GM Omelas's Destiny of the Sands (Inactive)

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Lot of good submissions from a lot experience players good to learn from. Thanks for sharing stuff guys.


@BigBenClockTower yeap, your eidolon is yours to RP as you see fit. I only reserve the right to intervene in extreme situations such as when your character asks something completely against the eidolon's nature and you do not reasonably reflect that in the eidolon's reaction (say, you ask your child-friendly eidolon to sacrifice a newborn to the glory of asmodeus and it does the thing willingly). Is that acceptable?

@Theshen I was wondering when we'd get our divine-blooded guest =) To answer your questions: 1) yes, no problem at all, provided you follow the usual restrictions for traits (as you did), but thanks for asking; 2) yes, that is correct, you will start with common/taldane plus your native language.

@Thrarathrane indeed!


@GM Omelas: Acceptable enough to me!

I'll have something up by day's end.


@BigBenClockTower thanks, looking forward!


Updated with equipment, weapons, and armor.


&**()$&*&*(#@!%^
Internet gremlins ate my background post. I will try to rewrite it..again..lol


The young man moves steadily, if not so swiftly with the crowded, buzzing streets. He is wrapped in light blue robes of quality cloth that has seen a little wear. Flashes of an armoured coat can be seen underneath, giving him a martial air that the plain quarterstaff does not quite manage. He has a noble face, with eyes with irises that resemble obsidian stones.

And he is late.

He enters the garden of his soon-to-be host, slightly warmed up by his hurried walk.

He will look around for a servant, eager to make amends for his delay, even if the delay could not be helped.


We seem to have 6 complete submissions at the moment:

Thrarathrane Starwise elf wizard (universalist)

Waylund Wyllt human wizard (conjuror)

Harold Forrester human bard

Shu-kri Kaba human investigator (empiricist)

Theshen human oracle of life (divine herbalist)

Hjorleaf Asvidrson human fighter

(not sure if you managed to update your background or not)

plus 2 incomplete submissions: Hadiya Quereshi and Senebenhof, both missing crunch, but with background already in. In case you have submitted a character and I somehow missed it, let me know.

I've added the character creation guidelines to the campaign info (updated with the clarifications to answers asked after the initial post was published). Hopefully this helps with the process now that we're over 50 posts.


Yep, still planning on getting Hadiya's stats up in the next couple days. Tax season crunch is in full swing,


CrystalSeas wrote:
Yep, still planning on getting Hadiya's stats up in the next couple days. Tax season crunch is in full swing,

Of course, no problem at all, we're still well within the deadline. I just wanted to have a summary of the current roster to make sure I didn't miss anything.


I'm intrigued. Good old 'Dhru here was originally created for a Mummy's Mask game that dried up (check the character's posts to get an idea of where I was going with him), and I think I could easily reimagine him for this. But I'm not sure if I want to keep him as a Steel Hound.

Please accept this post as a declaration of interest, and if I get a clear idea of how I want "Badhru 2.0" to look, I'll post before the deadline Friday.

Thank you!


CrystalSeas wrote:
Yep, still planning on getting Hadiya's stats up in the next couple days. Tax season crunch is in full swing,

Put backstory on profile page as requested.


@Badhru thanks for the interest! Let me know if there's anything I can do to help =)

@Thrarathrane Starwise sorry, I thought I had replied when you first mentioned it. Cheers, mate, much appreciated.


I think I am ready...I hope the background makes sense. I rewrote it quickly, so I will try to adjust it to make sense better.


Sure! I'm thinking, in the (likely) event I drop Steel Hound, he'll either be a Psychic Detective or a vanilla Investigator, with a melee focus. He was the apprentice to a private investigator named Woodrose, from Absalom. To get him involved here, I'm thinking after Woodrose died, in his will he stipulated that Badhru deliver a package (contents unknown) to Amenopheus. Does that work?


@Badhru sounds good to me, can already see a couple of ways of hooking up that package to the story. The psychic detective could definitely fit the setting (thinking how the occult often has a thing for ancient egypt). As for the build, feel free to play around with it until friday, just let me know when you're done with it.

@Hjorleaf ok, thanks for letting me know =)

Grand Lodge

GM Omelas,

I'd like to add the following custom cantrips to Waylund's spell book if they pass muster. They should be inline with the rules for designing custom spells. For the most part I've taken them from 3rd part sources with some slight modifications either for flavor or because I thought they were too strong for Cantrips.

