mystic Theurge 2..

With Esoteric Training and Magical Knack her caster levels will be

Wizard 20th/Druid 18(20 for purposes of duration), and with boon companion she will have 17th level tiger companion..


I know exactly what I want to play.

DM:
What I'm thinking of playing is a Goblin Inquisitor, with a basic premise of a goblin who believes that his people can be more / better than they are. Rather than being the underlings of hobgoblins and orcs or anyone else who bullies the small races, rather than being evil, mindless monsters, he seeks to bring them a degree of respect and civility.

He is, of course, still a goblin, though, and his habits are not often accepted by others. Even when he has well-formulated ideas, he's still treated as a goblin, and I think that would be super interesting to play as.

I'm thinking of a Stat spread of: STR 12 / DEX 18 / CON 14 / INT 14 / WIS 14 / CHA 8.

My ideal way to build him would involve two houserules. The first would be to tweak the Goblin race to give them a natural claw attack (either raising the race to a 12 Point, or sacrifice one of the skill modifiers to keep it at a 10 point), because strangely there isn't an Alternative Racial Trait for this.

The second houserule would be to change Dervish Dance so that it could be applied to these claw attacks. It would give me a bit more punch but still not make me nearly as powerful as a barbarian / fighter. And I really like the idea that, you know, he doesn't even carry weapons around. He's trying so hard to be diplomatic and solve things with words, but he's just not great at it.

If the houserules are unacceptable, I'd probably just go with a straight Dervish Dance build and use a Dogslicer followed by a Scimitar, which would be fine mechanically, but not nearly as fun. I'd also take the Sin Eater archetype for the Inquisitor, which would mean eating what he kills, which I just think would be awesome.

Star would probably be the Reaper?

Let me know if you like the idea (and where you fall on the houserulings) and I'll see about getting the whole thing together.

Scarab Sages

Drombar is ready.


Hm, grr, argh. I still kinda want to make that Sorcerer but I want to change him up a bit to be more effective. I wanted to make him Crossblooded (Blue Draconic/Djinni) and have him be "The Tiefling Mongrel" (I have this funny image in my head of some poor guy whose ancestry includes frequent and numerous relations with supernatural creatures because all of his family members find mortal races "boring"), but having only a single 1st level spell huuuuuurts.

Gah, screw it. It was either this or the "Mad! They called me maaaad!" Alchemist (then again...).

Rusigari Rashiska, The Tiefling Mongrel:

LE Tiefling (Rakshasa Spawn) Crossblooded Sorcerer 1

AC: 14
Initiative: +3
Saves: Fort +1, Ref +3, Will +1

Str: 11
Dex: 16
Con: 12
Int: 12
Wis: 12
Cha: 18

Trait: Magical Lineage (Fireball)
Alternate Racial Traits: Prehensile Tail, Scaled Skin (Electricity)

Feats:

1.)

Skills:

Bluff +8
Knowledge Planes +5
Spellcraft +5

Class Features: Draconic Bloodline Arcana (Blue Dragon, +1 damage per die of electricity spells), Djinni Bloodline Arcana (convert any elemental spell into electricity), Electricity Ray (1d6+1 damage 7/day)

Gear: Pathfinder's Kit (12 gp, 22 lbs), 288 gp

Spells Known:

0th: Detect Magic, Read Magic, Acid Splash
1st (4/day): Burning Hands

Spell-Like Ability: Detect Thoughts 1/day
Spectre Sign:

Appearance and Personality:
Personality: Rusigari is a man of his word. While a pleasant enough sort (downright cheerful) most of the time, he has a cruel streak running through him, and woe betide his enemies when this mood comes across him. He doesn't know exactly why (or much of anything), but he does know two things: First, He is drawn onward by some purpose engraved on his soul, something he is unable to see, but which pulls too strongly to ignore, and Second, he greatly enjoys electricity. He embodies the usual deceitfulness of his brethren when it suits him, but in interactions with friends and companions he tends to be very open and straightforward, almost blunt in his honesty in many cases.

