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I’ve been looking forward to this AP for some time now, and so I decided to make it the next one I DMed. I've been running games on PbP for many years now, with two games well into their second year of play. I like a fast-paced game, with regular updates, and a good deal of player-initiated RP and discussion - if I wanted to railroad a story along, I wouldn't need any players. I treat my players well, dish out decent rewards, and hopefully everyone has fun and enjoys a good game in their down time.
I have a few players already lined up to play, and will be recruiting for the last 2-3 positions. We are looking to start on or around Mar 1. Basically, just long enough for me to get and read through the module. With that in mind, I am going to close recruitment on Sun 2/22 at 2:22pm EST. That will give me a week to make the selections and for the party to finish their characters..
Use the Player's Guide to help define your character, and remember that you will be starting in Trunau, so incorporate that in your background, accordingly.
If it's Paizo, it's good (mostly). Custom and 3rd party will be vetoed.
Stats: 20 Point Buy, no stat higher than 18 or lower than 8 post-racial adjustments
Race: Any race with RP 15 or less
Hit Points: Max at 1st level, half die + 1 after that
Gold: 150 gp
Traits: Up to 2; 1 campaign and/or 1 other
Backgrounds are the foundations we build to make or characters believable. They also provide hooks for the GM to engage your character more deeply in the story. Old enemies, lost relatives, and famous weapons make for terrific potential plotlines, which makes everyone the winner. I’m not asking for a short story or a novel here. Keep it skirt-length (long enough to cover the important details, but short enough to keep me interested). A few paragraphs would suffice. Make sure to cover any driving events in your character's life, specific enemies (if any), and future goals. The more I have to hook into, the more likely you are to feel your character engaged in the adventure. There may be in-game rewards for well-defined characters (more on that later).
150g for all classes. You were either given it, worked for it, or stole it. Work that into your background.
I am more interested in character concepts and stories than I am in how many times you can hit yourself in the head before you black out. Concept and background are just flat out more important to me than specific roles and the crunch. Don’t ask me what roles need filling. It doesn’t matter. I’d rather play with an all-rogue group that really gets into the storytelling than have the perfect 5 role setup.
What I want from you right now
I want your character concept (class, focus, how you see your character progressing near term) and background, preferably in its own alias (though that’s just to help me keep track of everything). If you want to put together the crunch also, knock yourself out. I also want you to give me 3 things:
This character is currently submitted to Brimleydower's recruitment but there is a large amount of applications so I will throw my hat in here as well.
The stats need adjusted up as the dice were not kind lol.
The Traits will need adjusted due to no drawback bonus listed.
I've not done PbP on Paizo boards before but run a game on Rpol.net for a long time now.
Let me know if you need anything clarified or see anything you like :)
|Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16|
What slots have your pre-chosen players spoken for, so that people don't waste time aiming for a role that's already taken?
"Don’t ask me what roles need filling. It doesn’t matter. I’d rather play with an all-rogue group that really gets into the storytelling than have the perfect 5 role setup."
|Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16|
Zahir ibn Mahmoud ibn Jothan wrote:What slots have your pre-chosen players spoken for, so that people don't waste time aiming for a role that's already taken?"Don’t ask me what roles need filling. It doesn’t matter. I’d rather play with an all-rogue group that really gets into the storytelling than have the perfect 5 role setup."
Sure enough, it's right in there, the willingness to have an all rogue party. Awesome.
Dotty-dot! I have this alias in DM Mathpro's recruitment right now but he should be letting us know about the chosen characters within a day or so. If I don't get chosen for that one I'll officially submit Songan for this recruitment thread.
One question I'd like to ask in case that should happen: how much of a stickler are you when it comes to encumbrance? I'll need to trim Songan's gear just a shade if you want us to include weight of on-hand coin.
@Ferrus - looks good so far
@Songan - I'd like you to keep track of encumbrance. It makes a difference if you choose to keep that extra set of leather armor and move slowly. There are ways of reducing your coin weight (larger denomination coins, banks, gems, etc.). I don't typically charge a fee for wealth exchange, unless the person you are dealing with is unfriendly or just exceptionally greedy.
I'd like to submit this character for consideration.