I'd also like to know if Alchemical Power components from the adventurer's armory are allowed.

Please see:Paizo's rules for designing custom spells and List of Reagents and their affects when used at Spell Components.

Respectfully,
Waylund

Additions to Wyllt Grimoire :
Extend Stay
School conjuration; Level antipaladin 0, bard 0, cleric/oracle 0, sorcerer/wizard 0, summoner 0, witch 0
CASTING: Casting Time 1 round, Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
EFFECT: Duration special - Saving Throw none; Spell Resistance no
You spend time strengthening and preparing the bond of a creature you will summon onto this plane. If the next spell cast is a Summon Monster spell, increase the duration of the Summon spell by 1 round.

Acid Puddle
School conjuration (creation) [acid]; Level inquisitor 0, magus 0,sorcerer/wizard 0, summoner 0, witch 0
CASTING: Casting Time 1 round, Components V, S
Range close (25 ft. + 5 ft./2 levels)
EFFECT
Effect one puddle of acid
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
Acid seeps up from the ground, creating a 5 foot by 5 foot puddle that is a half an inch deep. Creatures entering or starting their turn on the acid make a save vs reflex or take 1d3 damage.

Hitch Post
School conjuration (creation); Level bard 0, cleric/oracle 0, sorcerer/wizard 0, summoner 0, witch 0’;
CASTING: Casting Time 1 round, Components V, S, F/DF (a piece of wood)
Range close (25 ft. + 5 ft./2 levels) - Duration 1 hour/level (D)
EFFECT: Saving Throw none; Spell Resistance no
Raise from the earth a post suitable for hitching a horse or similar animal to. Animals hitched to this post will not try to escape if not threatened. If an animal is stolen from the post, you receive a mental alarm, like from the spell alarm.

Short Trip
School conjuration (teleportation); Level bard 0, magus 0, Sorcerer/wizard 0,summoner 0, witch 0;
CASTING, Casting Time 1 hour, Components V
Range 5 feet, Target self, Duration instantaneous
EFFECT: Saving Throw none; Spell Resistance no
By concentrating for 1 hour uninterrupted, you may teleport 5 feet. If you arrive in a place that is already occupied by a solid body, you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 5 feet of the intended location. If there is no free space within 5 feet, take an additional 2d6 points of damage and are shunted to a free space within 10 feet. If there is no free space within 15 feet, you take an additional 4d6 points of damage and the spell simply fails.

Locate Close Friend
School divination; Level bard 0,cleric/oracle 0, druid 0, inquisitor 0,paladin 1, ranger 1, sorcerer/wizard 0, witch0
CASTING
Casting Time 1 standard action
Components V, S
Range 100 ft Target or Area one creature whom you have been travelling with for a month
EFFECT
Range 100 ft Target or Area one creature whom you have been travelling with for a month
Duration instantaneous
Saving Throw none; Spell Resistance no
You are given a yes or no on if a close friend, someone you have known for at least a month and are on good terms, are not trying to betray, and are currently travelling with is within 100 feet of your current location.

Detect Doors
School divination; Level alchemist 0, bard 0, sorcerer/ wizard 0, witch 0
CASTING: Casting Time 1 standard action, Components V, S
Range 60 ft., Area cone-shaped emanation - Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
EFFECT: You can detect doors, but only doors that are not hidden or secret. This spell can be used while blind, in obscuring mists, smoke, total darkness or if in a crowd where the doors are not apparent. The amount of information revealed depends on how long you study an area or subject.
1st Round: Presence or absence of doors.
2nd Round: Number of doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each round, you can turn to detect doors in a new area

Good Shot
School divination; Level alchemist 0, inquisitor 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action Components V, F (tiny bow)
EFFECT: Range personal, Target you
Duration see text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll is not affected by the miss chance that applies to attackers trying to strike a concealed target.

