Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2
Leon takes in the sight of the ship and the nobility with some of Nishoh's breathlessness, although it's more at the overwhelming grandeur of the occasion than the ship itself. Still, it's so... big. And the people... these are the kind of folk the spokes whisper about in stories.
Turning to face the minister, Leon quickly wracks his mind for what little information he has on polite society, garnered from interactions with the law and some of Errol's old suggestions--although the old man never seemed to have much time for over-the-top pretenses.
The young fencer sweeps into a bow, bringing his hat elegantly from his crown to his side as he does so, and circling his free hand in a small flourish. "Leon Hatcher, Student of Errol, at your service, Principal Minister Lee. It is an honor."
Therie gets caught up by the sheer technological marvel that is the ship, and the shipyard around it. This makes my shop look like a child's play place...
Shaking herself out of her reverie. Therie approaches the Minister, and puts out her hand to shake his.
"Therie Gorget. It's nice to meet others that care so much for defending others." She states happily.
Minister Lee smiles broadly at Therie's comment. "I'd imagine it came from my early service in the RHC. I can only hope your career serves you as well as it did me." He continues making small chat with the cell for a few moments before gesturing to their immediate supervisor, Assistant Chief Inspector Delft. "Well then, I just finished checking the Coaltongue for magical threats and thankfully none seem to be present. I am quite confident that security is well in order and I learned that you managed to waylay several Dockers that had intended to start a riot, excellent job on your part. Still, I wouldn't mind if some additional constables were present to be extra eyes and ears. The king will be making a surprise announcement on the Coaltongue's maiden voyage. You never know who might let their guard down in a situation like this and I would appreciate your input on how the various individuals in the crowd will react."
Nodding thoughtfully, he looks in the direction of the main checkpoint where a horse drawn carriage has just arrived bearing the coat of arms for Duchess Etheyn of Shale, the king's own sister. "Besides, I suspect there are a few recalcitrant guests here who might need 'supervision'." Turning back to the cell, Minister Lee sighs and suddenly looks like the sixty year old man that he is. "Now, if you'll excuse me, I must prepare for the king's arrival. If you have any questions ask Asst. Chief Delft, this isn't his first gathering of the wealthy and powerful." Nodding respectfully to the Delft, Lee heads towards three Risuri admirals who seem to be discussing something of importance.
Shaking his head ruefully, Stover Delft turns back to the Aquilae. Despite the limp and the way that Delft leans on his cane, the man has an energy about him. "I don't care how powerful Lee is, or that he has the king's ear. You couldn't pay me enough to do that job. Now then, remember what I say about bothering me unless its important. You have the badges after all. Use your best judgement." Turning away, he starts to mingle with the crowd before he stops and turns back. "Unless it will cause an international incident. Then I want to know. Have fun!"
As Delft begins to move away, the Aquilae look over the gathered nobles, wealthy merchants, servants, and naval officers. There were several hundred people gathered in this location all waiting for King Aodhan to arrive before the launch of the Coaltongue. Deciding that it would be best to split up, the cell begin to make their way through the crowds listening to snippets of conversations and talk, all the while remaining wary of threats or useful intelligence.
Fortinbras, Alyssia, and Leon
Splitting off from among the others, Fortinbras, Alyssia, and Leon make their along the edges of the crowd. Ahead of them, the trio is able to make out a clump of white uniforms worn by officers of the Risuri Navy. Leading the conversation is Captain Rutger Smith of the R.N.S. Impossible, a common choice for RHC operations that require stealth and speed. Smoking a fat cigar, the man eloquently blows smoke rings and he gestures with it to expound some point to a nearby black-bearded dwarf. "You see, good dwarf, that if you truly take into account the post-Malice writings of William Miller, you would understand that all conflicts could be avoided by a sufficient understanding between opposing groups."
Scowling the dwarf shakes his head. "Balderdash!" the dwarf explains, his arms flailing wildly. "Heid Eschatol theory dictates that any ordered system will inevitably be ruined by some random accident, so a single misunderstanding would doom the Millerite theories of peace."
Shaking his head again, Smith begins to argue another point before his eyes alight on Fortinbras, Leon, and Alyssia. "Ah, it would appear that we've been discovered by the valiant RHC," the captain remarks, reaching into his breast coat and withdrawing cigars for the constables. "Mr Tuvuere and I were just discussing the merits of Eschatolgy vs. Millerism. I know the Constabulary doesn't let idiots into its ranks. Tell me, what do you think? Can conflict be avoided through understanding or will chaos eventually reign?"
Nishoh, Therie, and Vivian
Moving through the crowd, Therie stops abruptly. In front of her was the man that had long been a friend of her father and the current CEO of Gorget Industries, Jerod Tham. Dominating the attention of the group, however, was a tiefling with pale red skin, piercing black eyes, and curving brown horns. Holding a wine glass in one hand and a thin wand in the other, the man fielded questions from industrialists and military officers alike; everything from how the ship will hold up in combat to the thickness of the exterior armor to the mighty arcano-tech weapon mounted on the bow. The tiefling seems to answer each question with a bit of satisfied aplomb. In the middle of asking about the pros of magically augmented steam power, Jerod stops as his eye catches Therie's before he waves her towards him. "Gentlemen," he announces, "Meet Miss Therie Gorget, the daughter of one of my closest friends and RHC Constable. Who might your friends be, dear?"
Aurlia and Jesselle
As the final two constables separate themselves and begin to wander among the groups of invitees to the grand unveiling of the R.N.S. Coaltongue they are stopped within a few moments by a dark-skinned, distinguished woman in her sixties who speaks with a poet's precision. A large pair of diamond clusters hang from her ears twinkling in the sunlight, a sign of her favor with the Unseen Court. She is trailed behind by a young wood elf woman who appears to be in late twenties. Reaching the duo, the woman pauses to consider her words before speaking softly. "Good Afternoon," she says with a voice that makes every listener feel as if they had her undivided attention, "I am unsure if you recognize me, but I am Duchess Ethelyn. You are in the RHC, no? It was my understanding that you have some sway over the arrangements of this event. If you could do an old lady a kindness, the foul air here is already leaving me winded, and the company is giving me a headache. I know my brother's party is going to run late, so I need a room I can nap in. I would be very grateful if you'd arrange this for me."
Sense Motive DC 20 on the Hand Maiden (Aurlia gets a +2 on this):
This woman is actually an eladrin posing as a wood elf. This is not suspicious by itself, many eladrin, especially women, prefer to disguise themselves to avoid any unnecessary trouble.
Aurlia is content to stay in the background as the others speak to Minister Lee. A man with that much magic and skill could learn more about her than she's ready to make public. She's content to hang back and listen in. Plus, it gives her a chance to stretch out her muscles; that rabblerouser got a few good hits in before she and Alyssia took him down.
As the Aquilae split up she slips back into being Telesan. Wandering around with Jesselle, the approaching Duchess catches 'his' eye. Telesan smiles as the distinguished woman stops and speaks to them. He offers her a deep bow. "We are honored to serve you any way we can, Duchess". Seeing the Duchess brings back memories of serving in Shale during the war. The Duchesses action's were insturmental in saving not only the city but a large amount of lives. Telesan has a deep respect of the Duchess. He has a moment of private humor, imagining that if she'd asked him to go jump off the ship he'd likely be flinging himself off the side right now.
"If you would give us a moment, we'll find you a quite place to rest my lady". In his mind he adds "and safe" to the sentence. He nods at Jesselle, confident that the two of them can do the job.
Something about the handmaiden catches his attention. There's something familiar there...
sense motive:1d20 + 8 ⇒ (9) + 8 = 17
He shrugs it off; he's likely seen her with the Duchess before.
”An interesting question, Captain.” Fortinbras takes a swig from his flask, partly to sate his thirst and partly to give him a moment to order his thoughts as he turns to the Captain. ”To claim that all ordered systems must inevitably collapse is to claim that the universe has predictable rules. True chaos follows no rules. For true randomness, the possibility of order must exist as well. If you shuffle a deck enough times, you will eventually draw all of the cards in order.”
Fortinbras turns his head towards to Mr. Tuvuere. ”However, if Mr. Tuvuere is arguing the more restrained claim that the universe has an innate and powerful tendency towards disorder that fundamentally undermines any attempt to create order, then I am inclined to agree.”
Fortinbras turns his gaze away from both gentlemen. His brow furrows, and he shrugs. ”That said, we are creatures of intelligence and self-awareness. Just as we can restrain our baser desires, we are under no obligation to accede to the fundamental inclinations of the universe.”
Fortinbras raises an arm to indicate the cityscape surrounding the gathered people. ”As we can all see, we mortals seem to like our ordered systems. People like living in sturdy buildings. People like knowing we can go a whole day without getting stabbed or beaten. They even like knowing that there's always coffee in the break room." He takes another drink from his flask. "Because people like those things, they work to keep them going. Buildings still fall down, people still get stabbed and beaten, and the whole damn constabulary forgets to buy more coffee, so we build stronger buildings, arrest the criminals behind the stabbings and beatings, and we put Johnson in charge of keeping track of coffee and buying it. People seem to get a bit better at this whole 'order' business every time someone mucks it up. Maybe someday we will finish figuring it out." He sighs and his eyes fall. For the first time since any of the fellow constables have met him, he does not seem to be all tight and restrained, his face taking on the softness that only comes from the expression of a genuine emotion.