Appearance: True to his (unknown to him) nature, Rusigar is an animal headed man. He stands at roughly 5' 10" tall, and has the head of a lion (mane and all, though trimmed to be ore like human hair). However his new Draconic blood (and Djinni blood, though not externally) has changed him somewhat. His eyes have a decidedly reptilian look to them, and glow with a faint blue light. As well, his tail, while still lion in shape, is coverd in scales except for a tuft at the end. Likewise, his finger and toenails have elongated into more reptilian claws (though neither is long or strong enough to be used as a weapon).

As a final oddity, he carries the starsign of the Spectre shining brightly on the back of his hand.

I'll figure the Feat out later. Will probably just be Improved Initiative.


This is DarkNetwerk.

Decided to make a half-orc Paladin (Oath of Vengeance, Warrior of the Holy Light). I sort of gave him a pseudo-origin story (although I'm not sure the starborn come into being like that).

I'll throw down some appearance/personality a little later.

Still have to decide upon the star sign he would fit under.

Liberty's Edge

Tarlane:
Sure, i'll be watching!


dotting for interest, I'll see what I can come up with
I'm thinking a ranger with the Trapper Archtype


I am glad I wasn't the only one experiencing issues with the site yesterday. I was home with a sick wife and three kids yesterday, and not having a distraction at times was difficult to say the least lol.

Side note, in terms of the story of our these heroes, the starborn... are they sent from the gods, are they basically created fully grown, do we know our destiny? In terms of giving them personality, that would help me understand them a bit more. I am feeling like Rynjin, struggling with not making a backstory lol.

Tarlane:
I am thinking of going a bit more skilled ranged character, maybe a bard, inquisitor, or a rogue, though I have never played a rogue before.

So the more I read last night about the world of Ashfar, the more I felt like being a quadraped could be a real hindrance. I looked at the race building stuff, and humans are like a 6 rp. If these heroes are starborn, could that enhance their race as well. Could I, for instance, add a couple of racial traits to the human race and up its RP from 6 to say.. 8 or 10? Maybe give them low-light or even dark vision? Just curious if that would work.

As a side, how do you feel about Kitsune? As you can tell, lot of possibilities, still haven't finished the concept yet though lol.

Liberty's Edge

Humans have the skilled (4rp) and the flexible feat (4) traits.
Anyway, i do believe that giving the same amount of points to all players would be fair. Even tough i would have fun playing, upgrading a dwarf race, for instance, would be very pleasant and would encourage not to use the most powerful ones ...

But in my opinion this upgrade should be made by the GM, to avoid overpowered builds


Aetherni, you are right, I missed counted, and had skilled as skill bonus, which is only 2rp. My bad. And if you rule otherwise Tarlane, I have no issue with it.


@KDinIN and Rynjin - I'm with you. Making the background is a big part of making the personality. Does he have a cultured accent or is he common? His background tells you that. What foibles does he have? background gives clues. Is he foreign born or a local lad - background.

Fortunately, I had most of the background idea for a character of this sort already mapped out, so it was just a matter of fleshing it out and adapting it to a Starborn Fetchling. At the beginning, he will have no knowledge of why he is there, but I already knew he would have a love of finding things out (why else would he be an archaeologist?) so placing him under The Delver starsign was a no-brainer. As a bonus he can take a +2 to his weakest save or use a STR based skill without failure (so he can climb sheer walls to get to a good sniping position).

Liberty's Edge

Alright, lets start getting through these questions and I'm definitely enjoying seeing the submissions so far.

To give a little meta-information to allow for you all to make better backgrounds, the actual story allows for a little leeway on just how the starborn are created. You are effectively avatars of Nuith brought to form in a process similar to reincarnation. Whether you are recently departed or simply vanished from your previous life(either of which comes with their own RP possibilities) is meant to be left to the DM to decide, though I really have no problem taking in player input on that. What is important is that the characters don't have any knowledge of their previous life or how they got there, and that Nuith for some reason saw something within them that made her invest part of her essence and power within them to make them her champions.

As for those playing more powerful races vs those playing standard ones- I find a small swing in race points isn't a huge deal, but I do see how bigger differences are concerning. My current intention is that next week I will pick our five players and set up a discussion thread, setting it with the scenario in when you all 'come to'. That way we can have a chance to get to know each other through RP while I verify the crunch and help balance out the characters to be on par with each other before the first event kicks off the actual story.

Seth

Spoiler:
As noted above, I may make some adjustments based on what others are playing if you are selected, but that seems fine for me. Any reason behind the poison resistance and what is the static feat?