- Ruthgar, a Human Evangelist. Having known that his birth was prophesized for much of his life, Ruthgar works to obtain enlightenment to help him see what his birth was supposed to herald as an Evangelist of Milani. Along with his youngest sister and his lover Gilwen, an Alchemist who has a knack for picking pockets, he also searches for other siblings he never knew he had until his father revealed it to him on his deathbed.
@rorek55 - Use the ARG custom race builder, and keep it 15RP or less. Be prepared to face questions about being a good member of a typically evil race, or how you intend to fit into a very intolerant town of mostly humans.
@Avari - No social skills characters can make for the best RP, as long as they don't fall into the "grunt and point" trap, or the ever-present but hardly satisfying "quiet loner"
|motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16|
@Avari - No social skills characters can make for the best RP, as long as they don't fall into the "grunt and point" trap, or the ever-present but hardly satisfying "quiet loner"
I'm guessing that means cloaked mystery men, who sit alone in tavern corners and angst, are right out then? ;)
I am posting with Valax, who is, well, an (almost) native of the Realm of the Mammoth Lords, a raging ranger of a sort. He is a Mad Dog Barbarian with a Roc companion, who is sent on a scouting mission from the Bearpelt Following by the shaman. Currently built on 15PB, but will put some more points in places to make him be more up to speed.
Also, an orc. That's not important. He has a writ from the shaman telling people that he's ok. He has a penchant for hero worship, and a bird.
He is an applicant in the Giantslayer by DM Red Dawg, so I may reconsider playing as someone else.
I'll also write the inn story. He should be allowed in the inn. He has a writ, you know.
EDIT: I'm not sure what forum code of conduct is for applying for more that one campaign with the same character, so I thought I'd ask for further reference.
@rorek55 - Sorry, you'd have to build the template using the race points. to convince me its viable at 15 RP.
Valax - As far as I am concerned, you've done the first part, and made clear you were submitting to multiple campaigns. The next part is that if you are selected, to let the Gms of the other campaigns know as soon as possible.
I have a specific character I've been wanting to use for this AP for months now in anticipation. I've already submitted her for DM Mathpro's campaign (results this week I believe), but I'd like to submit her here too. If I get into the other one, I'll of course remove my application here.
She's set up for 175gp, but just remove her greataxe to get down to 150 (she has 11 gp left over from 175 gp). Also, if I don't get into DM Mathpro's game, I'll post the 3 required things you desire.
Well, here is my application.
Male Dwarf Warpriest
LN medium humanoid
Senses Darkvision (60)
Red Hair, Blue Eyes.
BAB 0 CMB 2 CMD 12
Speed 20 ft
Space 5 Reach 5
Melee Warhammer +3 (1d8+2/x3)
Battleaxe +2 (1d8+2/x3)
Dagger +2 (1d4+2/19-20/x2)
Crossbow, light +0 (1d8/19-20/x2)
AC 16, touch 10, flat-footed 16
Fort 3 Reflex 1 Will 5
Skills Acrobatics -5, Appraise 2, Bluff 0, Climb 1, Weapons 6, Diplomacy 0, Disguise 0, Escape Artist -5, Fly -5, Heal 3, Intimidate 0, Knowledge (dungeoneering) 3, Perception 3, Ride -5, Sense Motive 3, Spellcraft 6, Stealth -5, Survival 3, Swim -3, Use Magic Device 4
(Class Feature) Weapon Focus (Warhammer)
Languages Dwarven, Common, Giant, Orc
Warhammer, Dagger, Light Crossbow, Battleaxe, Crossbow Bolts (20)
Warpriest Kit, Dungeoneering Kit, Fishing Kit, Cooking Kit (AA), Gear Maintenance Kit, Grooming Kit
Gems / Jewels
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Grounded (DoG 10): You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Artifact Hunter: You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (UMD) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or
dangers. Exactly how much knowledge you possess is left to the GM’s discretion.
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (except Tower Shields).
Weapon Proficiency: You are proficient with all Simple and Martial weapons. Additionally you are proficient with the following weapons: Battleaxe, Pick, heavy; Warhammer
Aura (Core 39): A Warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment
Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (warhammer)
Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells.
