The group has acquired significant funds, but now must deal with an ailing wizard. They set out to follow a clue delivered by a cryptic stranger in a dead city, in the hopes it will lead to a cure.
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
Kien shakes his head like a dog, spraying water over the railing of the ship. When Tyrus rushes over he waves him off. "Didn't even attack me, it focused on the ship." He tilts his head to the side, emptying the water from his ears. He ignores the looks from the crew, both positive and negative. "How's the damage, is she still seaworthy?" He asks to no one in particular.
One of the friendlier crewmembers, who seems to understand that Kien had disappeared in order to take the fight directly to the enemy, nods. "We got plenty of oakum and pitch, we'll patch up more or less. But we won't be going nowhere quick, not with whats been done to the poor girl's timbers."
"Wh-who's hurt?" Luca called out, worried about drawing attention but also not quite brave enough to voice a different opinion when an adult told her to do something. "We have a doctor!"
"No place for a ship like this to put-to around here," the sailor says. "Draft's too low. I reckon the Captain will make for Bulchik. Not much of a port, but if we don't sink too much lower we can make it."
He seems about to continue when the bosun shouts at him, and he scurries off again.
There are a few crewmembers who require Tyrus's attention, and despite any misgivings most are happy for the care. Fortunately few of the injured are in serious condition - the creatures were more concerned with harming the ship in its entirety than damaging the crew, it seems. Once his work is done, a trio of crew inform Tyrus and the rest that the passengers have been ordered to their cabins so the crew can more easily go about repairs.
You wait until the evening, when the captain finally comes to visit. "We're underway again, and by Arrond's grace we won't sink. We're making our way to a nearby town - another two days, at our speed."
He gives Kien a look. "You gave us some warning, and for that I thank you. But I need to know what it was attacked my ship. Right now, I'm of the mind it would be best to set you ashore when we reach port. Unless you can convince me that it's safe to keep you around."
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
Kien snorts in disbelieve. "We save your ship and entire crew from certain death and you want to respond by abandoning us? Even if you make it back safely without us, your reputation will be ruined." He scoffs.
"Some sort of long snake creature, with a tail and tentacles. It was massive and hard to see beneath the waves, and I was focused on keeping it from destroying the ship."
No good deed goes unpunished. Luca thought sourly, feeling that Kien had the right of it. Some people were so superstitious that they hated people who helped them - after all, anybody capable of handling some eerie aquatic threat might have been an even bigger threat in their own right, yeah? ....Which, to be fair, may have actually been true, but this sort of thing was why she had such a hard time trusting or opening up to adults. The gods are powerful and can provide magic to solve threats? Praise and support them. Ordinary people like you happen to have some skills and can solve your threats? Burn the witches.
"You get scant praise when you're likely the folks as put the ship in danger in the first place," the captain scoffs. "Creatures like that don't come up to shallow water for nothing, and it ain't hard to tell there's something off about you lot. Or you going to tell me otherwise? 'Don't know nothing about the attack, sir, we're just simple travelers...?' Mmm?"
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
Kien jabs a finger at the captain. "You superstitious prick. Probably had to argue with your men to even allow a girl on board." He waves a hand dismissively and starts moving back to his cabin. "I need to dry my clothes. Let me know if that arse kicks us off the ship."
"And even if it were true, your first response is to go antagonize the people you think might be bringing trouble!?" Luca asked, more than a little disbelief in her tone. "Oh yes, our group - notably featuring a sick old man and a child - is really the danger to your ship that you should be worried about, instead of, I don't know, maybe a larger predator moving in underwater and driving the local marine life out of their usual hunting grounds?"
Diplomacy (Convince this man his thought process is really dumb):1d20 + 8 ⇒ (14) + 8 = 22
-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8
Tyrus's mouth drops at the accusation, and he lets his companions take the lead.
"Captain. Please. I've not seen nor heard of a thing like that! If we'd any idea such things were coming, we'd have been better prepared! I, for one, would have taken the time to memorise at least one combat spell." he adds earnestly - then adds "Though now that I have seen it I can assure you I intend to keep more than one memorised at all times!"
With that he follows Kien, intending to help the man dry his clothes with magic.
I almost want to count that more as an intimidate roll, battering him with your marine biology!
It seems obvious the captain has no ready answer for Luca's change of tactic, and mumbles something less-than-impressively as he turns around, giving the group one last dirty eye before departing.
Things remain quiet afterward, the crew busy continuing their repairs and getting the ship in towards land. Many of them avoid you, apparently as convinced as the captain was that you are the source of the recent troubles. Eventually the shore looms close again and your port of call can be made out, a cluster of buildings in a small natural bay. According to what you hear from the crew, the ship is riding just barely high enough to dock here, but it is still safer than attempting to reach any further down the coat.