"Maybe we will destroy ourselves before then." He rubs the stubble on his chin. His eyes are distant. "I...like to believe that our endeavors will not be in vain, despite evidence to the contrary." He pauses again, as if trying to decide whether he should continue. "It's the only bit of faith I allow myself.”
He bows his head slightly, and the side of his mouth almost turns up into a smile. ”My apologies, Captain, for my rather long-winded answer, but this subject is one that I have thought long on, and I believe such an important topic deserves a more detailed explanation than most. Allow me to give my answer in brief: conflict can't be avoided, but I don't think chaos will reign in the end, either.”
"Jerod! I didn't know you would be here. Though I guess it makes sense. One more thing for me to learn when I finally have to take over." Therie exclaims.
She looks over at her two companions that are with her. "This here is Nishoh, our resident sharpshooter, and Vivian, our umm, mystic? They're probably going to be better at introducing themselves then I could be." Therie adds.
"and please don't stop your conversation on our behalf, you seem to be in the midst of a fascinating discussion. The tech behind these ships is amazing, and I'm sure the picking the brain of someone so knowledgeable can only help our business. I don't believe we've met though, may I inquire to your name?" Therie asks, extending a hand in greetings out towards the tiefling, before realizing his hands are full and awkwardly placing her hand back at her side.
Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8
Sense Motive 1d20 + 5 ⇒ (9) + 5 = 14 (failure)
"Good afternoon Duchess," Jesselle adds quickly after Aurlia. Her mind spins as the reality of the situation having now met two of some of the most influential people within the Risur. 'Slow down! Do your job, you are here to protect these people not ogle them.' she thinks to herself.
With a deep breath she smiles and comments, "As my companion has mentioned, we will find you some place to rest right away.
Knowledge (Local) (with local being the ship) to know where to find some accommodations? 1d20 + 7 ⇒ (10) + 7 = 17
"Call me Dueces if you want." Nishoh extends a hand in greeting. I hope this isn't how the whole day goes."Yes please do go on, I am interested in the tech as well."
AC 17, T 14, FF 13; hp 20/20; F +4, R +6, W +1; CMD 20 (22 vs. grapple); Init +3; Perc +6; Martial Flexibility 4/4
Alyssia refuses the offered cigar with a simple shake of her head. She spends a moment mulling over her answer, then several more listening to Fortinbras' long-winded response. Then several more moments attempting to not stare blankly at the older man while trying to comprehend the enormity of the speech. Of course it all made sense. But it had wiped her own answer from her mind.
Rutger shrugged at Alyssia's refusal of the cigar and responded to Tuvuere. "It's quite alright, my good man. Rarely do we find such spirited arguments in this sort of company."
The dwarf grunted and took a puff on his cigar. "That sounded like a win for Eschatology. It's like I've been telling you, Smith, we're being slowly digested by an amoral universe. It's simply practical to prepare for it. Take this ship, for example. You Risuri have gone to war with the Danorans four times in the past two centuries. Countless attempts at a lasting peace have been made and yet the gears of war eventually begin turning again. Now Risur has the mightiest ship in the world, a feat of arcane engineering designed to smash a Danoran vessel with ease. It is a down-payment for the next war between your nations. Mark my words, this sort of weapon is inimical to your Millerite visions of peace."
The captain turns back to the dwarf. "I cannot accept that. Man-made conflict and tragedy are simply outcomes born out of a lack of sufficient empathy. You can see examples all around you." He addresses Leon. "You have the look of a Docker? Now don't be offended, friend, I grew up there myself. Isn't a piece of your ethic predicated on the notion that an awakening of the poor to their plight could be achieved by prose, poetry, song, and questioning blind beliefs?"
He also looks to Alyssia. "Don't let our pontificating keep you from getting a point in, as well. Even if I don't agree with you, it's always fun to see how the defenders of the state think."
Therie, Nishoh, and Vivian
Jerod grins sheepishly. "Of course. Where are my manners? Therie, Vivian, uh... Deuces. This is Mister Geoff Masarde, lead engineer in the design of the Coaltongue."
The tiefling nods his head. "Pleased to make your acquaintances, constables. I am glad to see your presence here. Who knows what sort of Danoran treachery could befoul this grand day." Ironically, his airy voice carried a slight Danoran accent. Masarde takes a sip of wine, makes a face, and taps his wand lightly against the glass. Lines of frost form across the crystal as the drink is chilled. "Do any of you have questions concerning the ship?"
Jesselle and Aurlia
Jesselle:
You understand that the ship is closed to everyone until the king christens her. Once onboard, it shouldn't be difficult to approach the ship's steward.
The Duchess gives Jesselle and Aurlia a warm smile. "Thank you, officers. I've had a high regard for your agency since a plot on my life was uncovered a few years ago. If you could do me another favor, tell me what you think of my brother's... metal monstrosity?"
The Duchess's handmaiden, for her part, stared at Aurlia, eyes wide. She says nothing.
AC 17, T 14, FF 13; hp 20/20; F +4, R +6, W +1; CMD 20 (22 vs. grapple); Init +3; Perc +6; Martial Flexibility 4/4
I'm not smart enough for this philosophy, Alyssia realizes with a sinking feeling. In an attempt to be polite, she clears her throat and says, thinking over her words as she goes, "As a constable, I believe there is no chaos which cannot be overcome by order. People are by nature not unreasonable creatures, and it is this trait which allows a lawful society to function. However, as a person, I believe that our world is a chaotic place, and the conflicts of the world at large may be unavoidable."
"What's it made of? What sort of engine does it have? How much power does it produce? How many people does it take to sail? What principal are you using to integrate arcane and technology? What is the stopping power of the arcano-weaponry you're using? Can I see the engine room? No wait, that would probably break some sort of rule..." Therie sputters off in rapid succession before catching herself. A deep blush comes to her cheeks as she lowers her head Realizing that attacking Mr. Masarde with questions was probably not what he was expecting .
"Nothing that will dare to rear its ugly head with us around." He listens with amusement at the barrage of questions. "I have one that's probably closely related to that. I've heard that the mixing of technology and magic is one of the prime agents for the engine and weaponry, how does that work?"
Telesan gives a measured response. "It's very impressive. Imposing. And we worked with the Danorans to make it. I hope it's a sign of future co-operation between us." He thinks to himself Much better than saying 'It's a giant death machine and, stars willing, it won't cause Danor to build even bigger death machines...Damn but this all makes me nervous. I want the peace to hold so much.' The question distracts him enough that he doesn't notice the handmaiden's staring.
Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8
"We will have to be patient until the ship is christened, but once that is done we shall find a place for you, Milady." Jesselle adds.
'It does seem odd that one would need to "rest" shortly after arriving. Not to mention if the Dutchess deems a brief absence acceptable during such a ceremony, why come at all.' The woman considers as she smiles listening to the woman's next question of Aurlia and herself.
Jesselle considers the Duchess' question warily and with some thought. After a moment to consider she answers, "The vessel offers many new, possibilities. While I hope that the ship can provide the protection that Risur requires of it, I am hopeful it does not dissuade us from other avenues of," she pauses a moment considering the right word, "Amity, with our neighbors.
'The woman is fishing for an answer. She must be testing to see where our allegiance outside of the constabulary lie.
Male Human Warpriest 1 | HP 14/14 | AC 17, touch 11, FF 16, CMD 14 | Fort +4, Ref +1, Will +4 | Init +2, Perception +2
Leon accepts the cigar and smokes it thoughtfully while Fortinbras gives his answer, mulling over the other man's words and the question itself. Not really something I've given much thought to in the past... When Rutger addresses him, he smiles and shakes his head. "No offense taken, sir--I'm proud of where I come from, and that means Risur, Flint, and the Strand."
He exhales some smoke and takes on a thoughtful look. "But as for conflict and empathy, I think it isn't so simple as understanding. Back in the Docks, there's plenty of folk who understand the views of others, and even see that they've got merit. But that doesn't mean you won't slap a man for thinking your friend's a whore, and it doesn't keep a thief from burgling a merchant just because the merchant knows an honest trade and the thief doesn't. I'd even say I've known and respected a few men and women I helped put behind bars.
"But that's not to say that understanding doesn't help. I think there's plenty of conflict that could be avoided if we all knew each other a little better. And yes, we feel that if the poor folk of the docks could have their eyes opened to their 'plight,' as you put it--and even more importantly, if the well-off folk of the city could see it as well--then we'd all be a good deal better off. If everyone can recognize one another as having merit, as all wanting to live well..." He trails off and shrugs. "But that's just my opinion."
Fortinbras nods after each of Leon's points, a pensive look on his face. "Mr. Hatcher has the right of it. The world may keep trying to drag us into chaos, but that does not mean we should not do our earnest best to combat it."
Fortinbras pauses for a moment, tapping his finger against his flask, as he arranges his thoughts. "The Millerite dogma of empathy is a worthwhile endeavor, but all it does is treat the symptoms of the disease. The sick can only recover when the disease is removed at the source. Until we can remove disorder from our universe, true and lasting peace will never be possible. I do not mean to say that the Millerite efforts are useless--we do treat patients we can't cure yet, after all--but they must be understood for what they are."