Blessings (Su): Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them.
Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before
the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template (Bestiary 2, 293). This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).
Haskyll Stonereaver was born in the 5 King mountains of a family of Guardsman. While he was growing up, he was regaled with tales of the ancestors and those of his family who had gone before. As these tales were given when he was growing up, he did not ascribe some of the things that were said as exaggeration, and thus he vowed to become a similar hero to the dwarven people.
Soon after he was enrolled in school, his parents were tasked to guard a caravan to the human town of Trunau. His father took his families axe Gorechild, and departed with the caravan. Many months went by, and word finally arrived that the caravan and all who were in it, had been killed, and everything taken. His families loss was overshadowed by the loss of the caravan, and it was a brutal blow to his famies honour.
When he was told of this, Haskyll, made a vow to hunt down and return the families axe which was said to have magical properties, and to restore his families honour. so to help himself with both the hunt, and to give himself fully into he search.
He enrolled in the church of Torag, to give himself the best opportunities to study and get better training in both the arts divine and martial. However, in his training, they realized that his forte was more in the martial side, as opposed to the spiritual side of the church, and thus they enrolled him in the temple guards for further training, with the promise that he would get further time to study, and learn all that he could about the area that his parents went missing.
In his early 50’s, he started travelling around trying to learn what he could about both the caravan that was wiped out, and where it was. It was during this time frame that he managed to narrow down the name of the town (Trunau) where the caravan was wiped out. With this information, he asked for and received permission to leave for there, but only if he was involved with one last caravan of supplies for the human garrison of the town. Haskyll, agreed to the stipulation, and found himself in Trunau 2 months later with a caravan of supplies for the town.
Shortly after leaving the caravan, he found himself in the local Tavern
Finding his families Legacy (Gorechild)
Redeeming his families Honour
Acting with honour
Being true to friends
Becoming wealthy enough to reestablish his families holdings in the 5 kings mountains
I am relatively new to PBP, been playing less than a year.
Here's my application!
He has worked with the Liberty's Edge of Andoran, as well as served as a private bodyguard for various groups of travelers and now wanders Golarion, searching out the most war-torn and besieged areas to ensure that any who wishes to leave can do so.
Of course, this is not an easy job and he has often had to work to resolve the latent conflicts in that area, but Cayden Cailean has given the strength to continue his work, and has now urged him to travel to Trunau.
Male Human Inquisitor(Liberation Domain) 1
NG Medium Humanoid (Human)
Init +4; Senses Perception +6
AC 17, touch 14, flat-footed 13
Fort +3, Ref +4, Will +4
Liberation Rounds 1/1
Roll With It 1/1
Speed 30 ft.
Str 14, Dex 18, Con 12, Int 8, Wis 14, Cha 10
Skills: Disable Device +4, Knowledge(Religion) +3(+5 to identify), Perception +6, Sense Motive +7, Spellcraft +3, Stealth +7
Feats: Point Blank Shot, Precise Shot
Traits: Roll With It(Campaign), Fate’s Favored
Spells-CL 1st, Concentration +3
Detect Magic, Guidance, Light, Read Magic
Lvl 1 Spells
Divine Favor, Cure Light Wounds
Roll With It: You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a +1 trait bonus on Reflex saves. In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
1 Hide Shirt
50 ft. of hemp rope
1 Vial of Acid
Thank you all for your interest. Here is the list of at least partially completed characters that have submitted so far. If you don't see your name, I either missed you, or you haven't posted enough of a concept to make the list.
Ferrus Goldenbrow - Oread brawler
Songan Eyata - Catfolk bard
Ruthgar - Human evangelist
Mara - Human oracle
Avari Fadarak - Half-elf fighter
Kias - Human fighter
Lira Stormgem - Dwarf ranger
Haskyll Stonereaver - Dwarf Warpriest
Kaore - Human inquisitor
Mitleid - Dwarf cleric
Johnathon Merker - Human master summoner
Hinjar Inar - Human warpriest
I encourage everyone to re-read the recruitment post to make sure you submit what is necessary.
It would appear Hinjar is a bit confused. That character is for a different, and 5th level, duo game we are running.
The real submissions for giant slayer are:
The characters will be working together using teamwork feats and cooperative tactics.