Reactions, actions, etc, don't have time for more at the moment!
"...I don't think I like sailing." Luca said once they were safely onshore, remembering the pirates and the island she and Tyrus had been prisoners on for awhile. "Bunch of so-called adults scared of their own shadows..." Was she really going to have to do everything herself after all?
-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8
"I do have to admit that it seems our previous experience..." Tyrus taps his journal "and this one together make for a statistically unenviable risk pattern/" "What are the odds some random sea monster would attack our ship, though? Easier for those who must go back out to sea to believe that the cause has been removed, than to risk that creatures like that still await them out in the deep."
Is this the port we were aiming for, or another one?
But you've had such memorable times on ships! As to your question, Tyrus, this is not the port you guys were originally aiming for. On the map of Ottrunval, it is located within the sparsley habited "Scattered Settlements" area, on the coast Northwest of Tholm (but not the city marker directly north of Tholm). That is
As the ship docks, one of the crew comes to knock on your door. "Ah, the captain... he's asking you lot to shove off, such as it were. I don't know if those things came for one of you, but I sure as hell know we'd have been sunk without your help. So thank you for that, at least."
He shrugs. "You were heading for one of the easterly ports, if I remember. I wouldn't bother waiting for a ship here. You'll want to make it to Parel Byrne, down the coast. Proper city, plenty of ships in and out."
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
Kien snorts in amusement. "So he won't even take us as far as Parel Byrne, and worse yet he's too much of a coward to come kick us off himself." He casts a sideways glance at the crew member. "We didn't stomach that kind of leadership in the army. Weak leaders get their men killed."
The crewman shrugs again. "I won't say it don't seem a bit unfair, but he's a good enough captain through storms and more regular misfortune. Sea monsters got him a bit spooked, it seems. As it is, we'll probably be here at dock for a couple of weeks as the least, and have to sell most of our cargo here at a loss. Better than drowning, I suppose."
"Mmph. Get some supplies, maybe a map of the coast?" Luca suggested, clearly even more willing to be rid of the ship than they were to be rid of her. She wasted no time at all hopping off the ship and heaving a little ways away from the dock, looking to get a sense of the area.
-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8
"And what?" Tyrus asks emotionally once they are alone "Walk? Through orc-filled jungles all the way to this Parel Byrne?" He shakes his head "And quickly too - it sounds like we'll have to make it there before the captain has a chance to dock and spread his fairy story that this sea monster was hunting us! Ridiculous!"
Snorting a bit he calms down "Yes. We'll need supplies. And a map. Good thoughts, Luca. We might even be able to find a guide, if people take this route often."
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
Kien shakes his head. "Better not to fight 'em. Can't force 'em to take us, they'd just throw us overboard or slit our throats in the night. Still, won't be good for their reputation, not one bit."
"At least there's civilization, with that and money we can get a lot done."
Small unimportant geography note: The jungles are all on the southern part of the continent (mostly southeast). While still hot somewhat tropical, the northern coast is more like southern Spain. More arid, vegetation not exactly sparse but not omnipresent.
It is obvious that some rumors have already reached the townsfolk who work the docks by the time you leave the ship - some of them look askance at you and none are in a hurry to strike up a conversation. They give directions readily enough though.
The town is essentially a crossroads settlement and waystation for ships (though few as large as your recent transport make berth here). It has a handful of inns and taverns, some workshops that support a modicum of shipbuilding and other industries, and serves as the market center for outlying villages. The coastal road leads to Parel Byrne, the nearest real city. If you were to buy horses, it wouldn't be hard to make it to the city in eight days.
Diplomacy DC 12 (One attempt only):
There is a small trade caravan leaving for Parel Byrne in two days. It has guards and enough room on the wagons for a few passengers, provided you can convince the caravan master that the rumors about you are a bunch of nonsense.
If you succeed at this check, you can hire safe passage to Parel Byrne for 15 silver apiece.
If there was one good thing about being a kid, it was that most people didn't take her too seriously. (Nevermind that she couldn't be called a child for very much longer, even by stretching the definition. Some things were just hard to move on from.)
"Um, d-do you want to travel with the caravan?" Luca muttered to the others as she came back after exploring.
After Luca shares the possibility, the group happily pays the pittance required for travel (a pittance, at least, compared to their current resources). The journey to Parel Byrne is thoroughly uneventful. Kien's imposing stature prevents any of the sketchier individuals from troubling the small group, and Tyrus's medicals skills (as they tend to to do) come in handy. So much so that the caravan master - upon learning you are making for Athekor - offers to let you travel with them as long as you'd like, saying that the end of their route lies in Geresaad, a neighboring nation.