Smiling, the tiefling engineer nods his head at the questions. "Really the best way to learn about her is to spend some time inside. I can tell you that the amount of work that went into the designing and building the Coaltongue was no small feat. It was based on an early Danoran design, but the implementation of the magical capacitor and the 'Brand' would not have been possible without Risuri innovation. The capacitor draws excess energy from the furnace, which it uses to power the ship's controls, lighting, and the Brand; a weapon of my own design that can obliterate a Danoran battleship with a single shot. She can make a good seventeen knots, a full three faster than what we know of from the Danorans. In addition, the hull is lined with a gold-wire, to prevent teleporting boarding parties from getting in or out." Waving towards the shipm the man raises his glass in a toast. "She's nearly indestructible. She can run faster, hit harder, and survive longer than any ship on the seas. Old Gods preserve the Danorans if they try to start another war."
He turns back to Therie, Nishoh, and Vivian. "When we set sail, I’ll see about getting you a tour. She’s a fascinating piece of machinery."
Jesselle and Aurlia
I think I failed to mention this earlier, but the Duchess is well known to be a sorceress of some power. She isn't just an old lady.
Duchess Ethelyn sniffs slightly. "That," she points to the Coaltongue, "is a disaster waiting to happen. I suspect the only reason that it stays afloat is some sort of infernal tiefling sorcery. True patriots do not place their faith in the old ways, in the call of nature and the strength of our fey heritage. Don't be tricked into thinking that Danor's industry will be a godsend, no matter how often my brother mentions 'progress.'"
Her countenance quickly brightens. "Oh, listen to me. I'm just an old woman stuck in her ways. I think I see my brother's procession coming now. I'll look for you when we're aboard."
Fortinbras, Leon, and Alyssia
The dwarf looks as though he's about to respond when he's cut off a roar from the crowd accompanied by a blast of trumpets.
<< King’s Arrival, All Aboard! The Royal Naval Shipyards, Flint, Risur, 18:30 Local (Social Event, Roleplay, Real Time) >>
With great pomp and grandeur, trumpeters announce the arrival of the king’s carriage. Elite guards line the thoroughfare and open the door, and the Flint governor Roland Stanfield emerges, followed by King Aodhan himself. The king offers a one-sided smile to the crowd and a wave. Duchess Ethelyn glides away from the Constables and steps up next to Principal Minister Harkover to greet the King. Children, gathered in advance by royal aides, now cheer and sing the traditional crown anthem as the group makes its way to the docks. As they reach the tables, a young boy and girl step forward and hand the king a traditional bushel of wildflowers with yellow spring tongues, green moon lilies and blue fey’s breath. Thanking the children and giving the boy a pat on the head, the King, who at first glance looks rather unassuming, smiles and shakes the hands of several naval officers before reaching the brow of the ship.
The crowd goes quiet as a red velvet pillow is brought forth with a champagne bottle resting atop it. Picking up the bottle in one hand, the seventy year old man glances at the label before holding it up to for the crowd to see. "You know..." he says in a voice strong enough to carry over the din of battle. "When I was just a raw boy in the army, today would have seemed impossible. This bottle is worth more than my parents made in a year. That is a life I will never forget. It's important to know where we come from. My sister and I, like most of Risur's citizens, came from humble roots. But the wars with Danor changed our fortunes. When I was thirty, I captured and brought into this harbor the first steamship that Danor had ever created and we made it our own. A hundred years ago our people would have thought of a ship like this as a tale of fantasy and yet now she stands before us. We are coming into a new age. This ship, like us, is an example of our nation's progress. Change can be hard sometimes, friends, but if there is one thing we have learned, it is that change is for the best. And so, it is my honor today harken in a new era of Risuri naval strength and to christen this ship the Royal Naval Vessel Coaltongue."
Smashing the bottle against the bow, the champagne shatters into a thousand shards and sprays onto the hull. At the same moment, a steam whistle sounds, and black smoke begins to roil out of the ship’s stacks. Turning back to the crowd, the king smiles. "It is my pleasure to welcome you all aboard for the Coaltongue's maiden voyage. Captain Thedric, make all preparations to get underway." With a salute, the white-uniformed captain turns and a bosun lowers the velvet rope as guests begin to file onto the ship. Amid the press of people filing onboard, Assistant Chief Inspector Delft appears out of the crowd and heads directly to the constables. "Right boys and girls, you have a party to enjoy. Keep your eyes open but do try to have a good time," he mentions before disappearing back into the crowd and up into the ship.
Once everyone is onboard, waiters begin to move throughout the passengers, handing out light refreshments and finger foods that mostly stand upon the main deck, enjoying the view of ironclad warship as it steams out into the harbor. Sweeping out toward the center of the harbor, eight traditional four-masted cruisers enter formation with it, flanking it to the port and starboard. Against their white sails, the black clouds from the Coaltongue’s smokestacks make for a dramatic image. Through smoke and smog the constables are able to catch the duchess glowering at the sight, despite the throngs of civilians lining docks and beaches as the most advanced warship in the world sails out toward open sea.
At this point the guests are onboard the R.N.S. Coaltongue for the maiden voyage. You know that the event is expected to last about three hours as it journeys to an out-laying island among the Ayres about an hour away. There, the king is going to give some sort of speech. In the time leading up to this, you have several options. You can remain on the main deck and interact with the various NPC's, find the Duchess a room to rest for the journey, or you can take a tour of the ship as several industrialists and naval officers are doing.
The smoke in the air makes Telesan cough. He covers his mouth to keep it under control. Goodness, that's quite a smell. Once he gets himself under control he turns to Jesselle. "We should go find the Duchess her room. Keeping her waiting in this-"he waves a hand towards the smokestacks "-is not a good idea. Do you see someone who could help us?" Telesan looks around for a promising crew member.
Therie shuffles back and forth on her feet, waiting for the tour to start. Okay don't be too excited. This ship is amazing though, I wonder if they'll let us see the engine room, oh! and that Brand he kept talking about. Oh this is going to be exciting.
Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8
((Q. In the Duchess' comments, was it supposed to be 'do not'? It just seems out of place, if she is against technology would she not say place our faith in the old ways?))
Jesselle takes in the Duchess' comments and nods politely. Once aboard the ship she seeks out the ship's steward or will ask the crew where he or she may be found to expedite the search.
Once the Steward is located she approaches him and without revealing it to any other shows her RHC badge before putting it away, "Good day, I am Jesselle Wesmere and on behalf of the Duchess Ethelyn, we," she motions to Aurlia and herself, "Are seeking a room for the Lady to rest for a short time. I assume something can be arranged in a timely fashion?"
Yeah. That was an editing error on my part. It should read. "True patriots place their faith in the old ways, in the call of nature and the strength of our fey heritage."
Fortinbras quietly slips into the tour group, hanging near the edge of the group, away from Therie. Learning more about their charge can only be more beneficial. He catches Therie's gaze as she anxiously shuffles about and nods. Just in case anything happened, he wanted her to know he was there for backup.
Nishoh raises his brows, very impressed. "Wow, you guys have thought of everything. Gods preserve them indeed. A tour would be much appreciated sir, I look forward to it."
Moving along... Any PCs that didn't respond are assumed to be mingling on the main deck.
Leon, Vivian, and Alyssia
After the grand launch of the newest ship in the Royal Fleet, some of the Aquilae stand at a railing, vigilant of any possible threats. Crowds of people swirl around them. Here, man young aristocratic couple walk by, the man wreathed in smoke of the leaf of Nicodemus, the lady elegantly balancing a silk parasol on her shoulder distractedly listening to him while waving her way through the smoke. There, the ever arguing pair of Captain Rutger Smith and the dwarven Mr. Tuevere. In the distance, the inspectors could make out King Aodhan, who stood next to the magical capacitor, flanked on both sides by Principal Minister Lee and his sister, the Duchess of Shale. They were in a conversation with a hulking minotaur draped in the traditional hempen robe of Ber.
Sliding up next to the inspectors came Roland Stanfield, the Governor of Flint. He smiles and gestures to towards the large passenger. "Brakken of Heffanita, Beran ambassador to Risur. Quite respected in these circles. It's said that her efforts were the main reason that Ber finally consolidated." The tall, stately deva looks at the inspectors, as if approving what he sees. He holds out his hand, grinning. "I understand I have the RHC to thank for preventing a but of an incident before I arrived. I thought I should get a chance to thank you before the king's speech got underway."
