
Jubal Breakbottle |

SUBMISSIONS
MDT - Listrana Redblade: Command, Endurance, Sword
Minas - Kostya Markov: Artifice, Might & Endurance
PirateDevon - Jebat Sangasiri: Journeying, Alacrity, Luck
Vrog - Intef: Death, Time, and Knowledge
Whiskey - Upright Servant: Earth, Wealth & Passion
Sundakan - Khatef: Deception, Luck & Passion
Jubal - Captain Jebat Nadim: Command, Might & Sky
Sapiens - Beatrice Rucellai: Night, Sun & Passion
Apologies if I forgot anyone

![]() |

Here is Beatrice, respecced to use the Word of Passion instead of Time. She'll unlock Time later (if she's chosen), finding out more about how her antithetical Words of Sun and Night relate to circular eternity.
I also gave her light Regalia Armor in the form of a star-patterned cloak, hope it's not a problem.
Beatrice Rucellai
Appearance (although unveiled and with copper-blonde hair)
A portrait of Beatrice
Description and Backstory:
"Exultemus cum Maria in cœlesti heirarchia
Natum promat voce pia laus honor et gloria."
Third of five children of a well-to-do Vissian merchant, two things made Beatrice Rucellai da Fidenza remarkable, even as a child. One was blindness: she had been born without the gift of sight, her eyes were glazed and would never see light. Hedge wizards and doctors of science all agreed that her lack of sight was incurable, and not even the advanced clockwork devices that were the pride of Vissio would have helped her. As if chance had wanted to compensate her disability, however, she was born with the voice of a nightingale and an amazing talent in music.
"Ah, chi mi dice mai quel barbaro dov’è,
Che per mio scorno amai, che mi mancò di fe'?"
At the age of ten, she was already a renowned soprano singer, in her early twenties she had traveled many of Vissio’s city-states, performing in the fanciest concert halls and opera houses. Just 25 years old, the Lyrical Lodge bestowed upon her an incredible honor: she would be sent to the Bright Republics as an ambassador of the arts. As much as this decision had her heart swell, however, it set in motion events that would change her life forever. Camilla Ridolfi, a rival of hers, though that she should be the one to go to the Bright Republics, and in a fit of envy she hired the Razors of God to murder Beatrice.
"Der Hölle Rache kocht in meinem Herzen,
Tod und Verzweiflung flammet um mich hier!"
It is unknown what exactly alerted Beatrice. Perhaps a first, small manifestation of her powers, a hint of foresight, or perhaps the assassins were careless, thinking the blind girl to be an easy target, and underestimated her hearing. Be as it may, she perceived danger and tried to flee, running in a panic on her house’s balcony as the sun was setting and the moon was rising. Sunlight and moonlight caressed her in the same moment, and suddenly her Godbound powers awakened. Light perfused her own being, together with an extended perception. For the first time in her life, Beatrice saw the world, and radiance shone from her body in a blinding nimbus of light, while the would-be assassins fell to the ground, screaming in pain and clutching at the burned coals that used to be their eyes.
"Bel raggio lusinghier,
di speme, e di piacer
alfin per me brillò!"
Beatrice spent the next days exploring her newfound powers. Her restored sight was merely one of the new abilities that had been born in her: she could see in the deepest darkness, in the densest fog. She had no need to sleep any longer, fire no longer hurt her, and she could shed a light as bright as day. She could walk among sleepers and feel their dreams, she could send a veil of darkness on people’s eyes or cause them to fall asleep. Her art, too, was infused with divine power. She had already been able to move hearts with her music, even receiving several marriage proposals, but now she could cause raging emotions to flare with just a smile or a word. Joy, disgust, fascination, even fear. In a small act of revenge, she roused a booing crowd against Camilla Ridolfi, striking a terrible blow to her career.
"Vissi d'arte, vissi d'amore, non feci mai male ad anima viva!
Con man furtiva quante miserie conobbi, aiutai."
As for Beatrice's own career, it suddenly felt small and insignificant when compared to what she could do. She filled with gratitude towards fate for her gifts, and vowed to put them to good use. Her mastery of Sun meant light, the same light that graced her eyes for the first time ever, allowing her to take in even more beauty than she had thought possible. Night meant dreams, those dreams that inspired so much art. And Passion was the fire that ignited the soul, the moving energy for all that was good. There was no doubt in her heart, she had to take on the mantle of Art and paint the world in brighter color.
"Printemps qui commence portant l'espérance
Aux coeurs amoureux, ton souffle qui passe
De la terre efface les jours malheureux."
Beyond bringing succor to the suffering, night’s rest to the weary and day’s light to those in darkness, there were so many matters that she could now take into her hands, so many wrongs that could be made right. Purging the Razors from Vissio would do as a beginning, but her plans for the future were even more ambitious: she sought to abolish slavery throughout the world, and, even more ambitiously, she wanted to tame the rage in the Howlers, turning them into a peaceful population of Dream Wanderers. And possibly... who knows? Maybe even fix the whole world.
Motivation: Do Good: Beatrice is a gentle, art-loving soul. She wishes, perhaps naively, for a world where everyone can pursue their heart’s desire. She sees no better use of her powers than to make such a world possible.
Motivation: Art and Peace: Beatrice considers herself as an artist above all. She wants to see beauty in the world, either as natural wonders or man-made artwork, and she doesn’t like violence.
Complication: Fame: Beatrice Rucellai is famous all over Vissio, quite known in the Bright Republics and somewhat renowned in the Patrian Empire as an opera singer.
Complication: (former) Disability: Until the Word of Sun gave her eyesight back, Beatrice was blind. If somehow her access to the Word was blocked, her sight would fail her again.
Complication: Enemy: Camilla Ridolfi put a price on her head, and some of the Razors might still be trying to collect it.
Resources:
Dominion: 0
Effort: 2
Influence: 2
Wealth: 0
---------
HEALTH AND DEFENSE
---------
Hit Points: 9/9
AC: 4 (7 light armor, -3 Dex) Regalia armor: Star-patterned coat
Hardiness: 14 Base: 15, Mod: Con -1
Evasion: 12 Base: 15, Mod: Dex -3
Spirit: 12 Base: 15, Mod: Cha -3
---------
OFFENSE
---------
Dagger: +4 / 1d6+3 Physical (Dex)
Knives of Night (Night Gift): +4 / 1d10+3 Magical or Sleep or Blindness
Fray: 1d8
---------
ATTRIBUTES
---------
Strength: 8; Mod: -1; Check: 13
Dexterity: 18; Mod: +3; Check: 3 (Originally 13)
Constitution: 14; Mod: +1; Check: 7
Intelligence: 13; Mod: +1; Check: 8
Wisdom: 10; Mod: +0; Check: 11
Charisma: 18; Mod: +3; Check: 3 (Originally 16)
---------
FACTS
---------
Origin: Beatrice was born to a Vissian merchant. Can speak Patrian, knows her homeland.
Past Career: She was a renowned singer.
Relationship: Member in good standing of the Lyrical Lodge, a famous musicians' guild.
Languages: Patrian, Trade Cant. Possibly, has a basic knowledge of other languages used to write great musical compositions (real-world examples would be Latin for religious compositions, Italian and German for operas)
---------
WORDS AND GIFTS
---------
Night (Word): Can see in darkness, need no sleep, never wake sleepers
- Night: Damn Their Eyes (Action): Blind or selectively blind a target in sight. Worthy foes require to Commit Effort for the scene and have a Hardiness save.
- Night: Knives of Night (On Turn): Commit Effort to use darkness as a 1d10, 200’ ranged magical weapon. Targets brought to 0 HP/HD can be killed, blinded or put to sleep.
Sun (Word): May shed daylight up to 200’, can see through blindfolds, darkness, mist and such, invincible defense against fire.
- No Sun gifts yet
.
Passion (Word): Charisma increased to 18.
- Passion: Excellence of the Word (Constant): Set Dexterity to 18. Beatrice moves like she is dancing
.
- Passion: Banner of Passion (Action): Commit Effort to create an emotion in all NPCs within earshot or sight. Worthy foes get a Spirit save.
Two points saved for next level
On a side note, I was this close to making a Howler nature Godbound (Bow, Beast, Fertility) and drawing his background in cave paintings since writing is taboo to them. I love this game already, it's like a more immediate and narrative Exalted.