However, in Parel Byrne you also have the option of taking ship again: there are plentiful ships here, most of them continuing east for some distance or another.
Party Dip:1d20 + 6 ⇒ (20) + 6 = 26
Inquiring at the docks, you learn of several ships going to destinations that interest you. One is a swift cutter which will be departing soon and making directly for the primary port in Athekor. Another is a larger, fast ocean-going ship, which will be heading directly for Kadesh across the sea. Offering up Tyrus's skills as a temporary ship's doctor gets you favorable fees for passage.
Kadesh is the country that Tyrus's mysterious visitor told him to seek out. Athekor is the more nearby location of a great college of learning, where you might find help.
-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8
Tyrus pulls the others together. "Whilst I am reluctant to take passage on board a ship again - we seem destined for trouble when we do so - I am tempted by finding a ship bound so quickly for Kadesh. We could wait some time for such an opportunity."
He sighs "But I am conscious how much we are then investing in the words of a stranger. The library in Athekor is one of the best in the world - if we can get access to it, it may hold an answer. My mind is not what it should be, I leave the decision to you."
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
"More information is good, and Athekor seems like a knowledge base. But Tyrus, you would be the one doing the research. If you think it could be helpful, we should make a stop." He looks to Luca to confirm, then nods. "We need you better. Take care of your own first, above all else."
The last sea voyage having soured the group on ships for a time, you opt to remain with the caravan. The continued journey is nearly as uneventful as the first time, save for a minor scuffle between a pair of wagon drivers.
At first the lands you move through are sparsely populated, with small villages and the occasional town along the road. Steadily, the land grows more lush as you push east. A series of border forts visible in the distance marks the official borders of the nation of Encarn and your return to what most would call the 'civilized' part of the continent. The caravan halts for a pair of days to trade in Encarn's capital city of Thesseni, and then continues eastwards along the same coastal road. Another few days puts you in the capital of the neighboring nation of Geresaad.
"This is where we part ways if you wish to continue to Athekor," the caravan master tells your group. "It should be no trouble to hire a carriage to take you south. Then you have a choice of over the mountains or under them - the dwarves charge a head tax to enter their holds, but its the safest and fastest way to get through to Athekor. Or you could chance traveling through the Vurkane forest - though I wouldn't advise it. Travelers go missing in those woods too often to take lightly."
Last travel decision! You can reach the library of Athekor by: Head south to the mountains, then pay to use the dwarven roads (quickest, safest, most expensive at 10 silver apiece).
Head south to the mountains, then use the surface roads. (slow, middling safety, low cost or free.
Take the road through the forest and head south afterwards. (mid speed, possibly unsafe? free)
There is regular carriage service between Geresaad's two main cities, which would make that part of the route quick, safe, and comfortable for the low price of just twenty silver.
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
Kien grunts a thanks for the caravan master, making sure they're out of earshot before turning to the others. "Let's not go picking fights we don't have to. We can afford 30 silver, let's take the dwarven roads. Been missing their drinks anyways."
Safe was good. Safe was very good. "U-um, why aren't kids normally allowed to have their drinks?" Luca asked, not particularly familiar with alcohol or why the bearded folk were often said to be keen on it.
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
"Some, they get milk from strange creatures. Haven't had it myself but it makes their coffee taste..." He frowns, realizing she probably shouldn't be drinking coffee either. "We'll get you something good to try, promise."
Opting for the safest path, you charter a carriage to take you to the Geresaadi city that lies at the foot of the mountains, a pleasantly boring couple of days. The same carriage carries you up the mountain path the next day, until you come to large doors of stone guarded by a half-dozen armored dwarves. After paying the entrance tax, you are admitted to the Low Roads - the dwarven thoroughfares that run partially beneath the surface. There is no carriage or riding service on this portion, you are told, though there are way-stations roughly each ten miles in case you need rest and water. The way is lit by dwarven smokeless torches, not as bright as real fire but without the bother of requiring ventilation.
Another span of travel sees you in the dwarven hold of Uzdreft, called "Sandalstone" in the local human languages. It is a bustling trading town cut and enlarged from natural caverns in the usual dwarven fashion. The populace is largely dwarven of course, but there are large numbers of humans and halflings as well, both visiting as merchants and as permanent residents.
At Kien's insistence, you seek out a dwarven tavern for... refreshment. The ales and spirits of Sandalstone are well regarded, if not quite among the best the dwarves have to offer. They also have fare fit for the more delicate constitutions of children including a fizzy bittersweet concotion much beloved by the local youth. Dwarven root beer, naturally!