The tour begins on the main deck and is lead by Elian Aughtbrook a young petty officer from the Risuri navy. Neatly dressed in the black cracker-jack uniform of a naval rating, the man keeps a small notepad in one hand at all times and regularly looks down on it to refer to notes. He begins by taking the party of wealthy industrialist, senior officers and the R.H.C. constables first to an elaborate glass frame, a massive structure that currently stands as a makeshift banquet room. It crackles and flickers with silver arcs of magical energy that the gathered guests occasionally point at with delight. "This!" Petty Officer Aughtbrook exclaims pointing at the frame, "Is what we call the Brand. The glass has been magically reinforced and is as hard as steel. While the design itself is partially aesthetic, its primary purpose is to siphon off power from the ship's two boilers and act as a battery of sorts. During battle our warcasters could tap into the power of the brand to empower their spells or release the stored energy in a single blast from the figurehead that would be enough to outright destroy a smaller vessel or cripple a large one. It's called the Brand because whatever is left from the blast will have the crest of Risur burnt on it for all the world to see! Now." He says waving his hands in the general direction of the crackling structure. "The range is short, but combined with the Coaltongue's speed and maneuverability, the Brand would be enough to deter all but the most determined of attacks. If that wasn't enough, the Coaltongue also boasts 24 cannons, twelve on the port and twelve on the starboard and a five inch thick iron armor plating engraved with subtle magic to aid in her defense and hardness. Before we head below deck, are there any questions?"
Telesan spots a junior petty officer running over a guest list and looking clearly overwhelmed. When the two Aquilae approach, he looks up and hurriedly asks "Yes? How can I help you?"
Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8
Once the Steward is located she approaches him and without revealing it to any other shows her RHC badge before putting it away, "Good day, I am Jesselle Wesmere and on behalf of the Duchess Ethelyn, we," she motions to Aurlia and herself, "Are seeking a room for the Lady to rest for a short time."
She thinks a quick moment and offers, "Perhaps you could use some help? I would be willing to assist you should you wish some assistance. She makes the offer in a way that intones that he does not 'need' her help, but would help the petty officer because she can.
Diplomacy 1d20 + 7 ⇒ (17) + 7 = 24 (see roll above)
"That's amazing. The eloquence hides the power. And how the spellcasters can draw off the ship for power...I wish I knew more about magic. How does that siphoning work exactly? Is there any drawbacks to using the main weapon like that? It seems like it would deplete power for a short time."
Fortinbras pensively runs his fingers through his stubble as Aughtbrook explains The Brand. "How reliable is this Brand? How much combat testing has it had? That much power in one place sounds quite potentially dangerous for us if something were to go wrong."
Sorry about the slowdown, guys. I've been waiting to see if the absentee players would do something. Therie and Leon are both out. Vivian hasn't responded to any messages. I'm good running as a group of five if all of you are.
Fortinbras and Nishoh
Aughtbrook answers each question before moving the tour along to the next position.
"Our warcasters are specially attuned to the Brand by a ritual spell. Unfortunately, I don't know the details of such."
"The Brand has received extensive field-testing, although it has never been fired in live combat. The actual firing of the weapon does not in any way affect the combat efficacy of the vessel, as it draws only on excess fire mana created by the furnace. Now I'll take you to the gunnery deck. Please watch your heads while going below decks."
Taking the group to the main superstructure of the vessel, the smells of steel, oil, and gunpowder become rather prominent. Sweeping his arms to the left and right, the man draws the group's attention to the gundeck with its twenty four cannons. "As you can see each of the cannons are typically manned with a three man crew. As we are not in a state of war, the ship is currently unmanned for such hostilities." Walking the tour group to the aft of the ship, he waves to a pair of doors. "This area is the captain's room (C), while the area forward of us is the ships mage quarters (B-2). Either of these rooms could be converted to firing platforms when the ship is in pursuit of flight. As you can see, all of the lower decks have grated floor panels. This was intentional on the part of the engineers. Due to the steam engines, this allows heat to circulate throughout the ship rather than containing it to the engine deck. This also allows for easy communications between decks, as one can see and shout to someone above of below them during the pitch of battle. Moving downward, I'll show you the main crew's berthing area, the sickbay and ship's magazine. Follow me, please."
The petty officer perks up when the Duchess is mentioned. "Of course I can find something for Duchess Ethelyn. The mage quarters should give her some peace and quiet. Right this way."
He takes Jesselle and Aurlia below deck, slipping past the tour group, and towards the fore of the ship (B-2), stopping at a thick wooden door. Inside, the room is richly appointed with a set of couches and a decorative Beran rug. The far end of the room stands a set of glimmering brass and steel controls. Two doors lead off from this main room. "Does this appear satisfactory?" the man asks.
AC 17, T 14, FF 13; hp 20/20; F +4, R +6, W +1; CMD 20 (22 vs. grapple); Init +3; Perc +6; Martial Flexibility 4/4
"Pleased to make your acquaintance, Governor Stanfield," Alussia replies somewhat awkwardly, shaking the offered hand. Seeing little response from her fellow constables, she opts to clumsily take the lead. "No thanks are necessary - just doing our duty."
"Ah, so some random spellcaster can't just walk on and use it. Smart."
Nishoh whistles. "It only uses excess energy? I bet somebody got a promotion when they figured that out." Nishoh follows, having no questions for the moment.
"The easier communication sounds like quite a boon. Superior communication allows for superior tactics. However, I have one concern: are there temperature controls in place on the heat venting? Us roasting in here would be unpleasant." Fortinbras takes a last swig of his flask, tilting his head back to get the last drop.
Unfortunately, Alyssia, it seems like you're the only one up there. Leon dropped the game and Vivian has been MIA for over two weeks. You're on your socially awkward own!
Alyssia
Governor Stanfield grins, flashing a ivory-white teeth. "Well by all means, please keep it up. I know that, being a deva, I'll eventually come back from any danger, but then I'd have to run for office again." He laughs. "I'll take resurrection over re-election any day! Please excuse me, I see somebody is calling me over."
AC 17, T 14, FF 13; hp 20/20; F +4, R +6, W +1; CMD 20 (22 vs. grapple); Init +3; Perc +6; Martial Flexibility 4/4
Alyssia nods as Governor Stanfield takes his leave, glad to have dodged the proverbial bullet. She takes back to watching the goings-on, feeling more and more out of place. She was good at subduing people, not talking to them.
Alyssia moves among the dignitaries and nobility, trying her best to stay unnoticed. She notices that the king, with the principal minister shadowing him, moves to the front end of the capacitor. He grimaces and grips his stomach. He waves away help. "One of the local archfey is upset I parked my ship here," he guesses, laughing it off. "One of the burdens of kingship, I'm afraid; the fey can really let me know when they've got an opinion. I always get burps that taste like fish when I sail these days."
Fortinbras and Nishoh
Taking the same laderwell down that runs through the middle of the ship, the rating gestures to long poles that run from the top to bottom of the deck. "When the Coaltongue is fully manned, this serves as the crew's berthing area. The total crew compliment for the ship is eighty-nine. This does not include a contingent of marines, but when one considers that a sail ship requires nearly double the complement, it's quite impressive. For those unfamiliar with the rigors of sea life a sailor would rig his hammock between the two poles here." The man smacks a pole that has an eyelet screwed into either side. "And he can turn in for the night. Now, as you may have guessed, there's not enough room here for a crew of this size, however because a ship runs twenty-four hours a day, and the crew stands a twelve hour watch, when half the crew is up working, the other half is sleeping. This allows us to double the size, without sacrificing space." Leading the tour back aft, the man takes the group into a large room with a freestanding table. "This is the ships operating theater (C-4). In days past, the crew might be lucky to get treatment at the hands of a carpenter. But not now! No, only the finest for our sailors. As part of the ship's complement the Coaltongue has her own surgeon who has been trained both in the physical and magical arts of healing." Taking the group forward he points towards three doors. (C-2)"Ahead is where you would find the ships magazines. I believe Gunners Mate Athel is currently on watch and she will explain the area better than I." Walking up to the door with the tour guests in tow the man knocks at the door before a young woman with powder-blackened hands opens up and gives a small smile. Glancing at the others, she nods to Petty Officer Aughtbrook. "Tour then?" When Aughtbrook nods, "Right then, I'm Divianne Athel, one of the gunners mates assigned to the Coaltongue. What you see before you are the ship's magazines. Now in times past, magazines have been one of the most dangerous areas aboard a ship, either from a random spark or from the damage that occurs during battle. More ships have been lost to magazine detonation than any other cause of sinking. With that in mind, we developed these." The woman points to a charm that hangs against a wall and causes small puffs of cold air to issue out from the woman. "There's a fancy name for them, but the crew calls them 'fire wards'. The range is limited, but it protects the firedust from reaching excessive heat.(the Fire Wards are marked with a "W" on the map. While a charm is mounted, all creatures and objects within 15 ft. of it gain fire resistance 20. If removed from its mount, the charm grants its resistance only to the creature carrying.)Trust me, the rest of the ship may be burning up, but with these little guys you will stay cool even in the worst summer days along the Yerasol archipelago. You'll see what I mean when you go down onto the engine deck you will see what I mean. A ship like this runs hot." Nodding back to Aughtbrook, the man points back towards the central ladderwell. "Follow me if you please I'll be taking you down to the bottom deck."
Aurlia and Jesselle
Telesan finds the doors to the other rooms unlocked. The port side is a large closet that holds any material for a spell that could be anticipated. The starboard side is a simple bedroom.
Jesselle finds nothing out of place in the room, but her detect magic spell tells her that the controls at the far end of the room are radiating a powerful magic aura.