GM Rednal |
@mdt: With a high Strength score, I'd say switching between one-handed and two-handed is possible. Note, though, that you can only get one of the effects each round, and must decide at the start of your turn - you're either swinging one-handed and using your shield or swinging two-handed for extra damage. It's not quite fair to allow someone to get both full two-handed damage and a Shield bonus for no real cost, after all. XD
@Sapiens: Starting with Regalia Armor is fine as long as it doesn't have any effects. XD Having a character look cool to you is part of the fun, after all.

Jubal Breakbottle |

tinkering with the story of
Captain Jebat Nadim
Appearance: Captain Jebat Nadim is of average height with a lean Kasirutan build. He wears a black moustache and slightly decorated facial hair upon a complexion of a deep tan. A veteran leather tricorn easily sits on a silk bandana that attempts to contain his unruly and decorated hair. His silk and leather outfit is salt-stained and vaguely pirate. A veteran cutlass and dagger are sheathed in his weapon’s belt.
Description: Jebat Nadim was born to the datuk of Sebang on Kepa of the Kasirutan Archipelago. As the eldest, his childhood was relatively easy. He attended the best schooling and most prestigious social engagements the island of Kepa could provide. While it is not certain that he would inherit the datuk from his father Adin, he would be given the best opportunity. Unfortunately, Jebat proved quite a disappointment to his parents during his teenage years, because Jebat took advantage of his social position and partied almost every day.
As soon as socially acceptable, the datuk arranged for his son to be placed on a merchant ship. Ostensibly to experience the Kasirutan heritage of the sea, but practically it put Jebat out of Sebang for most of the year. For a decade, Jebat plied the trade winds learning every port of call and hazards of the sea. He finally matured enough to appreciate life on the seas of his ancestors.
Over the last few years, Jebat developed a strong relationship with a Vissian merchant-prince, Girolamo Riario from Savona. Instead of handling his shipments through middle men, Captain Jebat began personally sailing the Vissian’s most important shipments due to his dependability. It was on one of the shipments when Jebat’s life changed.
Last year, Jebat’s ship was boarded for inspection upon the high seas by the Patrian Navy. The skies were overcast and pregnant with storm. The Patrian captain hauled Jebat to his ship and clapped him irons accusing him of being a pirate instead of a merchant. The Patrians offloaded his cargo and locked his crew in hold. Jebat was furious and continued to harangue the Patrians at short range, when the rain started.
When their transaction was complete, the Patrian captain ordered the Kasirutan ship fired to destroy the evidence. Jebat’s rage reached its limit and cried out to his ancestors. Then, lightning struck Jebat blackening the forecastle of the Patrian ship. Jebat miraculously survived and strained against his iron manacles for one last time shattering them dramatically. Might (Word). While the Patrians were awestruck, Jebat launched himself into the air as gravity relented its persistent grip. Sky: Sapphire Wings. And just saw the Vision’s birth again in Age of Ultron.
After landing on his ship’s deck, Jebat quickly freed his crew and ordered them to make way. The Patrian’s captain recovered and ordered fire arrows. In retaliation, a wall of mist erupted from the sea obscuring the Kasirutan ship and causing the fire arrows to extinguish and land randomly. Sky: The Clouds Below. Jebat’s rage was unabated. The rain surged into a storm around the Patrian ship tearing at the rigging temporarily preventing it from getting under way. Sky: Windsinger.
While his crew demanded to flee, Jebat ordered the ship around to attack the stranded but massive Patrian trireme. The obscuring mists hug and protected the Kasirutan ship from Patrian arrow volleys. When the magical mists enveloped the Patrians and the ships near to converge, the rain turned to lightning aboard the Patrian ship. By the time the ships collided the bodies of the Patrians on the weather deck smelled of charcoal and ozone. Sky: Rain of Lightning. The Kasirutans made quick work of the rest of the Patrians, recovered their cargo, and turned the trireme over to the slaves who had been chained to their oars.