Understand Picture
School divination; Level antipaladin 1, bard 0, cleric/oracle 0, druid 0,inquisitor 0, magus 0, paladin 1, ranger 1, sorcerer/wizard 0, summoner 0,witch 0
CASTING: Casting Time 1 standard action, Components V, S, F (a feather dipped in ink)
EFFECT: Range personal, Target you, Duration instantaneous
You understand the what a picture is attempting to portray. The picture must be whole and no part must be missing. If you do not know anything about the subject of the picture, for example, a monster you have never encountered before, then the spell fails. The skill in crafting the picture is not important, rather the intent of the artist.
Determine Mood
School divination; Level alchemist 0, bard 1, sorcerer/ wizard 0, witch 0
CASTING Casting Time 1 standard action Components V, S
EFFECT Range personal ,Target you, Duration 1/round per level
You gain a +2 bonus to your Sense Motive check.

Determine Familiar
School divination; Level bard 0,cleric/oracle 0, druid 0, inquisitor 0,paladin 1, ranger 1, sorcerer/wizard 0, witch 0
CASTING Casting Time 1 standard action, Components V, S
EFFECT: Range 100 ft, Target or Area one creature
Duration instantaneous
Saving Throw none; Spell Resistance no
You know if a magical beast is a familiar to a magical using creature with class levels, such as wizard or sorcerer. It does not work with druid’s animal companions or paladins mounts.

Hiccup
School enchantment (compulsion) [emotion, mind-affecting];
Level bard 0, sorcerer/wizard 0, witch 0
CASTING: Casting Time 1 standard action, Components V, S
EFFECT: Range touch, Target one creature - Duration 10 minutes/level
Saving Throw Will negates; Spell resistance yes
The target creature gets the hiccups. This can cause a -2 circumstance penalty to diplomacy in certain settings, such as a fancy party, or somewhere where you need to look tough.

Nap
School enchantment (compulsion) [mind-affecting]; Level bard 0,sorcerer/wizard 0, witch 0;
CASTING: Casting Time 1 round Components V, S, M (fine sand, rose petals, or a live cricket)
EFFECT: Range medium (100 ft. + 10 ft./level) Area one living creature - Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
A nap spell causes a magical slumber to come upon a 1 HD creature. Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Nap does not target unconscious creatures, constructs, or undead creatures.

Word Substitution
School enchantment (compulsion) [emotion, mind-affecting];
Level bard 0, sorcerer/wizard 0, witch 0
CASTING: Casting Time 1 standard action Components V, S
EFFECT: Range close (25 ft. + 5 ft./2 levels), Target one creature
Duration 1 minute/level Saving Throw Will negates; Spell Resistance yes The when the target of this spell intends to say one word, he or she instead says another word. The target word and the substitution must be said as part of the casting, and the target creature must be able to understand the two words.
For example, someone might intend to say “My best work is here” but would say “My worst work is here”. Another example would be saying "Highness" whenever they intend to say "Waylund."

After each time the word is said, the target gets another saving throw with a cumulative +1 bonus.
Waylund’s Prank
School evocation (force); Level sorcerer/wizard 0
CASTING: Casting Time 1 standard action
Components V, S, F (The caster’s own leg*)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object - Duration 1 hour (D)
Saving Throw Fortitude negates; Spell Resistance yes
A leg comprised of force attempts to knock down the creature or object. The force leg attempts a trip combat maneuver using the caster’s CMB.

Singe
School evocation (fire); Level sorcerer/wizard 0
CASTING: Casting Time 1 standard action Components V, S
EFFECT: Range close (25 ft. + 5 ft./2 levels)
Effect Duration instantaneous, Saving Throw none; Spell Resistance Yes
You cause a flame to strike the target with a successful ranged touch attack. The spell deals 1d3 points of fire damage.

Disrupt Construct
School evocation [electricity]; Level magus 0, sorcerer/wizard 0, witch 0
CASTING: Casting Time 1 standard action Components V, S
EFFECT: Range close (25 ft. + 5 ft./2 levels) - Effect ray
Duration instantaneous - Saving Throw none; Spell Resistance yes
A ray of low powered electricity projects from your pointing finger. To non-construct targets, the ray is unpleasant, but not harmful. Constructs take 1d6 electrical damage.

Jolt Trap
School evocation [electricity]; Level alchemist 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action, Components V, S, M (a wire)
EFFECT: Range touch Target a small object or smaller
Duration 10 minutes/level or until discharged Saving Throw Reflex negates (harmless); Spell Resistance Yes
You trap an object so that when someone touches object without speaking a passphrase set at casting, they must make a Reflex save or be shocked, taking 1d3 electrical damage.