AC 17, T 14, FF 13; hp 20/20; F +4, R +6, W +1; CMD 20 (22 vs. grapple); Init +3; Perc +6; Martial Flexibility 4/4
Alyssia frowns at the overheard conversation. It means little to her, but bears repeating to her fellows later. She continues to lurk, somewhat impatiently waiting for the tour to end.
Though his coffee is gone, Fortinbras seems to have relaxed slightly after the last explanation. "I must admit I was not anticipating such a satisfactory method to control heat. Kudos."
"They truly have thought of everything. I can only imagine how many long nights with a quill and paper it took to plan all this..." Nishoh shakes his head in amazement as he continues to note everything he's learning.
Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8
Jesselle points to the controls as she moves closer to look them over, "These are for the wizards that would normally inhabit these quarters I presume? What do they do and can anyone with some magical talent use them?[/b]
Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rain forests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this new urban labyrinth. Even their modern religions have no defenses against these fiends.
Times are turning. The skyseers – Risur’s folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist.
ZEITGEIST: THE GEARS OF REVOLUTION
Introduction
Welcome my recruitment for the Zeitgeist: The Gears of Revolution. This is a critically acclaimed AP designed by ENworld Publishing. In this adventure, your characters serve in the Royal Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within its borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.
Before we get into the details of the campaign, I would like to lay out my expectations. In Zeitgeist, you have the chance to play an unusual sort of character. You will play as a group of burgeoning agents in service of Risur -- someone who will rise from being a novice and inexperienced agent into becoming one of the worlds greatest influences and possible saviors of this age.
Here is what I envision from my players: I am looking for a lawful neutral, lawful good, lawful evil, neutral or neutral good characters with an appreciation for order: This is not the campaign for chaotic evil players looking to betray the other players, loners or free-spirited vagabonds. Those campaigns exist elsewhere and if they are what you are looking for, perhaps you are in the wrong place. This is a campaign about being part of an organization that works in the shadows for the greater good. Think of the James Bonds, Jack Ryans, Sidney Bristows, and MacGyvers. This is what I expect. That said, while you are morally neutral, what I am not looking for is a bunch of murderous-lawless types looking to indulge dark fantasies. I am looking for characters with interesting backstories, who would mesh well together. Characters should be three-dimensional with personality, desires, and flaws. Disagreement between characters should be a natural occurrence based on strongly-held beliefs and philosophies, although they shouldn't derail the game. Knowledge of the Zeitgeist setting is assumed and should be worked into the character.
Mechanically, this will be point-buy with 25 points. I strongly disfavor stat dumps, especially Charisma, without appropriate story justification. I also disfavor gimmicky characters. One bonus Theme Feat must be selected at character creation from the Zeitgeist Adventure Path Players Guide and does not count against your total number of feats. Considerably more effort should be on the personality, and a character sheet is merely encouraged. Anything legal in Pathfinder Society is allowed, I will also allow the psychic classes (but not races) from Dreamscarred Press. All races found in the Advanced Race Guide are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans. Tieflings and Aasimar however hold a unique place in this campaign and I will not consider them as non-humans during my selection process, however the variant heritages are not allowed. I will also post an example of ”The Ten Minute Background”. You are not required to use it during submission, but I have found it is exceptionally useful in creating a character with depth and flavor and I would highly recommend it.
This will be my second real campaign as a DM in a pbp and you can see an example of my current campaign here: Throne of Night: Dark Frontiers. I have played D&D/Pathfinder for twelve years, primarily as the DM for my group of friends. I am relatively new to DMing PbP games, but I've found the style to be a wonderful new way to play.
Players who make it into this campaign will be expected to post once every 48-hours, and I will uphold that same posting activity. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in 72 hours without prior warning of absence.
I expect players to engross themselves in the role-playing element and contribute interestingly to the story. I also favor longer posts with detail and emphasis on the growth of the characters. For maps, I use Roll20, an interactive map tool. I am a brewer by profession which requires me to travel occasionally, but it has yet to affect my ability to post consistently. I will be taking applications until Wednesday, 8/20/14. I have not decided how many players I will be taking, but the total will be between 4 and 6, depending on the exact needs of the party. As a warning, I also tend to select players over the course of the application period. If you have any questions, I'd be happy to answer them. If you don't have a posting history, I'm still happy to consider you, but I may ask for a writing sample.
EDIT: I created a second thread because I thought the thread title wasn't descriptive enough. THIS IS THE OFFICIAL RECRUITMENT THREAD.
Introduction to the Zeitgeist Setting:
Humans and the Great Nations.
Humans rule three of the five great nations of the region. Their ascendance in the past two thousand years toppled a mighty high elf empire and has provoked belief in doomsday millennialism among many dwarves. The campaign begins in Risur (pg 15), and every PC should have a strong loyalty to the nation, even if the character does not hail from there.
High Elves, Aasimar, and the Great Malice.
Five hundred years ago the death of the high elf goddess Srasama caused nearly every high elf woman to perish. Those few who survived were often claimed as trophies by human conquerors, though a handful of free matriarchs head their own family lines in the ruins of the old empire. Those interested in high elves should read the section on Elfaivar (pg 23). Mortals present at the death of the high elf goddess have continually reincarnated in the following centuries as aasimar, as if a sliver of Srasama’s divine spark has granted them a semblance of immortality. Those interested in aasimar should read the section on Crisillyir (pg 20 of the Players Guide).
Tieflings, Technology, and Dead Magic.
When the high elf goddess died, an entire other nation became a dead magic zone, and some in that land were marked by a curse, turning them into tieflings. In the centuries since, however, the tieflings have come to rule that nation, and in the last few decades they have begun a revolution of industry and mighty science almost as powerful as the magic they lack. Those interested in tieflings should read the section on Danor (pg 21 of the Players Guide). If you are interested in utilizing some of the new revolution’s technology for your character, particularly firearms, see the section on Equipment (page 12 of the Players Guide).
Dwarves, Doomsday, and Nihilism.
The major dwarven nation is bleakly resigned to an imminent doomsday, when ancient horrors will claw free from glaciers and engulf the world in a frigid death. Adherence to duty is so ingrained in their culture, however, that the dwarves continue to toil in their forges even as they prepare for the world’s end. Those interested in dwarves should read the section on Drakr (pg 22 of the Players Guide).
Savages, Primitives, and Peace.
Freed from the yoke of toppled dragon tyrants, the youngest of the great nations formed from an alliance of several monstrous races which now live in an uneasy peace as their rulers seek to force the disparate peoples into the modern age. Those interested in playing as a orc, half-orc, goblin, hobgoblin, or other monstrous races should read the section on Ber (pg 19 of the Players Guide).
Piety and the Planes.
The heavens possess an undeniable hold on the world’s religions, its people, and its very structure. In Risur, skyseers believe that the movements of the night stars foretell the future and direct the fate of the world. More enlightened scholars study distant planes of elemental and temporal power to understand how the flow of their energies affects the fundamental nature of reality. The high elf people have begun to withdraw into the Dreaming, and the bishops of the high church of the Clergy invoke condemned spirits from the Bleak Gate to frighten sinners into worship.
The Astral Plane, Limbo, and Far Realm exist only as postulations, and there are countless other theories on the nature of reality. No one in this world has ever traveled to these planes, and the few beings that are summoned through the veil are only visitors, returning as soon as the spell that called them ends. Those interested in the setting’s metaphysics should read the section on The World (pg 24 of the Players Guide).
Heroic Themes.
The Zeitgeist campaign setting presents themes that reinforce the heroic archetypes of the world, such as dockers, gunsmiths, and technologists. Each player should choose one Theme Feat unique to the world of Zeitgeist, this replaces normal Pathfinder Traits.
Example of the Ten Minute Background:
This concept is borrowed from Celeador's Zeitgeist game. I really like the way it fleshes out a character. This is an example of a past submission he did for a skull and shackles campaign and I think it's an excellent example of a "Ten Minute Background". While it’s not required to be as long, I appreciate a lot of plot hooks and room for growth as a character.
Five background and concept elements important to John Rawkins.
1) John Rawkins is a sailor who was recently discharged from the Andoran Navy due to a terrible injury. Six months ago his ship the Righteous Eagle was led into a trap by the notorious Shackles vessel Carrion's Maw. During the ensuring battle, Petty Officer Rawkins was part of a boarding party, that along with First Lieutenant Steele was lured aboard the Carrion's Maw. Once on board, the trap was revealed and the boarders were surrounded by a full company of mercenaries. Outmatched and cut off from the Righteous Eagle Petty Officer Rawkins was left behind while the Righteous Eagle was forced to retreat, or risk being sunk. During the battle, John took a spear to the side, falling overboard. As he floated in the water, his blood slowly seeped out into the sea, and he was viciously attacked by a jigsaw shark. By the time he was recovered and his mates got him onto the surgeon’s table, there was nothing that could be done. In a haze of ether John felt the dull pain of the surgeon’s saw and the heat of the soldering iron. When he awoke two days later, his left leg was gone from just below the knee, and in its place was a crudely fitted cap. In remembrance of his lost friend's and ruined leg, John wears a Jigsaw Shark's tooth on a throng around his neck. It is the very same tooth that that the surgeon dug out of his leg following the battle.Trait: Peg Leg [2) John was outgoing and friendly, but since losing his leg and being discharged he has turned to heavy drinking. He rarely shaves and his once short hair has begun to grow out into a tangled mess. He is a man that is teetering on the edge of self-ruin.Hence the charisma of 8, and his store of grog and Alchemist's kindness. 3) Prior discharged, John had acquitted himself in several boarding and begun to earn a reputation is a solid and reliable leader.