When Jebat called at Savona to deliver their cargo, the story of the Dread Pirate Jebat and his personal war on the Patrian Empire began. Over supper with the Vissian merchant-prince Girolamo Riario, they discussed and realized that Kasirutan ships could become as powerful on the sea as the Patrian legions are on land. However, the Vissian pointed out that he could not engage in business with the Dread Pirate Jebat, so keeping those two identities separate was decided that night. They also concluded that the future Kasirutan state needed funds, so the Dread Pirate Jebat would tax any ship not delivering cargo to the archipelago. The amount of the wily merchant-prince’s tax happened to be the exact amount that he had planned to cut Jebat into the business to secure his loyalty: win-win. After Captain Jebat Nadim added to his crew at Savona, he swore them to loyalty and the secret that he is also the Dread Pirate Jebat. The Soldier's Faithful Heart.
Over the past year, the Dread Pirate Jebat has begun his Kasirutan taxation on the high seas, while he continues his shipments for the Vissian merchant-prince Girolamo Riario. There has been discussions for his pursuit for the position of raja of all the isles, but Captain Jebat Nadim does not know if he is ready yet. He has accumulated a hundred loyal crew distributed over several ships and operating safe houses in ports around Arcem, such as inns, chandlers and warehouses. These loyal crew keep the secret and faith in the belief of a Kasirutan Empire.
Complications:
Motivation: Patriotism: Jabet is proud of his Kasirutan heritage. He believes that the Kasirutan Archipelago could take control of all commerce shipped on the waters and greatly increase their wealth and importance in Arcem.
Identity: Captain Jabet Nadim maintains the identity of the Dread Pirate Jabet, because Jabet is a fairly common Kasirutan name, like John. He uses it to avoid direct reprisals on his home and family.
Enemy: Dread Pirate Jebat has declared a personal war against the Patrian Empire (or another major state to share an enemy with other player characters).
Resources:
Dominion: 0
Effort: 2
Influence: 2
Wealth: 0
----------
HEALTH AND DEFENSE
----------
Hit Points: 9/9
AC: 4 (7 Leathers -2 Dex -1 Shield)
Hardiness: 11 ; Base: 15 ; Mod: Str; Armor Penalty: 0
Evasion: 13 ; Base: 15 ; Mod: Dex; Armor Penalty: 0
Spirit: 13 ; Base: 15 ; Mod: Cha; Armor Penalty: 0
----------
OFFENSE
----------
Sword +4 / 1d10+4 Physical (Str)
Ranged (Rain of Lightning) 1d6 Lightning
Fray: 1d8
----------
ATTRIBUTES
----------
Strength: 19; Mod: +4; Check: 2 (Originally 10)
Dexterity: 16; Mod: +2; Check: 5
Constitution: 14; Mod: +1; Check: 7
Intelligence: 13; Mod: +1; Check: 8
Wisdom: 13; Mod: +1; Check: 8
Charisma: 16; Mod: +2; Check: 5 (Originally 8)
----------
FACTS
----------
Origin: Jebat was born to the datuk of Sebang on Kepa of the Kasirutan Archipelago
Past Career: Jebat worked as a merchant captain
Relationship: Jebat works for Vissian merchant-prince Girolamo Riario
Languages: Trade Cant, Salt Ren
----------
WORDS AND GIFTS
----------
Command (Word, pg 35) Increase Charisma to 16. They may communicate with any intelligent creature, understanding them and being understood in turn. Their commands are always correctly understood.
Command: The Soldier's Faithful Heart (Constant) A visible creature of equal or fewer hit dice than your level who freely pledges loyalty to you finds their oath totally binding. Only magical coercion can force them to disobey or betray you until you release them from the effect, even with suicidal or unnatural orders. This gift can't affect more than one hundred people per character level in total.
Might (Word) Increase Strength to 19. This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle.
Might: Fists of Black Iron (Constant) The Godbound's unarmed and weapon attacks are fueled by their tremendous strength. One-handed weapons do 1d10 damage in their hands, and two-handed ones or unarmed attacks made with both hands free inflict 1d12. These attacks count as magical weapons.
Sky (Word pg 50) Never harmed by falling, does not need to breathe, invincible defense against electricity, cold, and sonic damage.
Sky: The Clouds Below (On Turn) Commit Effort. Fill the air around you with mist, up a 300 foot radius. You and your allies can see through it, but others with normal senses can see no further than five feet around them. The clouds can douse any mundane fire and allow every ally within it to ignore the first 5 points of fire damage they take each round.
Sky: Rain of Lightning (Action) Every desired target within 100 feet of point in sight takes 1d6 die of electrical damage. Cannot destroy objects.
Sky: Sapphire Wings (On Turn) Commit Effort. The hero can fly at twice their usual movement rate. If undistracted and able to fly in a straight line, they can reach speeds of up to 100 miles an hour.
Sky: Windsinger (Action) Commit Effort. Control weather within a mile, from still air to rainstorms strong enough to knock down fragile structures and make mundane archery impossible, Weather changes occur instantly on use of this gift and last as long as Effort remains committed. When released, the weather rapidly returns to its normal condition.