Otherwise, feel free to give me some info on the characters personality and you can go based on that.

Drombar

Spoiler:
Very nicely done. That gives me quite a good idea of the character and I'm happy to see that after posting him you have remained active in the thread. As I get a better idea of others, I will likely have some more questions for you so keep an eye out, but that is quite a solid start.

Also, him being a fetchling could be an interesting choice for RP. The enemy are signified by darkness, so Nuith bringing a creature born of darkness but embodied by light and showing both goodness and freedom of choice in its curiosity could be fun to play off of.

Algar

Spoiler:
I saw that you posted two possible ideas for character types, but didn't get a sample of personality or any more information on them. If you can give me a taste of how they would play out it will help me a lot in my selection.

Were

Spoiler:
Samsarans are not native to Ashfar(when people die they die), but due to the nature of your own rebirth I could see allowing you to play one as something unique. For you, I would actually want you to come up with a little bit of background for a previous life up to your death. As a samsaran you would actually have some glimpses of that past life, which could be a side effect of your reincarnation.

Yorick

Spoiler:
I was going to hold back a little on house rules for a play by post, but neither of those really add to power in any way(you would probably be more damaging if you did use a weapon) and are much more based on the character concept, so I have no problem with them at all.

I actually really like the concept. Seeking redemption, not for your own deeds but for your entire race is a powerful idea and definitely gives a lot of opportunities. Obviously you will have to expect trouble, being a goblin means there are expectations and hurdles you will have to overcome just walking into a town, but it sounds like that is part of what you hope to be able to play out.

Stay tuned for questions as I start to see more from others and am trying to sort out how different ideas would work together, but that is a very solid offering.

Rynjin

Spoiler:
Interesting and well put together. It seems we have a few different people putting in ideas for more traditionally evil or monstrous sorts who don't necessarily fall into the box most expect them to. It could be a theme for the party.

I like that while he certainly is on the darkside you seem to have worked out his personality in a way that would allow him to fit in with a more 'good' party. It could cause some inter party conflict based on his tactics, but not such strife as to actually be a problem.

I will have some questions for you as I start to piece together who might be in the party and want to get a feel for how they will function together, so please stay tuned and feel free to chime in with any questions.

Tenoch

Spoiler:
Very interesting. The holy light could be potent in this campaign, both in power and roleplaying opportunity. I like the background and it gives a good taste of your style, even if it may be adjusted just slightly(in that he doesn't necessarily remember it).

How do you see his oath of vengeance playing out? A lot of submissions so far seem to be more monstrous or evil races that are seeking some level of redemption and I know that concept can conflict with vengeance. Especially if they try and extend that redemption to others in battle. I like your submission so I'm just trying to get a better feel for how he would function in the party dynamic.

Phew, I think that covers all the questions so far. I'm going to toss up a post listing who has put in what submission so far so we can easier keep track of things. Keep them and the questions coming!

Liberty's Edge

Full Submissions
Aetherni - LG Dwarven Fighter(into Cleric) - Focus on defense and support/healing roles.

Yorick- Goblin Inquisitor(sin eater) - Prove the place of goblins in the world while maintaining some of their culture

Drombar- CG Fetchling Bard(archeologist) - Friendly and curious, always seeking to solve mysteries. Good as a face.

Rynjin- LE Tiefling sorc(crossblood) - Honorable and friendly, but with a clear darkside. Trying to discover his purpose.

Tenoch- LG Half-orc Paladin(warrior of holy light) - Tormented by a past and trying to fulfill his destiny shown in the stars, a powerful warrior.

Ideas put forth
Shady Motives- Ifrit Sorc, Elf Abjurer, Halfling Rogue or Half or Barb

Algar- Fetchling Shadow Caller Summoner or Goblin Druid

Silver Prince- Elf Witch

Kdin- Human Zen Archer or Centaur Ranger/inquisitor

Werepox- Samsaran Arcane Hierophant


Tarlane wrote:

Yorick:
I was going to hold back a little on house rules for a play by post, but neither of those really add to power in any way(you would probably be more damaging if you did use a weapon) and are much more based on the character concept, so I have no problem with them at all.