Know(Local) DC 10 or Know(Geo) DC 15 - Roll one only:
Being in the dwarven hold you are reminded of the fantastical Deep Way, the mystical bridge between continents that served as the original dwarven entrance into the continent of Ottrunval. Using it, you could cross from Ottrunval to Golm - and thus, eventually, to Kadesh - without ever taking ship. The Ottrunval side of the Way lies in a hold further to the south of you.
It would, however, take much longer than a voyage, though you aren't sure exactly how long.
RP, look around, what-have-you - or of course indicate if you'd prefer to just move on to the Library of Athekor.
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
Kien normally isn't the kind to make special requests...but he's never made the group go out of their way before, and he feels he has earned his keep, and it was on the way anyways. Besides, dwarven spirits are hard to pass up. And a wide grin splits across his face when he realizes they have virgin drinks for Luca.
Knowledge (local):1d20 ⇒ 14
Kien takes some time for relaxation, the first time that the rest of the group has ever seen him do so. He drinks merrily, laughs and roars, sings with the dwarves (sounding even worse than they do), and gets into friendly brawls that usually end in laughter and buying each other drinks. It seems Kien has more of a trust for dwarves than he does other races, and with how high-strung he is most of the time he is really taking advantage of the time to cut loose.
-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8
mechanics:
Sorry - crash ate the original post knowledge: local spoiler:1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15 knowledge: local Encarn\Thesseni:1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21 knowledge: local Geresaad:1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13 knowledge: local Athekor:1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26 knowledge: local Athekor's library, especially access:1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
Tyrus Tries to push himself on the journey - but having learned his lesson from the ship concentrates on being prepared for danger, which includes keeping himself healthy.
The ex-teacher is a font of knowledge on subjects from entomology to etymology, botany to geography. Willingly he shares his knowledge, freezing when some fact eludes him.
Anyone willing to discuss magical theory finds him desperate to discuss the theories written in his journal - theories he puzzled out, but whose secrets now elude him. Those staying close for any length of time are in danger of becoming apprentices by osmosis, given how many mystical secrets he lets free.
This doesn't endear himself to most of the caravan, but Torble takes the brunt of the discussion. Once Tertius realises Tyrus enhanced his Familiar's mental link to allow conversation the poor ooze-bug finds himself talking until his master grows hoarse.
Thesseni is not unknown to Tyrus, and he does his best to find fellow academics. His two days are not so much a rest as a series of rushed meetings and frantic shopping trips. From bookshop to bookshop, library to library he travels.
looking for:
Looking for
(A) anything on his illness
(B) anything on the Kadeshi area he's been directed to
(C) how to get access to the Athekor library, or contacts in Athekor (he is prepared to take letters along the caravan route, as long as he knows what decisions have been made)
(D) reasonably priced spells for sale - especially Make Whole.
His time in the capital, and even in the Geresaadi border-town are spent much the same way, though with less success.
Tyrus greets the dwarven guards in proficient - if not quite fluent - Dwarven.
"Amazing, isn't it." he remarks to his companions, as they embark upon the Low Roads. "Such engineering is almost beyond the ken of mankind. Generations of Dwarves spent their lives in the creation. It does not tower, as the monuments of man and elves do, yet it is larger by far than anything raised by those above."
He sighs "I saw one of these once, as a student. We travelled for a few days. I always dreamed about taking some great voyage, such as Ecarl or Taenyach - and now here I am. Of course, in my visions I took the Low Road to the Deep Way."
He looks ahead, eyes fixed on something miles away to the South. "A feat of spellcraft, that, to match the engineering here. A way to cross oceans and never even see a drop of water."
In Uzdreft Tyrus blinks to see dour Kien laugh. He limits himself to a single stout - dwarven mugs being deceptively deep - and does his best to chaperone Luca.
"It is good to see him like this." he reflects quietly to Luca. "I don't know if it is that I have lost the memory of other times, or if this really is the first time he seems to be having fun."
"I think he just feels comfortable here." Luca whispered back, careful to be sure Kien couldn't hear her. "But I can't blame him. First everything that happened in the jungle, then the ship rides... you can only be tense for so long before you start to crack. We should make sure he has lots of fun while we're here." Unspoken was the fact that Luca and Tyrus, alone, would probably be in a great deal of trouble if anything wanted to harm them. They needed Kien much more than he needed them.
Disappointingly, all the meetings you are able to arrange in your scant time in the cities are fruitless. Several magicians and chirurgeons come to conclusions that you, in your notes, have been specifically excluded for one reason or another. The best of them (including an old acquaintance of yours from your youth at the universities) admit they have no idea what ails you.