fnord72 |
TO what extent is there cross-over?
If I have the word Fire, it makes sense that I can make a flame grow. Or extinguish it. Does this carry over to heat in general? If I take more heat from an object, I would effectively be cooling it.
Does a Word provide more than the gifts/miracles listed?
Does Alacrity mean I read faster?
To use another game as an example, is having a Word give innate control with things related to that Word? Or is it simple a fluff label for domains and the gifts/miracles are really nothing more than spells?
If I have Earth, could I walk along a stream and call forth any gold nuggets that were in the bottom of the stream? Or is any use of Earth restricted to a specific gift or miracle?

GM Rednal |
Crossover exists when there's a reasonably plausible association between the Word you have and the ability you want. The example given is that of Alacrity (short-range speed) being used for a Sword ability that pretty much guarantees a hit. "An attack that's so fast it's almost impossible to dodge" fits with Alacrity's overall theme. It is something of a judgment call, however, but you're free to ask about a specific combination at any time. The more metaphorical the association is, the less likely it will be approved.
The book does have rules for creating new Gifts and Words and such, but for now I'd like everyone to stick with what's provided. I'm not yet ready to delve into creating original abilities, although that might be allowed later.
Use of your abilities comes in two fashions. Your basic Words and Gifts are the powers you're most experienced with, and can use the most easily. Miracles can be used to do things associated with your Words that are outside of what Gifts specifically allow you to do, but only to a certain extent. This is fully explained on the "What Can Miracles Do?" page. Minor uses of your Words - which is defined as any effect that "doesn’t have any combat benefit, lasting material effect, or solve any immediate problem" - are generally permitted.

Vrog Skyreaver |

So let me see if I can sum this up correctly:
If I have the word of fire, Making all of my clothing out of fire instead of normal material would be a minor use of my word, since it doesn't solve an immediate problem, have a combat benefit, or create a lasting material effect.
Making all of my enemie's clothes burn would be a miracle, since there's not a gift (that I could find) that would allow me to do so, especially if the intent was not to burn them, but it embarrass them by making them naked.
Setting someone's house on fire would definitely be covered by various gifts that deal damage, some of which probably require effort.
Making the sky rain fire would most likely be corona of effect gift for fire.
Setting a nation on fire....Not sure on this one. Maybe a miracle?

GM Rednal |
Making your clothes out of fire would almost certainly provide some kind of benefit - resist environmental threats, hurt people attacking you, etc. - so it probably wouldn't be a minor use.
Burning a foe's clothes would probably be a Miracle, yes.
Setting a nation on fire is outside the scope of your abilities. Broadly speaking, miracles can't be any 'bigger' or 'stronger' than what the What Can Miracles Do page describes. Notably, you cannot spend more Effort to get a bigger or more powerful effect. You're powerful, but not quite that powerful. XD

fnord72 |
So, another way of putting this is we have 3 domains with some sort of domain bonus, and we can then 'buy' a few spells that belong to one of those domains (the six points to spend on gifts). We effectively get prestidigitation themed along our words.
I'm just trying to wrap my head around how to think about this character.
The word "godbound" implies significant levels of capability. Finding out that I'm not quite a first level wizard with a spell-like ability of restricted miracle, provides a nice neat package for me to understand my power level compared to the average joe.
I'm more of a one-eyed man in the land of the blind than a "super".
From what I read about how much other supernatural stuff is going on I'm still trying to get a sense of the comparable power levels. Where do we rank from the average joe, to a 'low magician' to the equivalent of a goblin, orc, or troll.

GM Rednal |
You can basically look at an average joe and make him drop dead just from willing your ambient energy to do that. No, really. 'Normal' people are basically only a conceivable threat in very large numbers. Casually smiting lesser enemies is an actual mechanic. Goblins, Orcs, and Trolls would all fall pretty easily. ...Well, maybe not trolls if nobody had a way to suppress their Regeneration, but my point stands. XD A normal first-level Godbound, with a medium weapon and good but not exceptional Strength, could deal 1d8+2 damage, averaging 6-ish. You hit normal creatures' hit dice, not hit points, so that would be enough to one-shot a troll if you had a fire or acid attack. Without having the rest of the party do anything.
You're not as good as a stronger hero of the land (like a high-level Pathfinder character), but that'll change fairly quickly... XD

Minas Dyrendal |
-cut-
The problem with submitting a character early on is that by the time a few weeks have passed I've managed to come up with like three other characters that I think would also be fun in the setting. Especially since I've never gotten to play in this system. I was tossing around the idea of a Sky/Sea/Beast as a shamanistic character the other day just for fun. But I really like what you came up with for your current submission.