I actually really like the concept. Seeking redemption, not for your own deeds but for your entire race is a powerful idea and definitely gives a lot of opportunities. Obviously you will have to expect trouble, being a goblin means there are expectations and hurdles you will have to overcome just walking into a town, but it sounds like that is part of what you hope to be able to play out.
Stay tuned for questions as I start to see more from others and am trying to sort out how different ideas would work together, but that is a very solid offering.

Excellent, I'm glad you like it. :) And absolutely I'm excited for those roleplay opportunities. I'll definitely be around for any questions / ideas / whatever.

Liberty's Edge

Yorick, While I'm thinking about it what alignment where you leaning towards for your goblin? I've got a good idea of his personality, but that lets me summarize him a little easier.


Almost got a character complete! Looking to be a Neutral Evil Female Human Bard looking to take a few levels of Assassin to make her ultra-deadly! Quick question though, since a Bard's Versatile Performance allows a Bard to use Perform skills in place of regular skills, can those also substitute skills for a prestige class? It would seem that way to me!


Alright, this is KDinIN, checking in with Brutus Tarsi, who is a lawful good human zen archer monk. I wasn't sure if the appearance and the personality were enough, if you want samples on how he would act, speak, or generally role-play, I can make that happen as well.

The concept I was working off of was that Brutus was a paragon, not of good, but of freedom, from another world. When he died, Nuith took his spirit and placed it in Ashfar as one of her Starborn. I assume he "awoke" as a fully grown human male knowing his worldview and his perspective, but having no memory of where he came from, etc.

Let me know if that works or not and any tips that you might have for me!

Liberty's Edge

Silver, I don't think that would likely work by the book, but this is hardly PFS and I don't have a real problem with it.

Brutus looks good and the idea of a monk who is an icon of freedom is quite an interesting one. What you have on your character sheet definitely gives a good taste of your style and his personality. Your thought that he would have a knowledge of his 'self' without actually knowing who he is is pretty accurate and a good way to put it.


Oh, this should be fun! I will have the character up by sometime tomorrow, I suspect. Another really quick question, are our characters simply 'born' fully-grown with no memories or were they reincarnated years before, just with no knowledge of what they are? Trying to formulate a backstory and this detail is crucial.

Liberty's Edge

Silver, they are effectively reincarnated without memory, though whether it was a recent death that made their souls available or whether Nuith simply selected them as suitable and took them from their current lives to be reborn isn't crucial either way for the story.

If you were asking if they are the same souls who have dealt with the previous equinox of heroes, then no. Each time it comes about, new representatives are selected.


The character s race is sturdy and resilient. Made to live in a harsh environment.
The static feat : endurance
Poison resistance : as mention, plus because feline in nature, poison resistance seemed logic :-)

Character will be neutral good. Will be friendly. Will like jokes, optimistic. Flirt a bit. But not to extent to get things. One could say a bit too friendly. Live of the land, outdoors person.


I came over here because I think I had a question but I've completely forgotten what it was now.

Clear sign that it's bedtime, it seems.


Tarlane wrote:
Yorick, While I'm thinking about it what alignment where you leaning towards for your goblin? I've got a good idea of his personality, but that lets me summarize him a little easier.

I'm thinking NG? Though if that's too far off the typical goblin alignments, I could probably make straight Neutral work.


Tarlane wrote:

Tenoch:
Very interesting. The holy light could be potent in this campaign, both in power and roleplaying opportunity. I like the background and it gives a good taste of your style, even if it may be adjusted just slightly(in that he doesn't necessarily remember it).

How do you see his oath of vengeance playing out? A lot of submissions so far seem to be more monstrous or evil races that are seeking some level of redemption and I know that concept can conflict with vengeance. Especially if they try and extend that redemption to others in battle. I like your submission so I'm just trying to get a better feel for how he would function in the party dynamic.

Tarlane:
He doesn't remember anything before the meteor strike. His internal questions were based on someone just waking up into his body.

The oath is against those who trangress against law and good. Now typically an evil party member would likely fit into that mould but if we're all busy fighting of a Drow incursion, they won't have the time to do ultra evil deeds (and with all the good they're doing they may end up changing alignments). Also, unless they're clerics, they wouldn't detect as evil until 5th anyhow, lol. As for monstrous races. Unless they perform evil deeds or detect as evil, I figure they'd be given a pass. Would other starborn not recognize each other in some way?

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