As to Kadesh, the College of Healing you have been sent to (or more accurately, the Grand Hierophant's Unified Colleges of Wellness) are world-famous. One detail that comes up, though, is that they are one of the only places in the world with a cadre of specialists dedicated to the study of the soul itself - which, due to its fickle spiritual nature, tends to garner less scholarship than the more easily understood mind and body. This includes illnesses and curses and other ailments that have their root in the soul, rather than elsewhere.
Access to the Athekor library is remarkably easy to gain, especially for someone with an established academic pedigree such as yourself. You should have little trouble gaining entrance - and just in case, your old acquaintance gives you letters of introduction and recommendation.
Finally, as to the spells, you are able to find an artificer who agrees to let you copy Make Whole for the sum of 2.25 gold pieces. I'll do a random spell availability spread for ya a bit later. Also please see my note on Make Whole in Discussion.
Kien fits in well with the dwarves, especially those amongst them who are veterans of the frequent skirmishes and battles with goblins, ogres, and other foes both above and below the ground. The dwarves make their homes in harsh places, but their discipline and structured society is such that within their holds safety seems even more assured than in the larger human cities. A dwarven tavern brawl is no chaotic thing, breaking out suddenly and ending just the same, but more of an official contest with rules and declared participants. Kien quickly becomes a favored teammate.
-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8
Tyrus response:
Tyrus' eyes fill a little as a friend so long lost comes through for him. Still - a part of him can't help but note how well his friend has fared in the intervening years, and recall how similar their performance as young men was.
When offered Make Whole for 2.25 gold, his mouth drops "Over two Sovereigns! Are spells really so expensive, here in a major city?" he hesitates "I'll have to look into my finances."
As Tyrus spoke, Luca tugged on his sleeve, then pushed up onto her toes so she could speak into his ear more effectively. "We do have the money if that spell is useful, with some yet to spare." she said. Money wasn't easy to come by, but they were no longer entirely broke.
We can resolve the spell purchase question after the fact. Moving along!
You spend the evening in a comfortable, if perhaps slightly cramped, dwarven inn. The innkeeper explains that the inn was carved ages ago, when the only humans the dwarves treated with on the continent were the Athekorians, who tend towards lower statures. Still, after the drink and merriment you spend the night peacefully enough and rise the next morning to continue on your way.
The low road you set out on the next day is promised to deliver you directly to the gates of Athekor's primary northern city of Kamporong. It takes you around three days of easy travel to reach it, but on afternoon of the third you emerge from the underground only a mile from the city gates. A regular, and entirely free, carriage service brings you the short remainder of the distance. The friendship between the Athekorians and the local dwarven holds is old and strong, each seeing to it that visitors to one place are welcome in the other.
Tyrus:
You know that the city that hosts the great Athekorian libraries is, peculiarly, not host to any great universities. The only learning that takes place here is, in fact, devoted to the librarians - the study of categorizing, maintaining, and making available the great stores of knowledge they hold. The city is, of course, still chock full of academics from the world over, but all of them are, like you, visitors. In lieu of university halls, various inns and taverns play semi-permanent host to various fields of study.
Perception DC 25:
As you walk the streets searching for an inn with an available room, you notice a figure you had passed by a few minutes ago seems to be following at some distance.
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
Kien wakes up groaning more than usual, but does get up without too much delay. He applies copious amounts of cold water to his face and warm brandy to his throat, and by the time breakfast is over he seems mostly functional, if a little more relaxed and slow than usual.
After three days of travel, he's back to his normal self, but does retain a bit more of a relaxed posture.
Perception:1d20 + 12 ⇒ (14) + 12 = 26
Kien exhales sharply through his nose. "I could go for something sweet, how about a pastry?" He leads the others to find the marketplace, trying to find some sort of bakery where they can buy some treats.
Assuming he can find something appropriate:
Kien takes a strangely odd route, using some back alleys to get to the bakery, ending with a sharp turn to get to the door. But as they get there he opens it, quickly ushering them inside. "Something with cinnamon." He says, dropping a handful of money into Luca's hand. He closes the door behind them, then sneaks around the back of the building.
GM:
I am hoping to use a sharp turn to briefly have our follow lose sight, then circle around the building to get the drop on them.
She'd never been taught enough to take over the family business, or even help in a meaningful way, but she could at least do basic transactions. The good thing about dwarven settlements was that pretty much everything was a good height for her, so she didn't even have to go out of her way to examine things. "Something big with cinnamon." she said, looking over the pastries.
-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8
Tyrus looks bemused as Kien leads them through a maze of back streets. 'He really wants a pastry. Perhaps there is a shop he is familar with?'
Given how rarely Kien shows preference at all, let alone this strong, he goes along with the travel, not even complaining about the narrowness of Athekorian alleyways.