4) Although he would never admit it, ever since the shark attack John is secretly afraid of the ocean. He’s a fine swimmer, but there’s something about not being able to see what is under the water that scares him.Trait: Paranoid 5) Like most Andoran’s John hates slavery. He remembers how, as a private he took part in the boarding action of the Katapesh Slave Galley Taskmasters Pride. He will never forget seeing the whipped and chained slaves, emaciated and lashed to the oars and it sickened him beyond words. If given the opportunity to hurt a slaver he would likely do so.Trait: Freedom Fighter and Trait: Lover of the Law
Two goals that are important to John.
1)I would like to see John build upon his Andoran leanings. The navy may have forsaken John but he hasn’t forsaken the ideals they represented. I think that it would be cool to see John eventually become a "Steel Falcon" PrC. Long term I think it would be great to develop this “Arc” as John earns the attention of the Eagle Knight’s and then somehow is given a secret commission to continue to do the work of Andoran within the Shackles. 2) ”I’ll find the shark that took my leg!.Ok, so it’s extremely Moby Dick-ish but I can see that being a goal that John would pursue. On a slightly less ridiculous note, during the battle in which John lost his leg, Carrion's Maw managed to escape. Should he ever cross paths with the ship or its infamous captain, Typhus Scalp-Taker, only hell or high water could keep him from that prize. Of course he may not have to search too hard...
Two secrets about John, one that he knows, and one that he not yet aware of.
1) John is married and has a three year old daughter. In the weeks following the release of the slaves aboard Taskmasters Pride John fell in love with one of the released concubines. Though it is extremely frowned upon within Andoran for a liberator to become romantically involved with the liberated slave, he couldn’t help but love her. It was for this reason that he is currently traveling to Eledar. Though he hates Cheliax and their puppet states for their continuing support of slavery, he was recently offered a job to help build ships for the Sargava navy.It kills him inside to work against the ideals that he believes in, but he sees few options and he has a family to provide for.
2) Prior to his discharge John had done more than just earn a reputation is a solid and reliable leader. In fact his Captain was a member of the Eagle Knights and had taken notice of him for a possible candidacy into the order. However with the loss of his leg and subsequent drinking and discharge Captain Havershaw rescinded his decision. Yet despite his better judgment Lord Havershaw still keeps track of John from time to time.
Four people that are tied to John, three are friends and one is an enemy.
1) Alima Rawkins: Former pleasure slave aboard the Taskmasters Pride and wife of John Rawkins. Alima is Osirion in descent with dusky skin and black hair. She currently lives in the Andoran fishing village of Souston where she raises her and John’s daughter, Farah.
2) Lord Cornelius Havershaw: Ageing captain of the Righteous Eagle. Cornelius is also an Eagle Knight from the order of the Steel Falcon and has taken note of John. Cornelius is quickly approaching retirement and knows that the Claw will be his last command. He is fond of playing the violin and drinking good brandy. It was under his tutelage that Petty Officer Rawkins first learned the principles of leadership.
3) First Lieutenant Iakob Steele: Boarding Officer for the Righteous Eagle. Iakob grew up in the same town as John, Souston, and joined the Andoran Navy several years ahead of him. John later met, and came to work for First Lieutenant Steele upon his assignment to the Righteous Eagle, it was during that time that a friendship came to develop between the two. First Lieutenant Steele was presumably lost at sea following the ruinous battle between the Righteous Eagle and Carron's Maw.
4) Captain Typhus Scalp-Taker: Captain of the Carron's Maw, slaver, pirate and reputed member of the Pirate Council. It was Scalp-Taker who was responsible John going overboard during the battle with the Righteous Eagle. During the battle the pirate lord hurled the spear that drove John over a gunwale and into the sea, but not before John was able to land a lucky strike that sliced off the pirates left ear. Since that day Typhus has never forgotten the slight done to him by the Andorian sailor and would be quick to meet vengeance upon him should their paths meet again.
Three memories, mannerisms or quirks John possess.
1)John keeps a moleskin journal within his Sea bag. During free time he writes letters home to his wife and daughter. He misses them terribly and will never forget the day that he set sail to Eledar, and the last kiss he gave Alima. He uses a lock of her hair as a bookmark for his journal.
2) As a remnant of his service in the Andoran Navy, John managed to keep his duty issue cutlass and he carries the cutlass with him at all times. When distracted he tends to keep one hand on the pommel of the blade and will mindlessly run his thumb over the end cap in a clockwise motion.
3) John has a hard time sleeping on land. From his years at sea, the sailor has grown more accustomed to the cradle of the sea, then the stone of the shore. Even on land John prefers to sleep in a hammock, much to the displeasure of Alima.
Character Creation:
Ability Scores: Ability Scores will be a 25 point buy. I strongly disfavor stat dumps, especially Charisma, without appropriate story justification.
Races: All races found in the Advanced Race Guide are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans. Tieflings and Aasimar however hold a unique place in this campaign and I will not consider them as non-humans during my selection process, however the variant heritages are not allowed.
Classes: All classes from the PHB, APG, UC and UM are allowed, as well as all Archetypes and the Psionic Classes from Dreamscarred Press. However if you plan to play something extremely unusual such as a Ninja, Samurai or a Psionic character, an amazing backstory should be presented.
All classes are permitted except the Anti-Paladin. A few classes require some special consideration below.
The Paladin is well suited thematically for this campaign. However due to the dubious nature of divinity in Zeitgeist, rather than dedicating himself to a particular god, the paladin may instead choose to be follower of a particular philosophy or ideal.
Barbarians can be a good choice, but since chaotic alignments are not allowed (see below), neutral good or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful followers of nation.
Cavaliers are a fine choice for a PC. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Risur (The Order of the Lion) are more common then self-serving orders (for example the Order of the Cockatrice).
Few gods have large followings in Risur, but pockets of foreigners or native converts provide a likely source for divine classes Oracles tend to be more common than clerics, since there aren't established churches to train the pious. More rarely a person with strong philosophical ideals can wield divine power through the gestalt will of those who share his beliefs. Inquisitors are extremely rare and are more commonly dedicated to an ideal or philosophy rather than a particular god.
Druids are well respected among followers of the old faith, and the ties between Druid traditions and the Unseen Court could lead to a deep character storyline.
Gunslingers are an excellent choice for this campaign, This adventure path assumes by default that firearms are common however advanced firearms are just now being developed.
Monks are permitted, but consider applying a western Archetype to them such as a Martial Artist.
Ninja and Samurai are permitted but you must explain how your ninja or samurai ended up in the western nation of Risur.
Rangers will find that Humanoid (Human), Outsider (Evil), Undead and Fey are solid choices for their favored enemy. The Urban Ranger Archetype is also excellent for this AP. Generally Rangers are well received within the old faith.
Sorcerers suffer an equal distribution of bloodline, with aberrant and fiendish bloodlines being far rarer than fey or elemental.
Witches tend to follow fey patrons, since the nature of the planes makes it difficult to contact infernal or far realm patrons.
Psionic classes are relatively new and rare, though many cultures have their own variations of people who seem to be able to see through the veil of reality and forsake the limits of their flesh. In particular, high elf monks are infamous for their unusual fighting techniques, while dwarven philosophers sometimes exhibit all but unknown psionic abilities.
Skills: A good balance of skills is recommended and there will be frequent encounters where a good use of skills can affect combat or negate it completely. Also, as members of the R.H.C. you will be expected to be able to search crime scenes, gather information, interview witnesses, track suspects, and pilot naval ships. A party with well balanced skills is essential.
Feats: Each character gains one bonus Theme Feat selected at character creation from the Zeitgeist Adventure Path Players Guide. This feat does not count against your total number of feats.
Equipment: Each character starts with average wealth per level. Unlike adventurers however, one of the perks of being an agent of the R.H.C. is that your character will receive frequent stipends and allowances for material and equipment upgrades. The downside however is that your character will be required to hand over seized evidence obtained during the course of an investigation. PCs who are part of the R.H.C. do not get to keep anything they recover on their missions. They get a salary, and anything they “looted” they can keep if they pay for it from their salary.
As constables of Risur, your characters have a slightly different relationship with treasure than typical Pathfinder adventurers. At lower ranks (levels 1–8) you receive a combination of salary and official stipend to fulfill your duties, and the Constabulary’s resources and connections let you easily purchase or requisition the tools you need for your missions. Likewise, you can easily trade in items you no longer need, which can be used by other constables or local police. When you recover rare magic, treasure, or other valuables, you are expected to hand it over to higher authorities, who will make proper use of it. If desired, you can use your salary or stipend to acquire these items for yourself, assuming you file the proper paperwork and your request is deemed warranted.
You can turn in any functioning item to the R.H.C. for its full value. This allows you to keep yourself equipped with the best material available, or at least the best that government bureaucracy thinks you can be trusted with.