Sundakan |

Khatef's first vivid memory is of pain. Hunger and fever wracking his body as his mother took care of him. He remembers her giving him water, and assurances that everything will be fine, and then he passes out.
When he awakens, days later, his mother is dead, taken by the same illness she'd nursed him through. His father had passed years before. Barely able to stand, he sought someone to help him, but no one wanted the burden of another sick child. The lower levels of the pyramid were already too harsh a place for that.
One man did take pity on him in the end, giving him a flask of water and a single apple. And that was it. He was on his own from there.
Life got barely better as he aged. Whatever illness he had had nearly crippled him, leaving him weak and prone to other illnesses, unable to even run without collapsing, breathless only moments later. Khatef was one of many parentless children, but the rest were able to work for, fight for, or steal what they needed to live, forming communities and friendships to survive. Khatef could do none of those things. He was lucky if he could barely lift his own body, much less carry water. He was not quick enough to steal from the food vendors and escape (and attempting to pick a pocket was likely to get him killed trying to learn). Fighting was out of the question as weak as he was. He'd surely lose, and his bones were brittle enough to make it too dangerous.
So the other children left him alone, at first. Then one of the brighter ones, a boy named Rhul, had a plan. Why not use Khatef's weakness as a strength? There were many rich men in the bazaar, and maybe some could be moved by a small child in need. And so Khatef properly begged for the first time. One of many on the street, but very few of the children bothered. His uniqueness served him well, bringing in enough coin for at least one meal a day most days, after sharing his cut with the enterprising boy and his friends. What began as a mutually beneficial 'business' arrangement soon became a true friendship. Khatef begged and Rhul and his gang stole or worked for their supper. Rhul even managed to teach Khatef how to pick a pocket, so he could make a little extra when he saw a good opportunity.
Of course, as Khatef grew he drew less and less sympathy. He was forced to steal more and more to survive as he entered his teen and then adult years, as begging became less and less lucrative. Eventually, his luck would run out.
He was truly caught for the first time by a merchant with a jingling purse Khatef tried to lift a few coins from. The woman was merciful, and let him off with a beating. Only a few cracked ribs for his trouble. Khatef knew next time he might not be so lucky. The punishment for theft was severe in the Oasis States, whippings being the least of it. Khatef doubted he could survive five lashes, much less the customary ten for a first offense.
Desperate he turned to Rhul for advice, asked him if he could find something for him to do. Rhul reluctantly agreed and set up a meeting with his boss, Rudjek. Rudjek was a heavyset man, and he represented the interests of the criminal element of Khatef's pyramid. There were rumors they even had dealings with the Sand Princes, smuggling goods out to aid their raids on caravans in exchange for some of the more valuable items looted. Among other things, they ran brothels and casinos. This last is what Rudjek wanted him to be involved in.
They were trying to take a lot of money from some very rich people, and wanted Khatef to help them do it. He was not known to be associated with any of the groups running the underworld, and was known to make some decent scores from careless merchants, so wouldn't arouse too much suspicion if he went in to try and multiply his earnings one day.
They gave him enough cash for meals, and extra to gamble. The first day, he was merely to go in and learn the games. This seemed easy enough, and Khatef had a rare moment of fun losing all of their money on dice and cards.
For over a fortnight he was sent to the casino nearly every day to build a rapport with the staff and regulars, and get a basic competence at the game.
Then, Rudjek instructed Rhul to teach Khatef how to cheat. Winning on small wagers at first, to get the hang of it, but with promises of a large payout at the end of the job. Khatef gladly agreed to this, having lived the most comfortably of his life over the past two weeks, and eager to continue that way.
The last day, Rudjek himself was a player. He got himself (and through Rhul gave Khatef enough to buy into) a high stakes game of dice. Khatef was meant to cheat as subtly and as well as he could, keeping the game going until the other players were broke.
They played for hours, running back and forth, Khatef losing at key points but steadily increasing his pile of coin. He looked happier and happier, oblivious to the sour looks around him.
After a large pot, Rudjek stood up and dramatically declared "There! He is a cheat! Did you see it?". Khatef, dumbfounded, did not even have time to defend himself as Rudjek stormed over, grabbed his arm, and revealed the extra pair of dice he had taken from the table and replaced with loaded ones. Rudjek then slammed his hand down on the table, and in one smooth motion drew a knife from his belt and severed Khatef's left (and dominant) hand.
Khatef immediately blacked out from the pain, and awoke in the street beside the door, his hand nailed to the wall above his head. He had no idea how long he'd been there, and drifted in and out of consciousness for much longer before Rhul found him in the middle of the night. He swore he'd had no idea of Rudjek's plan. Apparently it was planned from the start. Have Khatef enter the game and cheat, with Rudjek "catching" him and earning the trust of the others. He makes several new business partners, and their casino earns from the games those gentlemen played before and after the main event. All it would cost would be alienating a sick beggar.
Khatef spiraled into despair from then. He angrily told Rhul to stay away from him, that this was his fault, and Rhul reluctantly left him alone. Khatef bitterly thought to himself that at least now he had a visible crippling injury to beg more now that he couldn't pick pockets.
The events left Khatef paranoid and bitter. He'd never been particularly happy with life, but accepted it as his lot. Now, as the months passed and he grew more and more angry, he railed against everything. The unfairness, the injustice of the world. The callous coldness of the people living in it. And especially he promised himself he would keep living, if only to one day orchestrate the gory demise of Rudjek and the rest of his cronies.
He felt something shift in himself at that promise, but he didn't yet know what.
The next day, while begging (with little success), he snapped at the most recent man to pass him by. "PLEASE!" he screamed at the man. He cringed away, expecting a reflexive backhand from the man.
After a moment with no hit, he looked back. The man stared at Khatef with abject pity in his eyes, and unbelted his entire purse. He tossed it to Khatef and then walked away.
Khatef was astounded by this. He picked up the purse and scurried away, to amazed looks from other walkers in the bazaar, shopkeepers, and beggars alike.
On his way to his usual sleeping spot, he was accosted by three men who'd witnessed the event. Cornered, he prepared to fight, and knew this might be his end.
He can barely recall what happened next, only that he fought and somehow won, the thugs killed by single seemingly feeble blows thrown by Khatef.
He stumbled away and found a new spot to rest for the night, but did not sleep. He smiled faintly to himself as he plotted how to use these newfound powers to utterly destroy Rudjek.
To his dismay, however, Rudjek was gone. Traveled to another pyramid city and beyond his reach for now. Nobody knew which one. Frustrated, Khatef tabled his revenge for now. It would be all the sweeter when he finally did get his hand on the man.
And that's all I'm writing up to for now because I don't want to write something that needs to be retconned if it contradicts the start of the game. Plus I wrote way MORE than I originally intended to, so now this:
Khatef is a sickly beggar who was roped into a get rich quick scheme by a shady smuggler and was betrayed, losing his hand in the process. Khatef's powers over Passion awoke after feelings of bitterness and despair in the months afterward, and now he wants to use them (in the immediate time) to hunt down the man that betrayed him and exact vengeance.
Personality-wise, Khatef has developed a bit of paranoia and misanthropy in recent months, being hesitant to trust even his friends. In the months that pass after the end of that story above he learns how to use his other abilities and learns what they are. More importantly, he learns that turnabout is fair play, and the only way to get ahead in life is to use other people to help you get things done. He'd fit into a pantheon not out of friendship or working toward a common goal due to shared ideals, but to use their power to further his own goals (at least at first) and everything else is in service to that.
His Complications:
Motivation (Immediate): Revenge on Rudjek.
Motivation (Long Term): Rule of his own shard/country. To do this he'd need to ensure it would last long term and gather large groups of followers.
Disability: Khatef is missing a left hand.
Paranoia: Khatef no longer takes anything at face value. If he cannot verify the truth of a statement with his abilities, he will be intensely suspiciou of it (even to unreasonable degrees sometimes). He is also averse to revealing his own plans to others for fear of sabotage.
Words:
Been waffling a bit and decided I have time to properly decide when or if I'm chosen. Deception and Passion are locked, though Luck I'm iffy on. Command and Wealth are also potential candidates there. I'll likely take Command and then bind Wealth or Luck later.