Curious to see what Kien had been looking for, he is startled when the young man drops money into Luca's hand with barely any instructions and bolts back out the door.
He engages with the shopkeeper. "I have heard excellent reports on your quality. What are your specialities in pastries, please?"
The streets of the city are loud and lively with hawkers, and Kien has no trouble finding what he's looking for, even with such an expensive taste in spices.
Kien:
You appear to have successfully evaded notice by the pursuer, a diminutive woman with long, deep black hair. But as you approach from behind and just before you can speak, she does herself - not facing you, but clearly addressing you.
"You keep intriguing company, warrior. Do you know just how much so?"
Tyrus and Luca:
"Ah friend, welcome to Kamporong and my own humble slice of it," the shopkeeper replies in the same language. I assumed you spoke your own common language, Obanese."We so seldom get visitors from the Obansul here! It is a delight to use the tongue again, such a delightful language. And specialties! Why, that would certainly be prardo, a nutbread we Athekorian's and especially we Kamporonians have been making since before the Gods' themselves had names. Try it plain, or with some butter or honey. I have some here with exotic spices in the dough - I find this here with nutmeg especially sets off the flavors..."
He continues to extol his wares until you indicate which one you'd like to try.
Athekor/Kamporong, General Info (No Roll Needed):
All of this is information you would have between the three of you.
Athekor is an ancient human civilization which has existed in roughly the same form for thousands of years, and Kamporong has always been its center of learning. Ages ago when the dwarves first crossed over to the continent through the mystical Deep Way, it was the Athekorians they encountered first, and have been allies ever since.
The dominant religion in Athekor is the worship of the Triarch, three Lawful Good deities who form a unified whole and are always worshipped together even though they are recognized to have different facets to themselves (Makael as a god of martial strength; Kabrael as a god of knowledge; Athael as a god of reason and diplomacy). As such, Athekorian society emphasizes harmony and order, and is likely partially responsible for the enduring nature of the nation's society.
Kamporong is nestled high up in the mountains, near the entrances to the dwarven roads. The thin air has been known to cause some difficulties to visitors until they acclimate, and the weather tends to be cooler due to the altitude (but due to being in a fairly tropical location, it's still a pretty nice place to be - think the northern Andes for a real-world corollary).
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
GM:
Kien clenches his fist, standing up straight. "Bold question coming from somebody who got caught stalking. What do you want from us? I don't suggest lying." He says flatly.
"I want nothing from you -" The woman turns, and you notice the unearthly appearance of her eyes. Set in the face of a woman of roughly middle years (for a human), her pupils and irides are a deep, lustrous golden color, shimmering like the ocean beneath a sunset. " - but I have been graced with sight beyond that of this world, and I have seen nothing like your companions in all my years. What brings you to this city?"
You notice now that the woman is wearing the half-robes and insignia of one of the keepers of the Great Library, as well as others denoting her to be a worshiper and priest of the Triarch.
Male Half-Elf Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.
GM:
Kien narrows his eyes suspiciously. "Some say careful where your eyes wander, they might get stabbed." The eyes set him on edge, this was no mere pickpocket or spy. "Depending on what they're looking for."
Luca never enjoyed getting attention from priests, much less deities. She didn't dislike the Triarch, per se - it was more that she was worried they'd just smite her if she ever got noticed. People (case in point: her) generally feared what they didn't understand, and priests were people too. Perhaps more relevantly, she didn't even want to consider what it said about her if even the gods thought she should be smited on sight.
"What kind of nuts are in this?" Luca asked as she got one of the flatbreads with some honey on it. Definite sweet-tooth, this girl...
-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8
Tyrus dutifully hands over a few silvers for the recommended produce. "My children used to love these things." he sighs "My wife disapproved, so we almost never had them. I remember I used to buy them as a secret when the children and I were out without them."
Kien's casual threat has no visible impact on the strange-eyed woman. "I see unease in you, but if there is any danger to you in this city, it does not come from me. And it seems you have brought most of the danger with you."
She spares one more glance towards Luca and Tyrus over her shoulder. "This is beyond my knowledge and rank. I need guidance. I suspect I shall see you again."
With that she turns and walks away.
Luca and Tyrus:
"They are called peng nuts, young miss, very common here. I've heard that when shipments of them arrive in far-away lands they are considered a delicacy, but we put them in everything," the merchant says with a laugh.
GM Mercy Presents:
“It is, it is a glorious thing...”
Quote:
Several people board the ship Wavechaser, bound for the continent of Ottrunval across the Sea of Stones. It should be a smooth voyage...
(This adventure has the thrown-together sort of start. Your characters didn't necessarily go seeking adventure – it finds you).