Whenever the party acquires any sort of treasure in the course of a mission, you will be expected to hand it over to your superiors, which should keep you at the expected power for your level. If you recover something you want for yourself, you can spend money to requisition it, though that may take some time. There is always some leeway, and constables are allowed to hold onto loot for a reasonable period of time. If you defeat a foe with a magic sword, and his weapon would aid you in your immediate investigation, you can hold onto it for a few days, but you’re expected to turn it in. An alternative, of course, is to hold onto items and not report them to the RHC. This is illegal, and would likely be grounds for dismissal.
Such pecuniary misdeeds are expected of common police, but the R.H.C. is held to higher standards. If you attempt to sell such an item, you cannot take advantage of the R.H.C.’s favorable rates, and must use the normal values (50% of base value). Be careful, though, because prison is not kind to former law officers who turn to crime.
HP: Max to start. At each level you roll for hit points, however you may use Hero Points and the retrain option will be allowed from Ultimate Campaign
Hero Points: All PCs start with 1 Hero point and gain 1 Hero Point each time they level up. The maximum number of Hero Points a PC can have at a time is 3. Hero Point feats and spells are allowed.
You can use 1 Hero Point to do any of the following actions. You can only use 1 Hero Point per turn for these actions.
1. Gain an extra standard action during your turn.
2. Gain a +8 bonus to a d20 roll if spent before or a +4 bonus if spent after. This can also be used to effectively increase the DC of a spell by lowering a single target's saving throw in the same manner.
3. Ready an action at any time. (Must be done before a post is made; no retcons.)
4. Regain a spell or use of a limited special ability.
5. Reroll a d20.
6. Reroll for HP at a new level.
You can use 2 Hero Points to do the following, regardless of if you have used a Hero Point this turn.
7. Survive a fatal attack at -10, unconscious, and stable.(2 points)
[/b]Finishing Details:[/b] As normal except that chaotic evil, neutral evil, chaotic neutral and chaotic good alignments are not allowed. Every character must be lawful neutral, lawful evil, lawful good, neutral or neutral good. Of those five alignments, lawful neutral is definitely the preferred choice.
Further, every character must choose a Theme Feat. This feat should be central to your characters development and it is one of the reasons why you were screened by the Royal Homeland Constabulary as possible candidates.
Would anyone like to make intertwined backgrounds? I find that I am fond of doing this as it ends up making the quality all the more than it was before. That and it is most fun coming up with all the details of knowing each other.
With that being said, here is a fairly advanced draft of the character background. Drake Morrell.
I am using Hero Lab to make the character, albeit with minor tweaks and manual additions for details that Hero Lab is unable to do. The crunch is not yet done and will come later.
GM Olmek, throw a glance my way and tell me what you think.
Re-dot on the new thread, so that newcomers can know and fear the competition have friendly and insightful discussions with those of us who have just read through the setting guide.
Oh, hey, I refresh the page and there's a new thread.
Well, dotting in again, I suppose. Trying to come up with a good concept that isn't being snapped up by others so far...
And as for intertwined backgrounds, I'd be happy to do so, Grand Moff Vixen, but as GM Olmek has suggested, I'll wait until after the selection to look into it a lot.
Huh... didn't realize there'd be such a deficit of magic/healing in the proposals so far (and, I guess, if anybody's wondering what hasn't been pitched yet)
Well, it seems that this is a great setting to try and play different kinds of characters than normal, and especially with the ACG out and some fun new classes to look at, I'd be surprised if people don't go for those. (I'm personally trying to decide between swashbuckler and investigator myself, with a chance of slayer.)
And the setting doesn't seem very kind to divine casters, although arcane seems like it's going alright in Risur. Maybe a White Mage Arcanist would be in order?
Swashbucklers get pretty insane (add your class level to attack damage?), although I started one back in the playtest—you're essentially a better duelist with more charisma (and one of the few classes that can use thrown weapons effectively). That said, they play a lot like gunslingers, in that you get a lot of abilities but you'll only be using a few of them, and they're not quite as customizable as fighters/barbarians/rogues.
Meanwhile, Investigators get challenging to use in a heavy-combat setting, making a campaign like this somewhere they might shine. And I hear they're decent as healers through the whole alchemy thing.
I know EXACTLY what I want to play. I've had a French philosophical academic concept a la Camus or Sartre I've been wanting to use for a while, and this setting sounds perfect for it.
Crunch-wise, he will be a human investigator with the empiricist archetype, and he will eventually take the Logos prestige class.
I have made the risky decision to go with Martial Scientist (even though there are several submitted already), and keep Yerasol Veteran as a fluff thing, rather than mechanical thing. Mechanically, the theme feats are not created equal.
Yeah, too many bards and headcrackers already. My half-orc witch, born to Berian immigrants, is going to be a technologist. I've got the crunch done, need to write up the backstory. It's so cool in my head, but I have to put it down in a readable format.
Hey, GM Olmek, as I'm working through my ideas and options for a swashbuckler type, I'm wondering if you'd allow me to use a feat that the design team's previewed, but won't actually be published until the Advanced Class Origins book comes out later this year...
Design Team wrote:
FENCING GRACE (COMBAT)
Your extreme style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size.
In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
If you'd rather I didn't take it that's perfectly fine, I just wanted to check my options because I'm trying to decide between a couple concepts.
My tiefling gunslinger is pretty much complete. I still want to get some more equipment bought, but he is pretty much ready for review. Please tell me if I made any mistakes or could improve upon anything!
So I have an idea for a tiefling or a human alchemist gunsmith, but firearms are impossible to get at creation (even with the discount) unless you are a gunslinger. Could you bend the rules a little bit to allow the gunsmith thee feat grant a gun if you do not already get it via class? Or the level one greedier ability (proficiency in one martial weapon) be replaced with the gunslinger' Gunsmith feature?
Alternatively, would you allow the normally gnome only experimental gunsmith archetype be used by anyone, given the nature of the setting?
Actually if you take the gunsmithing feat and craft your own firearm for half price, with the already 1/4 adjusted price you can start with various pistols for around 100gp. Expensive and more than half of your starting wealth, but possible.
Any thoughts on Nishoh? I'm pretty happy with how he turned out but I always love feedback.
Just checking in with my progress. I have been pouring over the background, and so far I like the way it is turning out. I ended up changing Drake's personality, as after reading the story I felt it did not fit who he developed into. It went from being a brusque manner to being a somewhat reserved demeanor with less skill at social and political interactions.
I haven't yet finished the build as I wanted the story to be ready first. The mechanics work better when I base them on a story rather than on a vague concept in my head.
The crunch should be ready by sometime tomorrow. I will also update Drake's alias when I have the build completed. When I have more done I will post an update.
I will be taking applications until Wednesday, 8/20/14. I have not decided how many players I will be taking, but the total will be between 4 and 6, depending on the exact needs of the party. As a warning, I also tend to select players over the course of the application period. If you have any questions, I'd be happy to answer them.
spacefurry wrote:
Are there still openings? And if so, what is the deadline for submissions?
I was considering a kitsune gunslinger (maybe gunslinger/rogue or gunslinger/alchemist).
Family are maybe part of a visiting delegation from a border state.
Man, I leave for a day and the questions come pouring in. A lot of the concepts and submissions are cool... but there are so many gunslingers. I get wanting to play with guns when a campaign lets you, but there's so much else going on with this setting!
Where are my Dockers at? Yerasol Vets? Vekeshi Mystics? Spirit Mediums?
Sawyer Masonjones wrote:
Would you also allow the 3rd party mechanist gunslinger archetype?
Also, is that a no on the first request?
Yes, I'll allow it. Yes, that was a no. If you want to start the game with a gun, you'll probably have to be a gunslinger. Sorry. =/
CampinCarl9127 wrote:
Any thoughts on Nishoh?
Not yet. Just got a chance to look over all the new posts. I'll look at it soon. :)
spacefurry wrote:
Family are maybe part of a visiting delegation from a border state.
Remember, your character is part of an organization loyal to Risur. That has to be part of your backstory.
Loup Blanc wrote:
GM Olmek, am I to take your favoriting my post above as a yes to my question? *chuckle*
Did I favorite it? I must have misclicked on my tablet. >.>
If it's been put out by the design team, I think it will be fine to play with.
Alright, sounds good! (For the record, I'm currently trying to decide between a human Yerasol Veteran and an eladrin Vekeshi Mystic, so you'll be getting at least one non-gunslinger!)
Man, I leave for a day and the questions come pouring in. A lot of the concepts and submissions are cool... but there are so many gunslingers. I get wanting to play with guns when a campaign lets you, but there's so much else going on with this setting!
Where are my Dockers at? Yerasol Vets? Vekeshi Mystics? Spirit Mediums?
Almost done with Jesselle, and I have reworked the character to a Spirit Medium. The theme just worked much better... and hopefully you will like the enemy!
Question about the Unfished Business theme feat, how does the below part actually work?
Quote:
Once per combat, as a standard action that provokes attacks of opportunity, you conjure forth a spirit from a creature that died within the last five minutes and within three miles of your current location. The spirit appears in a space you choose within 25 ft. of you, and performs a standard action of your choice. Any attack it makes count as having the ghost touch weapon property.