![]() |

Alright, I re-read Beatrice, and although I like what I did, I feel that I emphasized her positive traits and basically ignored the negative ones. Since I have thought her as a more complex personality than the rather one-dimensional one which appears on her background, I'll just add a small note.
Beatrice is not just a sweet, kind, art-loving girl, she has her personality flaws: she's somewhat self-centered, a bit arrogant and is used to be spoiled; she enjoys being at the center of attention and being complimented for her skills. Also, she has never yet experienced real hardship (except for her blindness), so she may react in a weird way to her first fights or stressful events.

GM Rednal |
Recruitment is over!
There were quite a few great submissions this time, and for that, I congratulate all of you. The following characters have been selected, and can dot the gameplay thread and report to the discussion thread:
Beatrice Rucellai da Fidenza, Nightingale of Vissio
Jebat Nadim, Dread Pirate of the Kasirutan Archipelago
Khatef, Beggar of the Oasis States (I actually do recommend taking Luck, by the way. XD Helps avoid too much crossover on powers.)
Kostya Markov, Former Artificer of Nezdohva

Vrog Skyreaver |

I present you:
Alessia the Wolf Queen
Attribute
Mod/Check
Str 14 +1/7
Dex 16 +3/5 (was 13)
Con 13 +1/8
Wis 8 -1/13
Int 10 0/11
Cha 16 +3/5
HP 9
AC 3/0 (depending on if dexterity stacks with gift)
Attack Bonus: 1
Hardiness: 1
Evasion: -1
Spirit: -1
Effort 3
Wealth 0
Dominion
Influence 2
XP 0
Swords: +4 to hit; 1d10+3 damage
Facts:
1) Alessia is the daughter of the chief breeder of clan Tukha. At a young age she learned how clan politics on the Toba Plains works.
2) Alessia has always had a way with animals of all kinds, being able to if not speak to them then reach common ground.
3) Alessia is a secret enemy of the Lamasery of the Hidden Lotus, which recruited her mother when she was just a girl. She hates them for taking her mother away from her and leaving her alone with her father.
1) Alacrity: increase dex to 16, or 18 if already 16. Can't be surprised; Gifts: Walk between the rain (Lesser), Effort of the Word (Lesser)
2) Beasts: Can speak to all animals. Unintelligent beasts will always comply with requests that aren't unnatural to them; Gifts: Lord of the Wild (greater)
3) Journeying: Always know exact location, never lose their way to a known location, and may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal; Gifts: Swift Progress (Lesser), Dust at Your Heels (Lesser)
Weapon: Saberx2 (dex) 1d10 (her father's swords)
Alessia was born to the Chief horse breeder of the Tukha clan, a prestigious position that came with many perks. Even as a child her father frequently terrorized her, all in an attempt to "toughen her up". Her mother was a weaver of high skill, and when Alessia was 10 her mother was selected by the Lama of the Lamasery of the Hidden Lotus, who was smitten with her mother's work and had monks spirit her away.
Her father came for her that night, and the next few years were hell, although she never completely broke from her ordeal. One night, as she heard the dreaded footsteps of her father approaching her tent, she also heard the howl of a wolf.
And she prayed, silently begging the wolf to kill her father.
What happened next she remembers mostly as a series of screams, howls, and ...chewing. When it was over, the wolves stood watch while she slept, and in the morning lead her to their den, where she practiced to control her new-found powers.
She could dance through the rain and not get wet. She could speak to the wolves, and any other animals, and they would obey her commands without hesitation.
She and her pack (as she was now the alpha) once spent weeks running, never tiring or growing hungry.
Now she has made her way into the world to search for her mother and the Lama who decided to take her. Even with her seemingly unfallable sense of direction, she can't find the Lamasery, as no one seems to know where it is located.

Khatef, The Beggar God |

Unintentional. I called her the wolf queen because she has a pack of wolves, but to be fair it's not just Skyrim that uses that title. There are several novels who do as well (thanks google!)
It was the wombo combo of "Wolf Queen" and "Alessia" (the first Empress, founder of their religion) that made me wonder. =)