If we are chosen I will tweak the submission a bit. (I know the stats are a bit off and such.)
It says roleplay, but I've been known to do some crazy stunts or do something weird or completely absurb as part of my roleplay. In fact it is what I'm best at roleplaying at if that counts.
Example 1 of many. There is an enemy down the hall and I'm in the back. The hallway is 5 feet wide. I stretch out my arms and legs to climb up the wall, too bad I'm bad with computers, otherwise I'd show you a picture of what I mean. climb: 5 + 1d20 ⇒ 5 + (8) = 13 and I move up 15 feet.
then next round I move forward keeping my body up against the wall as I move, which would be about half speed rough terrain.acrobatics: 4 + 1d20 ⇒ 4 + (9) = 13 to not fall while I'm doing this, or if I'm a caster, I cast my spell to try to hit the enemy from my height advantage, given the enemy is not in melee yet and I'm above my party, he does not have cover. concentration: 4 + 1d20 ⇒ 4 + (17) = 21 because what I'm doing is really hard. acrobatics: 4 + 1d20 ⇒ 4 + (1) = 5 because the stunt is insane acid splash: 1d20 + 4 ⇒ (13) + 4 = 17. that is probably a hit, but I probably also fell in that example
Example 2 of many. There is a Roc in the air. I try to hook onto it with my grappling hook. i don't what roll that would be in this example: 1d20 ⇒ 20 and with my might I will pull it down as the grappling hook is wrapped around its neck. assuming this was a success cmb: 4 + 1d20 ⇒ 4 + (18) = 22
I have some out of combat examples too, but I can't think of them right now.
Oh and as far as the character talking, I almost always say the most absurd or insane things, or I'm being funny. Example: I walk up to a ten year old boy. I'm a God and I can prove it. bluff: 3 + 1d20 ⇒ 3 + (2) = 5 as I cast levitation on myself to a boy who might not know anything about magic. And I pull out my holy symbol even tough I'm not a cleric.
Speed Normal (0RP)
Advanced (4RP) +4Str, =2Dex, +2 Mentals
Language Standard (0RP)
Defensive Training Lesser (1RP) Giant
Flexible Bonus Feat (4RP)
Lucky, Lesser (2RP)
Hatred (1RP) Giant, Orc
“Come, sit, and listen. You, old man, be quiet. I will tell you of the humble beginnings of the great Einar Gunnarson. Now you all know of Einar and that he has been prophesized to unite the land. You may also have heard of his noble friend and ally, Tyr Olafson. Well, that’s me.” He smiles. “Let me tell you of Einar’s past. To know Einar, you have to understand and know his family. His line has had great warriors, shaman, and healers over the years. You see, Einar is truly blessed by the gods. Not only does he have celestial blood in his veins, he is bound to a celestial spirit that protects and strengthens him. This is his family’s secret magic and the source of his power.”
“The binding ritual is done within the first few years of life. Sometimes it takes; sometimes it does not. It was Gunnar that decided that the ritual be done on Einar on the day of his birth. This had not been done before, but Gunnar had a powerful vision from his dreams: his son would become a Linorm King and unite the lands. Gunnar knew their family magic would be needed for Einar to fulfill the legacy foretold in the vision. This would also protect Einar from any who would seek to harm the boy, should his destiny be discovered. The ritual took, as Gunnar knew it would. Gunnarthen presented Einar to Sveinn Blood Eagle. Sveinn saw the boy and listened to Gunnar talk of his vision. Sveinn believed there would be one to rise and unite the lands one day. Many came before him with this claim, but all had failed. But something happened when the great king looked into the baby’s eyes. He saw hope in Einar. Sveinn gave his blessing this day and looked forward to the days ahead, and what would become of Einar.
Even as a boy Einar possessed great power. I became friends with him then, and have been by his side for all his trials and tribulations since. Now his first was not unlike what many of you may go through in a few years. Einar proved to be of warrior spirit and as is tradition with our tribe, he was sent on a hunt. Many beasts dwell in the Stormspear Mountains, so young warriors were not sent deeper than the foothills on their first hunt. But Einar was special and was tasked with a special hunt. The Stormspear Mountains are known to be home to the much feared Yeti. Some call them Abominable Snowmen, because they prey on those that explore the highest mountains. Einar’s first hunt was for yeti. He accepted his task and journeyed into the mountain pass.