Hello all. I'm recruiting 3-5 players for a homebrew adventure in an original world called Eldreon. This world is not drastically different from the Pathfinder setting of Golarion, but there are some key areas of departure which I will describe below in the “World” section.. Furthermore, I have a couple of homebrew systems and house rules. I've included the most important ones under “Mercy's Rules.” Yes, that makes this adventure something of a playtest, and I do invite critiquing of my rules (and will have specific questions for my players as well).
This campaign will be the first I have GMed on these forums and will be a way of exploring how my house rules work in the PbP setting. As such, the adventure itself will be on the shorter side, and after it is complete the players will be able to choose whether or not we keep playing in a more open-world style where they choose the goals their characters want to pursue (which is my preferred style). They will also have the option of changing/tweaking characters at that time.
Posting Requirements:
At least once per day on weekdays, though preferably more. I work as a programmer and am in front of a computer much of the time, thus I can post multiple times a day. If I have players who can do the same we can roll along pretty swiftly.
Generally speaking if a player does not post in a 24 hour period I will GMPC their character to move us forward.
Character Creation:
In this thread you will not be posting a character build – that will happen after I select the players. I want to see your ideas for a character (and you don't need to stick with that idea once we get to actually creating the characters). You can include thoughts on crunch too if you like, but the fluff/background is what I'm really interested in.
What you should post here: Several (3 or more) paragraphs of character story, with as much detail as you please. Because you don't know much about the world yet, just keep things like locations and deities and stuff fuzzy. Make up names for kingdoms if you like, with some description of the details. As you will be the inaugural “class” of Eldreon, I may very well incorporate some of your ideas into the actual world. You will not necessarily need to stick with this concept for the character you end up playing. Once players are chosen, character creation will be a slightly longer process because it will involve input from the GM (mostly telling you about the world you just got mixed up in!).
Consider answering some of the following questions in your character story:
What does your character love?
What does your character hate?
What is your character's idea of fun?
What do they do for a living?
What do they fear? Where might this fear have come from?
What does your character want out of life? Do they plan ahead to get it, or take life moment-by-moment?
Is your character religious? Are they particularly devoted to any causes or principles (freedom, law, helping the sick/poor?)
Does your character feel loyal to their family and friends, or do they put themselves first?
These are just to help give you ideas. None of these answers are required in your background.
All that being said, here's a peek at what the character creation will be like.
Normal
15 Point Build
Roll for gold (these sorts of rolls will be done in the discussion thread while we build characters)
2 Traits (and a third will be added by the GM upon character creation)
Allowed Races: All Core races except Gnomes. Other races need to be cleared with me first (though see rules for Special character creation).
Allowed Classes: All core and archetypes (though I am not particularly fond of barbarians or monks). Base classes and archetypes (EXCEPT for alchemists and gunslingers). Playtest and other classes need to be cleared with me first. Guns/gunpowder (and thus gun-related classes, feats, and traits) do not exist in Eldreon.
Characters will be allowed to start at Level 1 OR Level 2. Level 1 characters are generally young and haven't seen/done much. Level 2 characters have much more leeway in age and might have been through a few things in life, though obviously it wasn't particularly crazy. For instance, a level 2 fighter could have spent many years as a guardsman in a mostly-quiet village.
Spells: CRB, APG, UM – all other subject to approval
Special*
Players I select will roll 1d10 in the discussion thread. A player who gets a 10 can create a somewhat more powerful or exceptional character, choosing one of the following:
Choose Race: Tiefling, Aasimar, or any of the “elemental” subtypes. Remember these don't need to be 'human'! (I wish I saw more Aasimar dwarves, for instance...)
Choose 20 Point Build
Choose Class-Specific Boon (Discuss this with GM)
What to Expect from me as a GM:
My GM name is meant to be ironic. :)
As both player and Gamemaster, I enjoy games where the stakes are high and the chance of failure is very real. In the open-world games that I love so much, failure can mean anything from “you don't get the treasure” to “you die, and the rest of the world(s) dies with you.” I have a number of mechanisms I use to try and warn players when they might be getting in over their heads (I'll describe those when I've picked players), and it is up to them to listen or not. Some of the best stories come from the riskiest decisions - players are often able to take down extraordinary challenges with some cleverness and Fate Point application (see below). I can and will make suggestions for new adventures and missions if the players want some direction.
My worlds, and my games, are not run to necessarily be “fair.” Characters won't always level up at the same time, nor will they receive items and boons calculated to treat each equally (though the characters themselves are free to take steps to even things up). I do try to prevent/correct any gross inequalities, but that's it. Players should be prepared to roll with the punches (literally and metaphorically). Obviously my goal is for all players to have fun, but if you can only have fun when the GM is enforcing parity across the character slate, I'm probably not the GM for you.