It says that a spirit appears and can perform a standard action/attack. Is it like a summon monster spell? Is there stats for the spirit summoned? How long does the spirit remain? Can it do more?
Are the classes from the ACG an option? I had an idea for a Shaman (Speaker For the Past). A Deva/Aasimar who draws upon the wisdom and power of his own cycle of reincarnation. I think I would go with the Vekeshi Mystic theme.
It says that a spirit appears and can perform a standard action/attack. Is it like a summon monster spell? Is there stats for the spirit summoned? How long does the spirit remain? Can it do more?
I'm looking for more clarification on the ENWorld forums.
Ten Minute Background for Enoch L. Gouran (my submission). Stats to follow later.
Spoiler:
- - five background and concept elements important to Enoch
1. Enoch fought in the Fourth Yerasol War, working as a gunner's mate on a Risuri ship. Seven years ago, their ship came under attack by a strange vessel, manned by Danorans. They were fired upon by cannons that shot black flame, consuming flesh and steel alike. He awoke in a cage, his body a disgusting mass of flesh and metal, arranged with no design but rather he was fused to whatever happened to be near at the time, which in his case was cannonballs, powder charges, a wheel and some rails. He later discovered that he was captured by the Danorans and sold to a Drakran mage. Foul and painful experiments were performed on him, pushing him to the limits to see what a subject could survive. When the initial and secondary ranges of experiments were completed and he yet survived, Enoch became more valuable as a test subject to the mages, as they had never gotten this far. The pain subsided, and he began to receive better treatment from the mages as they tested the changes that were made to his form. He complied with them, testing the alterations as they were made. They began to trust him to an extent, trusting that he would not leave, and this was their mistake. He was shipped to another facility where advanced procedures were to take place, but he escaped from the carriage while in a city stopping for supplies. He ran off and hid in garbage for a day before stowing away on a ship headed to Danor, where he was hired on a ship as a laborer, finally reaching Risur some months later.
2. Part of him died in that Drakr laboratory. He first died when his ship was destroyed, then died even more when he discovered that he lived, disfigured. Then once more when he was expeimented on, and more still when he yet lived. So deep was his depression at the time, that he willingly complied with the enemy's further experimentation, just to see if he would die. He only started to come out of it when he planned his escape. It is because of all of this that he feels shame in mentioning his part in the war, other than that he served. He doesn't talk about the circumstances of his current state, other than to say he was captured and sold and experimented on, leaving out the part of his willing compliance.
3. The shame of his past compelled him to work for the RHC, having a desire to serve his country once more even though the war was over to make up for his failings in the war. His experience in the navy not only helps him in this pursuit, but on his off time he also makes a bit of spare coin loading ships down by the dock.
4. Enoch hates Danor for their part in what was done to him, and it has taken the greater part of his four years back in Risur to be able to tolerate the presence of Danorans. He doesn't trust them, but his nation sees the value in the uneasy armistice with Danor and their trade goods.
5. He secretly harbors a bit of respect for the Drakr mages that modified him. While the experiments were beyond horrific to endure, they did save the live that the Danorans had taken from him, and his newfound abilities were of astounding utility. He harbors a desire to more fully understand the nature of changes he has gone through, in order to master his newly-made self.
- - two goals
1. Mastery of Self. Enoch seeks to more fully master himself and his new form. His desire is to build upon what the Drakr mages have done to him, and steer his own way forward rather than simply being an escaped experiment. [ooc]this will be him taking a prestige class, either tinkering with the gun that he doesnt know what implanted within him, or tinkering with the entirety of his form such that he becomes a hardy, yet hyper-cognizant Polyhistor.
2. Service to Nation. He aspires to rise in the ranks of the RHC, having a great deal of prestige therein while not garnering much attention outside of the nation. He doesn't want to attract the notice of those he escaped from.
- - two secrets, one he knows, one he doesnt
1. Enoch knows that there are Danoran elements working with the Drakr, as was evidenced by his capture and the Danoran voices he heard, and the amount of Danoran coins and supplies that were flowing through the laboratory where he was captive. Whether they were teamed up against the Malice Lands, Risur, or another, he does not know.
2. There are those in the employ of the Drakr that are looking for him already, although they have lost his trail back in Danor. From time to time they send probes out within Danor, and any activity of his in that nation might catch their notice.
- - four people tied to him, 3 friends 1 enemy
1. John Dewbane, First Mate of The Pride of Yerasol. John handles a lot of the day-to-day matters of his ship, and makes a habit of hiring veterans almost exclusively. Enoch works with him on many occasions, moving things about, installing hardware on the ship or patching up something here or there. Sometimes he handles deliveries on shore. They meet up at least once every month or two for drinks, if not more often.
2. Gheel Blackfingers, gunsmith and tinker. Enoch was a gunman's mate during his time in the navy, but that was a short time many years ago. Guns being an emerging thing, Enoch is interested in them and has sought to learn more from the tinker. He hopes to integrate some firearms into his form one day, if only a holdout pistol.
3. Morrisa, barmaid over at The Sour Grape. Enoch had a close friendship with her before the war, and had hoped to court her when he returned. However, his time away saw him grow disfigured and hardly able to feel, and her affections were planted elsewhere. She has sense been betrothed to another man, but they remain friends. He drinks there when he goes out with John, as it isn't a place frequented by dock workers, as it is slightly more expensive than a typical establishment. If Morrisa didn't work there, Enoch would likely never return.
4. Odrin Steelblood, drakr mage of the head circle of the laboratory where Enoch was held captive. He was in charge of things there, and as such, he bore the most responsibility for what happened to Enoch there. There is a respect between the two, one for his power and the other for his resilience, but no friendship whatsoever.
- - 3 memories, mannerisms, or quirks
1. Enoch remembers the first time he was able to test functional implants, rather than just being subjected to implantation. There was a strange feeling of parts moving within his body, almost like a heartbeat or breathing used to feel, but instead it he could feel unknown parts moving around. He hopes to one day discover these.
2. Enoch sometimes walks oddly, in an attempt to compensate for the increased weight of his implants. However, he is most comfortable when not doing so, and will drop the charade when he is attempting to be intimidating.
3. Enoch has had a tough time the past 7-8 years, and it has really drained him. He pours himself into his work, as he sees himself as a failure in all other aspects of his life. He is often fatalistic and will take great risk in the performance of his duties if he thinks it will serve Risur better.
I basically did up the crunch where with a quick bit of work i can make him either a melee or ranged character. His gear will largely depend on which route he is taking. I have selected my ability scores for each configuration, so if he is selected, i will choose a configuration to round out the party, lock in those ability scores and those values will cascade down the sheet to finish things up.
Gear-wise, if i go melee i will grab him a two-hander to start. If i go ranged, i'll probably start with a crossbow, looking to requisition a pistol or rifle off of a fallen enemy in the near future.
I actually have an idea for an Investigator with the Steel Hound archetype and the Gunsmith theme feat. He'd grown up on the streets and actually got caught when he was trying to steal some items from a local blacksmith to sell for food. The smith took him in as an apprentice and gave him a place to stay. The smith was proud when the character joined the training program for the R.H.C. Unfortunately, she was killed recently with no signs of the killer. The character is looking into it when he doesn't have normal duties.
Looking at all the submissions. I may actually revamps Therie completely as a Paladin(Divine Defender)/Oracle(life)/Steamsuit Pilot Technologist. Got a great idea for background, and she would give us some much needed healing but still be very combat effective.
So as far as I can tell, the Unfinished Business summons an exact version of the dead creature. It gets a single standard action of your choosing and then disappears. It seems pretty good.
I believe I have done as much as I can think of at this point. Reposting Drake Morrell for your perusal GM Olmek.
As this is the first character I have made for Zeitgeist, please let me know anything I have missed. As I am not intimately familiar with this AP, I may have missed little things as I made his crunch. Please point out any any such detail.
Thanks for looking. I look forward to selection time!
Edit: What languages are suitable for a native of Risur to know? I took Common and Primordial.
What languages are suitable for a native of Risur to know?
Primordial is the common tongue of Risur, so all players start with that. Common is likely the best second choice, as it is the primary language of Ber, Danor, and Crisillyir. Dwarven and Elven have their national representations. Goblin, Giant, and Draconic are also used commonly in Ber, although once you get outside of Primordial and Common, most languages are corner cases.
I'm going to start reviewing completed concepts and PMing the applicants with some feedback tonight.
Primordial is the common tongue of Risur, so all players start with that. Common is likely the best second choice, as it is the primary language of Ber, Danor, and Crisillyir. Dwarven and Elven have their national representations. Goblin, Giant, and Draconic are also used commonly in Ber, although once you get outside of Primordial and Common, most languages are corner cases.
I'm going to start reviewing completed concepts and PMing the applicants with some feedback tonight.
Oh that's interesting, I must have skimmed over that in the guide.
I've provided two distinct options for Therie based on what you believe the party requires GM Olmek, both have unique backgrounds and would be a pleasure to play if chosen. one will progress down the Ranger path to be a solid front-line damage dealer. The other will progress down paladin/oracle and become a solid Combat-Healer.