Gunnar was proud and gave the boy his sword. Though the blade had no magical properties it was a reprsentation of Einars family line. He took the blade and told his father he would do him proud.
Einar spent days camping, hunting and living off the land in solitude. The mountains themselves, though full of terrifying creatures, were not abundant of food. Because of this Einar would have to venture back down to the hills to hunt day to day. On the fourth day, Einar killed a young boar, which would provide enough food for the next few days if he still had not succeeded in his ultimate task. As he hiked back up the mountain with his kill, he noticed he was being stalked. He kept an eye out but carried on with the cleaning and preparation of his meal as normal. As the smell of charred meat perfumed the mountainside, his stalker attacked. Einar was prepared. He stood and drew his father’s sword. He had trained and now would be the test not only for him, but also for the spirit empowered him. The great white beast charged in, swinging wildly over Einar’s head. Einar took advantage and cut a deep gash into the muscular chest of the yeti. The beast roared out in pain as it clawed furiously toward our hero. One of its claws struck true and ripped the flesh off Einar from chest to belly. Coldness seeped in from the blow, but Einar proved to be resilient to its effects. He repositioned and struck the beast again. This time he cleaved into the shoulder, nearly severing the arm. The beast howled in pain again, reeling and falling to the ground. It started to speak and beg. Now I know what you’re asking yourselves. Can yetis talk? Well it would seem so, and somehow, Einar understood it and spoke back in its language.
You see, the yeti was only attacking for food. Einar understood this. He treated the wounds of the beast and asked it to join him in his meal. Einar was curious about this beast. The two rested and feasted together, learning of one another. Einar, always looking to the future, asked the beast to take him to meet its tribe. After resting a day, the two unlikely companions set out to venture deeper into the mountains. A few hours later, they arrived at a cave. The yeti bid Einar wait outside as he went in to gather his tribe. All together their tribe numbered ten. There were only two other males; the rest were females and young. It seemed the males did the hunting. The yeti introduced Einar around and told his people of the mercy and hospitality he was given. The tribe, though joyed to have one of their hunters return, were worried of their home now being known to man. Einar, thinking as a leader at even such a young age, seized the situation and forged an alliance with the yeti.
Many days had passed now, and Gunnar started to fear the worst for his son. The morning of the sixth day had come. Gunnar determined to set out and find his son, dead or alive. Just as he was packing, he heard a commotion from outside. It started with screams. Gunnar took up his arms and ran out to see the cause of all this. He came upon Einar, standing with the still wounded yeti, in the middle of the village. Einar embraced his father and told him to lower his sword. He went on to explain that not only did he best the beast in battle but he also forged a relationship between their tribes. The yeti would act as watchers of the mountains and pass and provide protection to the north. They could also be called on for aid if needed. In return, the village needed only to safeguard the location of the cave and provide the yeti protection form would-be hunters if needed. Gunnar could not believe this, but he respected his son’s compact with the abominable snowmen. It was this day that Einar’s legend began.
He spent the next years training in the mountains with the dwarves. He learned to combat their ancient foes. He know slaying the Linorm would not be enough. There would be resistance from mayn barbaric tribes of giants and orc so this training too would aid him. In fact when he returned to his village a letter had come to his father. Einars uncle Sigmar had moved away. Being second born he wanted to find his own path since Gunnar was in line to be chief. Sigmar had made home in the village of Trunau to the south east. This letter was a request for aid. Tunau was a human settlement in the Hold Belkzen. This area was overran with orc tribes and Sigmar feared for the village and his families life. Einar saw this a a chance to secure a distant ally. If he helped his uncle and saw him to power perhaps he could help against the orcs later on. He told his father he would go and aid his uncle, but that is a story for another time my friends."
Einar will be a Synth Summoner if thats cool with you and stay with the class. If that scares you off I'm fine doing him as a bloodrager, maybe even a warpriest. If selected will work on the build.