Nerdzul |

Done, perhaps not as polished as I would have liked, but still...
Samson Alazar. Forsaken Knight
Just the gist:
Once a knight who has joined his order more for the political power than for any real faith and honor, Samson died when he tried to lead an army in the mainland shortly after the destruction of Ancalia.
He was reanimated by the howling plague as an husk however, one that retained some sentience and command over his now accursed followers. During his years as a monster Samson clashed with a band of refugees, lead by two sisters, Hami, the eldest and leader of the group and Radiet, a godbound who had just awakened to her power. On the day of what would have been the refugees doom, Radiet unleashed a spell that consumed her together with Samson's army of horrors, but perhaps due to his soul fighting to show at least a hint of compassion, the divine magic reawakened him, making him a godbound and fully free-willed again.
At first Samson, joined the surviving refugees, concealing his true nature and befriending Hami, but when the group clashed with a zelous Lomite inquisitor after escaping the ruin of their nation Samson was forced to reveal his true nature and was banished by them. Now he is watching over his people from afar, determined to use his unholy powers and his second chance at life to do some good.
Full Backround:
Born during the last decade of Ancalian prosperity Samson is the scion of a powerful noble house, although not in the line of succession. Not lacking in Ambition however, the young man sought to fulfill the glorious destiny he had always envisioned for himself, but had been denied by blood, by joining the Pavians order. Quickly climbing through the ranks, in part thanks to his upbringing, the rest due to his natural charisma, Samson used his status and the saintly reputation of his order to advance his own station, sustained by the smallfolk that he ostensibly championed, but mostly used as a tool to pave for himself a road to power.
Things changed when the Catastrophe and the Howling Plague devastated his nation, in fact, while Samson was at the time far from the core of the nation, administering the kingdom justice in a coastal province, he foolishly perhaps, marched back with a small army toward the core of the country. Planning to help bringing relief to his collapsing nation, moved by a mix of genuine compassion and craving the recognition that a successful mission would have granted him. It did not come to pass however, after days of desperate fighting, cut off from the mainland, most of the army was dead, or infected with the Howling Plague, with Samson becoming one of the ravenous husks. One however that due to some sort of twist of fate, or perhaps a cruel joke form a mad god, retained a portion of his mind, warped though and powerless to resist the ravenous appetites of unholy nature.
After a few years of a nightmarish purgatory, the reanimated knight and the husks who were the remnants of his army clashed with a band of refugees, one that had survived for long, despite being cut off from the coast by hordes of husks and misbegotten, surviving thanks to the strength of sheer despair and of a young godbound among their ranks. Rediet, Dega a former priestess of the One, whose divine essence awakened shortly after the cataclysm. Even her powers however were no match for the hordes of horrors that fell upon her band that day, Samson as their leader. When the situation became desperate Rediet, got ready to sacrifice himself, unleashing her full divine power against the undead, but before she could do so, Samson fell upon her, the monster iron grip tightening around the priestess neck, almost snuffing out what was left of her life, before she could finish her spell. It was in that moment though that the young priestess eyes and Samson's met, the fallen knight could not really describe what happened to his day, but what he saw in those eyes was enough to break, if only for a moment the cloud of darkness that had overtaken his mind. Enough for him willingly hesitate, allowing the spell to come to fruition. Soon weaves of divine power washed upon the army of horrors, scorching their flesh and giving their souls the peace of the grave, Samson himself was consumed and for a while he knew only darkness.
Not long after that however, the Knight woke up from the mass grave that was now the battlefield, not alive, nor fully dead, Rediet's divine essence having being somewhat transmitted to him. Feeling unworthy of this gift, alone, lost, the knight tried to ask to the One for aid in prayer, but while the Creator did not respond, not unlike when he gave his dishonest devotions in life. Still, Samson managed to find some answers, realizing that he could not waste the second chance he had been given.
At first Samson tried to join his scattered people, seeking the people of Radiet group, at first masquerading as a fellow refugee, offering his sword in their aid, concealing his true appearance and even forming an unlikely friendship with Hami, Radiet's older sister and the true 'soul' of the group, a strong woman, who had long being an anchor for her sister even after her brief ascension. It was not going to last however, as Samson's true nature was unveiled shortly after the group finally reached the marched out of the tainted land into Lom.