Magic Dart
School evocation [force]; Level sorcerer/wizard 0
CASTING: Casting Time 1 standard action, Components V, S
EFFECT Range medium (10 ft. + 10 ft./level)
Targets one creature, Duration instantaneous
Saving Throw none; Spell Resistance yes
A dart of magical energy shoots forth from your fingertip and strikes its target, dealing 1 point of force damage. The dart strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.

Phantom Odor
School illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action
Components V, S, M (a bit of cheese)
EFFECT Range close (25 ft. + 5 ft./2 levels)
Effect illusory smell Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no
Phantom Odor allows you to create a smell that recedes, approaches, or remains at a fixed place. You choose what type of smell the spell creates when casting it and cannot thereafter change the smells basic character.
The intensity of smell created depends on your level. You can produce as much smell as four flowers per caster level (maximum 40 flowers). The scent produced can be virtually any type of odor but it must be a smell the caster has experience before. Anyone who smells the Phantom Odor receives a Will save to disbelieve. Ghost smell can enhance the effectiveness of a silent image spell. Ghost Smell be made permanent with a permanency spell.

Dramatic Thunder and Lightning
School illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action, Components V, S, M (a bit of rice and metal)
EFFECT: Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Effect illusory lightning and thunder Duration 1 hour/level (D)
Saving Throw no; Spell Resistance no
A flash of lightning and roll thunder occurs on a specific verbal or movement based queue that the target performs. The queue might be a specific word like “murder” or “frau blucher,” or a specific action like snapping their fingers.

Haircut
School illusion (glamer); Level alchemist 0, bard 0, inquisitor 0,sorcerer/wizard 0;
CASTING: Casting Time 1 standard action Components V, S
The Wyllt Grimoire Specifies the somatic component as tapping out “shave and a haircut, two bits” on something.
EFFECT: Range personal, Target you Duration 1 hour /level (D)
You may change the look of your hair, including facial hair. You may modify one of the following aspects per casting, the length, the color, or the baldness

Puff
School illusion (pattern) [mind-affecting]; Level magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action
Components V, S, M (Smoke from a lit Pipe or Cigar)
EFFECT: Range 10 ft. - Target one living creature, Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
You puff a small cloud of smoke at the target which seems to grow large to that creature. If the target is 2 HD or less and fails its will save The creature is blinded and stunned for 1 round, then blinded for 1 round.

Waylund’s Ire
School illusion (Phantasm); Level bard 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action - Components V, S, M (a tiny mask)
EFFECT: Range 25 ft. - Target one living creature
Effect a scary voice. Duration 1 round - Saving Throw Will disbelief; Spell Resistance yes
Speaking directly to one creature, they hear your voice differently than everyone else. Your voice become macabre and high pitched to them. If the target fails a saving throw vs Will, the target is shaken for one round. This is a fear-based effect.

Dictate
School illusion (pattern); Level bard 0, magus 0, sorcerer/wizard 0
CASTING: Casting Time 1 standard action - Components V, S, M (ink)
EFFECT: Range 10 feet Target a book or other collection of paper
Effect written words
Duration 1 hour/level
As you speak during the duration of the spell, your words and only your words appear magically on the designated collection of paper. The ink is real and is part of the material components of the spell.

Diverting Tracks
School illusion (figment); Level bard 0, magus 0, sorcerer/ wizard 0
CASTING: Casting Time 1 standard action -Components V, S, M (a bit of dust)
EFFECT: Range close (25 ft. + 5 ft./2 levels) -Effect fake tracks
Duration 10 minutes/level (D)
Saving Throw Will disbelief; Spell Resistance no
When cast upon clearly visible tracks, a separate set of illusory tracks appears in a different random, but
diverging direction, going as far as the range of the spell. A character trying to determine which are the
real tracks can make a DC 20 Perception check to determine which tracks are real.


Dear Mr Wyllt,

I have received your request for an expansion of your cantrip repertoire and will examine it with the utmost care. You may expect a reply at the coming weekend.

As for the reagents, I hereby declare their use in the upcoming game legal and hallowed.

Yours sincerely,
GM Omelas

Grand Lodge

GM Omelas wrote:

Dear Mr Wyllt,

I have received your request for an expansion of your cantrip repertoire and will examine it with the utmost care. You may expect a reply at the coming weekend.

As for the reagents, I hereby declare their use in the upcoming game legal and hallowed.