Einar is destined to kill Fafnheir, the father of all Linorms. This is his end goal and Tyr is his friend and Ally, His backstory is being told as if this has happened.
Fame: Einar desires to be known. He wishes to use this in his end game to unite the lands and bring a era of peace.
Devotion: Einar is devoted to people. Not just the Ulfen as he desires a greater peace than that of the lands of the Linorm Kings. Because of this he gives his all to help people and cares what they think of him.
After a long journey Einar kicks and wipes the mud from his boots before knocking on the door of the house he was directed too. We knocks twice and awaits a reply. As the door opens a stout man looks out to him, looking up to meet his gaze. What can I do for you son? The man ask. You do not know me uncle I was born after you left. Your brother Gunnar sends his love and the aid of his son. I am Einar son of Gunnar, son of Alric. May I come in uncle so that we can talk of the orc surround this place? Sigmund surprised and joyed embraces the boy and then steps back. Of course son come in. I see it now. It can't be mistaken, you are your fathers son. The two step inside. Einar pulls the large blade from his back wrapped in furs and leans it agains the wall. He then takes the bearskin cloak from his shoulders and drapes it over the chair before sitting. Uncle I saw patrols on my way here. I avoided them at all cost. I had to kill a scout or two but there should be no word of me coming here. I am here to help however I can. May I stay with you for the time? His uncle comes back and sits a mug of ale in front of the young man. Of course my boy. My home is yours. The orcs have us surrounded, but lets talk on that later. Tell me how your father and family are. The two sit and drink catching up on stories and telling tales.
We've worked out a joint backstory for Grok and Racket, as seen below:
Grok and Racket
Racket was a bounty hunter, working for an orc tribe that had captured him when he was younger. He doesn’t remember a lot about his childhood, and for a long time was happy to work for the orcs doing what he did best… sneaking into places and grabbing people or things that don’t belong to him. But then he was assigned to bring in a pair of half-orc infants from the family home of a woman who had been savagely attacked by the orcs.
The poor woman had died in childbirth of her twin half-orc children, and her father had spared the children, trying to hide them away, but their orcish father found out about them and sent Racket and two enforcers to bring them back to the tribe as slaves or worse. When he saw the suffering of the family, Racket couldn’t comply, and tried to convince the enforcers to leave with him. The two orcs were not happy, and tried to grab the children anyway, bashing their poor grandfather’s head against a wall and knocking him out.
Racket took the opportunity to break his orcish chains, and stabbed one of them in the back viciously. The other orc would have likely overpowered Racket if an oread named Grok hadn’t intervened, his sword cleaving the orc in two.
Grok’s ancestry is an interesting one. His family has lived deep in the mountains for generations, and given his mixed lineage there is no surprise he was born an Oread. His mother is a half-giant. His father, a very ambitious dwarf.
He grew up alongside normal dwarves of his age, but they all knew he was different. He was no dwarf. Maybe a carving of a dwarf, but not like them. Because of this he never quite joined the society. Before he could even finish his education he was recruited to the militia. He was happy to go. Anything to get him away from the staring eyes and whispered comments. He wanted to show them that he was more than an abomination, he was strong, he was brave, he could be great.
After his first services in the militia he had earned a bit of coin and learned the skills he needed to survive on his own. He had earned respect among the ranks of soldiers, due in no small part to the fact that he had mastered the use of an 8 foot sword, but he knew this was not the life for him. He took his small supplies, and set out on his own.
He found work here and there as hired muscle. Most commonly he was sent to collect debts. A six foot wall of stone is good at collecting debts. After completing a routine job, Grok was relaxing on a bench in one of the poorer districts of town. He watched as two orcish men and what looked like a small living shadow entered a house. Shortly after they entered, he heard the sounds of a scuffle and shouts for help. Grok ran to the door just in time to see a man thrown into a wall. He had just enough time to loose his sword and swing at one of the orcs when the shadow-man climbed up the back of the other orc and stabbed him cleanly below the neck, killing him instantly.
After the scuffle ended, the rock and the shadow made a deal. Grok needed an “agent” of sorts, to help him get jobs and do the talking. Racket liked the idea of having an 8 foot sword watching his back. The two worked together well, their combined strategy building into a whole much stronger than the individuals alone.