They found little peace there, as their 'heretical' beliefs came under the attention of an Atheistic inquisitor Selfless Scholar. While their first confrontation ended in Samson's favor, the forsaken knight had to rely on the unholy powers he had retained from his days as a monster to prevail. Forcing the priest to run, but more importantly unveiling his true nature.
Horrified, Hami swore revenge against the monster who has doomed her sister and stalked her people, but still recognizing however the man she had known for the last few months and allowed him to leave peacefully, promising however that until the next day they met she would put him to rest for good.
Exiled from his nation and his adopted people, Samson is still trying to do what he could for them, aiding from afar, evading both the Lomite wrath and the Ancalian mistrust.
While Samson had seen his share of horrors and in fact, he has even been one of them, after spending the first few months after his awakening in a state of depression he had decided that moping on what he had done in the past would be a waste of his second chance. Not that he doesn't remember it clearly of course, but he had long decided that the better thing he could do for it is try to make the world a better place, anyway he can. While generally taking things pretty seriously, Samson, for a creature of death tends to keep a somewhat sunny disposition and in fact he can even show a sort of playful sense of humor. Or at least does so to help retaining at least a modicum of sanity.
Once disciple of knightly honor mostly in name, he now follows the principle behind such a virtue, Samson prefer to look at the practical implications of his action rather than at the more lofty ideals that he used in life to promote his ambitions. He has only one word though, and is ready to put his 'life' on the line if he thinks it can make some difference.
While trying to be a man of virtue however Samson still lapses from time to time in the attitudes he had in life, dreaming of a glorious future, he knew he should not deserve, but that still keep tempting him with promises of greatness.
Motivation: See his country restored, repay the lives he had taken before he awakened
Identity: While Samson wishes to help the exiled people of his nation, his nature is frequently a source of mistrust forcing him to keep watch from afar. He has collected some good reputation while living under the guise of a knight errant, but also has his share of infamy for the shadow of death that follows him.
Burdened by guilt: Samson carries both the guilt of his actions while he was a monstrous undead and of his selfish desires while in life.
Enemies: Hami Dega, an Ancalian priestess of the One, she is the sister of the godbound whose essence fueled Samson's awakening and has sworn to destroy him. Selfless Scholar a Lomite inquisitor, who has clashed against Samson as he was leading a group of Ancalian refugees in Lom.
Samson Alazar. Forsaken Knight
Str: 16 +2/5
Dex: 13 +1/8
Con: 8 (16) +2/5
Int: 13 +1/8
Wis: 10 (16) +2/5
Cha: 14 +1/7
Resources:
Dominion: 0
Effort: 2
Influence: 2
Wealth: 0
Attack and Defenses:
Armor: Light Plate (-4 Evasion)
Weapon: Greatsword
Attack: +3, Greatsword (1d10+2)
AC: 4 (5 Light Plate -1 Dexterity)
Hardiness: 13 (-2 Wis)
Evasion: 18 (-1 Dex +4 Armor)
Spirit: 13 (-2 Wis)
Words:
Death: (command mobs of undead, know the detail of what, where and how anything died or isdying within 100 feet of him).
A Pale Crown Beckons (lesser), Summon a small mob of undeads or a greater (1hd) undead
Summons to Day (greater), Resurrect a dead target (I'd like the idea that those that are resurrected by Samson became sort of sentient and free undead, sharing his own nature instead of just being brought back)
Health: (16 Stamina and immunity to diseases and poisons) Fluffwise though his resistance is the product of his undead nature rather an of perfect health.
Merciful Gaze: (lesser), Heal 1d10 hp to a target, Samson has retained a portion of the holy theurgy he wielded as an Ancalian Knight
Plaguebringer: (lesser), Inflict a disease on a target by touch, Samson still carries the shadow of the Howling Plague that turned him.
Time: (Wisdom 16, always know the exact time),
Echoes of the Past: (lesser) spend effort to see a scene of the past, Samson time among the dead carries the echoes of a time now gone.
Facts:
Origin: the ambitious middle son of a great Ancalian lord.
Profession: Former Knight of the Pavian order and hundead horror for a few years.
Relationship: Ancalian Exilee
Languages: Trade Chant, Kerez, Stangir

GM Rednal |
All right, after talking things over with everyone, I'd like to welcome Listrana Redblade to the game. You can report to the Discussion thread and dot the Gameplay thread now, and we'll work on integrating you into the story.
And the rest of you, don't throw away your concepts... who knows? There might be another opening again sometime... *Coughs* It, uh, it happens. That, and thank you all for applying!