Yours sincerely,
GM Omelas

Gracias!


A half-orc young man enters the room. His clothing marks him as being from Avistan, probably Absalom. His hair is jet black and short, but a bit scraggly, as if it was cut several weeks ago but is growing back in. He wears a moustche and goatee, the way younger men will sometimes in an effort to look older. Over his right shoulder is a leather satchel.

As he enters the room, he takes a goblet of wine offered by a servant. Looking about, he seats himself on a cushion pushed up against the wall, from which he can see the door. A different servant comes over and offers to take the young man's hat and satchel. "Thank you," he says as he gives over his hat. Nodding toward the bag, the youth says, "This, however, will stay with me. It is for the master of the house, and I am under orders to give it only to him."

"Hah, 'This will stay with me,'" Badhru imagines the voice of his late mentor in his head, mimicking him. "Kid, when yer voice changes yer gonna sound real impressive."

Quiet, you old coot, Badhru argues with himself. I liked you better when you were an alive old codger, and not a figment of my imagination.

This is my submission. He will either be an Unchained Rogue or a Psychic Detective Investigator; I'm still torn between the two. I'm hoping I'll have that part settled by tonight.


@Badhru Thank you for the submission. Curious to see which way the coin will flip


You and me both! ;)

#ibelieveinharveydent


Hadiya arrives, breathless, just in time to hear the matron invite everyone into the other room.


I think this crunch is ready for Seneb:

Paizo - Seneb
Male human (Garundi) magus (spire defender) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +3; +2 racial bonus vs. hot climate, +2 racial bonus vs. poison or distraction abilities of swarms
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
light hammer +2 (1d4+2) or
scorpion whip (aa) +2 (1d4+2)
Ranged shortbow +2 (1d6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with scorpion whip (aa))
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Spire Defender) Spells Prepared (CL 1st; concentration +4)
1st—shield (2)
0 (at will)—prestidigitation, ray of frost, spark[APG] (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 16, Wis 13, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Combat Expertise, Dodge, Light Armor Proficiency
Traits seeker, trap finder
Skills Climb +4, Craft (bows) +7, Disable Device +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Perception +6, Profession (Guide) +5, Spellcraft +7
Languages Ancient Osiriani, Common, Osiriani
SQ heart of the sun[ARG]
Other Gear lamellar (leather) armor[UC], arrows (40), dagger, light hammer, scorpion whip (aa), shortbow, magus starting spellbook, thieves' tools, 20 gp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Heart of the Sun +2 save vs. hot climate & 1 step less severe, +2 vs. poison/distraction abilities of swarms/vermin.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
--------------------
Appearance: Tall with skin bronzed from the constant exposure to the sun, Senebhenaf (Seneb) keeps his head and face shaved clean so that there is less for the sand and dust of the road to get trapped in. His hazel eyes reflect his intelligence and sense of humor. The leather armor he wears consists of strips of leather with small harder leather plates attached. The bow he carries of of a dark wood, and of obviously fine craftsmanship. He keeps a small hammer tucked into his belt on one side, and a dagger on the other.

Personality: Quiet and reserved, In unfamiliar situations or among unfamiliar people, Seneb has a tendency to observe rather than speak. Once he gets familiar with his surroundings and companions, Seneb opens up and his humor and good cheer come out. In combat however, he becomes focused on ending the battle as quickly as possible without injuries to himself or his companions.

What do people know about you: Quiet, good sense of humor when with friends. Very knowledgeable of dungeon-like environments

What does your character want in life? To learn, to explore the unknown. to protect those he is responsible for and to prove himself worthy of joining the Pathfinder Society.

Background: Born to an Osirian vizer and his soldier wife in Shiman-Sekh, Seneb grew up in an environment where not just knowledge and the arcane were given importance, but where the arts of defense and combat were given just as much weight. By the time Seneb was fifteen, he had been training in both for several years. Along the way, he was introduced to the Pathfinder Society as his mother and father took on several missions for them. It was on several of these missions where they brought Seneb along and he proved how well he had learned his lessons.

From expeditions to explore the Labyrinth near Shiman-Sekh, to guarding caravans to Sothis, Seneb managed to prove he had learned his lessons well and that he was capable of using both arcane and martial methods to deal with and resolve a variety of situations. He was requested by name for several expeditions to a variety of unnamed ruins and tombs for his ability to defend himself and others as well as for his arcane and tomb knowledge.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I'd like to submit Asmani for consideration. I really enjoyed your intro text, and would love to help weave a sumptuous and thrilling tale with the rest of the group.


I decided to go with Dhru as a Rogue. I'll clean out the bits of backstory that pertain to Wati/Mummy's Mask tomorrow, but it's late and I'm crashing. :)


hello all,

Forgive the delay in replying, today was a tough day at work and I had not a single minute of respite to post here.

First, thanks for the new and finalised submissions, Hadiya, Arknight, Asmani and Badhru. I will look over them with care during the weekend.

Second, there are still a few hours left before the deadline, so if you have any last minute adjustments, do try to get them in before tomorrow around 10:00-11:00am CEST. I will post an official submissions closed warning with a list of the characters you have sent, just to be sure I haven't somehow missed anyone. I will have a decision by sunday evening (CEST, as usual).

@Arknight would it be possible for you to create an alias for Seneb's crunch + background and post it here?

@Asmani thank you for the kind words and your willingness in taking part in this game, it's honestly appreciated.


As of now, submissions are closed. I earnestly thank you for the interest and wish I could take you all. It won't be an easy choice.

I will go through all the characters you sent in today/tomorrow and let you know my decision by Sunday evening.

This is the final list of candidates I will be considering. Let me know ASAP if your name is missing:

1. Thrarathrane Starwise: elf wizard (universalist)
2. Waylund Wyllt: human wizard
3. Shu-kri Kaba: human investigator (empiricist)
4. Theshen: human oracle of life (divine herbalist)
5. Hadiyah Qureshi: human bard
6. Badhru: half-orc rogue (unchained)
7. Asmani Khonsu: human rogue (knife master/scout)
8. Hjorleaf Asvidrson: human fighter
9. Harold Forrester: human bard
10. Senebenhof: human magus (spire defender)


Good luck, folks!


Desna be with all us!


Seneb's crunch. :)


Best of luck!


Is it Sunday evening yet? *SQUEEEE* lol


”Waylund Wyllt. Unas-Ankh. Badhru. Asmani Khonsu. And Hadiya Qureshi. The Sapphire Sage Amenopheus would weep with gratitude if you were to grant him a private audience at the present time.” The matron pauses as she says each name, her voice stumbling and faltering on some of the frequent Bs and Ws present in the foreign names. She gestures towards a doorway adorned with geometric patterns in red and blue – a common motif throughout the house – and promptly follows the guests once they leave the room. ”Pardon the confusion, revered effendis. I shall bring you to Master Amenopheus immediately. After the audience you will be welcome to join the feast,” says the matron once they are distant enough from the main hall.

The sound of animated chatter and pitchers of wine stays behind the group as they go up a flight of stairs, then an entrance covered by a translucent curtain. Pushing it away, they enter a room of similar dimensions to the main hall. On the walls, they see shelves packed with all sorts of things ranging from books and vials to ancient osirian figurines and gems. In a corner, something green simmers inside a ceramic pot. The rest of the room is covered with books, scrolls and ceramic tablets strewn over silk pillows and luxurious rugs, all arranged in circular patterns that lead a visitor's eyes to the centre of the chamber. There they find a round table a few centimetres tall around which sit three people: an old man covered in fine blue silks and wearing a magnificent turban with a blue gem in its centre; a garundi woman in her early twenties with a shaved head and wearing a white silk kaftan with details in gold; and a dark-skinned woman so concentrated on a book she still hasn’t noticed the group of people entering the room. The man stands up and smiles warmly as the guests arrive. ”Your presence is like that of the gods. I am Amenopheus and these are Nenet, my apprentice, and Shu-kri Kaba, an honoured guest just like yourselves,” he says, gesturing first at the garundi woman and then at the other, who drops her book, startled at hearing her own name. ”Please, take a seat.”

Thank you again for the submissions, everyone. I’m honoured to have had so much interest from such fine folks, but unfortunately I had to narrow the group down to a manageable size. I'm really sorry I'll have to disappoint some of you =(

I do hope to meet you again in the near future and will definitely let you know if/when I start another campaign.

@Waylund, @Theshen, @Badhru, @Asmani, @Hadiyah and @Shu-kri, see you at the discussion thread.

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