Finally, though I have lots of experience with RPing and a decent amount with GMing, I'm NOT a Pathfinder guru and players should feel free to bring up perceived errors in how I interpret the rules. My word on all rulings is final, yes, but I want my players to talk to me whenever they have a problem or are confused about why something happened.
The World:
Eldreon is not an off-the-wall unique fantasy world. Most of it will seem familiar (by design). Much of the world design is still underway and won't be pertinent during this adventure, but here is a homebrew race available to interested players:
Drecna: The drecna were driven from their ancestral homeland ages ago by the orc tribes that run rampant over northern Liria. There are now three different drecnan nations borne of the three great migratory groups that fled the homeland. Also known by their nickname of “mariner orcs” or “sea orcs” (a misnomer which they despise), the drecna are best known for – you guessed it – sea travel. The most famous drecna are almost universally sailors, pirates, and merchants. Their skin ranges from gray to a very pale yellow/green, and this coupled with prominently sharp teeth led to their confusion with orcs. The drecna, however, are actually bitter enemies of the many orc tribes near their homeland and greatly resent those who voice the comparison.
Those who'd like to try playing a drecnan character should visit their info page on the Eldreon blog (which is rather sparse at the moment).
Deities and Cosmology: Eldreon has it's own cosmology and pantheons, though certain parts of it (such as Asmodeus, the Gods of the Dark Tapestry, and some of the structure of the outer planes) have been retained.
Languages: There is no “Common” in Eldreon, nor are there species-wide languages except in the case of the dwarves. The rules for learning languages are a bit more complicated (there are multiple levels of familiarity with a language).
Mercy's Rules:
Magic
Generally speaking, my world has lots of magic but fewer magic items than your average Pathfinder world. All magic item costs are doubled (this will likely be fine-tuned in the future).
I am revamping the item creation rules, but those are not done yet. I'll have them complete by the time any characters in my adventures start to hit level 5 or so (when they become applicable). Scroll creation will remain largely the same.
New Systems: Fate Points and World Weariness
Fate Points are my form of metacurrency and operate similar to other types of the same. They are gained for doing cool s@$*, and can be spent on doing more cool s*+$. Each player starts with 3 Fate Points. Fate Points belong to the player, not a character, and they can be traded between players as desired. Furthermore, they can be used after seeing the success or failure of a roll.
Examples of ways to spend Fate Points:
Max role on any skill check or save – 1 FP (*)
Make any attack an auto-confirmed critical – 1 FP
Stabilize and heal your character to -1 HP – 1 FP (can be used even after a blow that should have killed)
Make an enemy fail a save – 1 FP
Auto-succeed a check for a skill you are trained in, even if technically beyond possibility(**)
Make all targets of a spell or affect fail their saves – 2 FP
Cast any spell you are capable of, regardless of situation (grappled, gagged, no slots left, etc) – 2 FP
Autosucceed a skill check or similar situation, regardless of other factors – 3 FP
Plot Device! Retroactively change something fundamental about your character's situation (discuss with GM) – 5 FP
*Skill checks in my games can occasionally require multiple rolls, this only maximizes one.
**This will auto-succeed even in multiple-roll situations.
World Weariness
Weariness affects characters who receive magical healing. After a long enough time spent getting hacked, slashed, stabbed, burned, beaten, and abused – and then getting healed afterward – a character starts to lose their zest for life. They become listless and despondent as their hope for a life full of more than injury and momentary relief fades away...
Each point of magical healing a character receives also counts as a point of World Weariness. Certain other things can add to or decrease World Weariness as well. Growing levels of World Weariness have the following affects (this is subject to change and expansion). Each level is cumulative:
0-19: No Effect
20-29: -2 to Charisma
30-39: -2 to Wisdom
40-49: -2 to Intelligence
50-59: -2 to Charisma, Wisdom, and Intelligence
60-69: -2 Penalty to Reflex Saves
70-79: -2 Penalty to Fortitude Saves
Only magical healing (spells, scrolls, wands, etc) adds to World Weariness. Hitpoints regained from the use of the Heal skill and other such non-magical sources do not affect World Weariness. Hitpoints regained from magical regeneration effects are (for now) not treated as magical for the purpose of World Weariness gain.
Losing World Weariness
Only three things can reduce world weariness – rest/relaxation, divine action, and GM decree. Obviously, the first one is the most common.
Each full day of R&R your characters get reduces their World Weariness by 5. R&R is generally any activity that doesn't put your characters in danger or apply to overly “serious” pursuits.
To reduce the rate of WW gain, natural healing in Eldreon is a bit better (on average) than in regular Pathfinder. A character that is otherwise in good condition (not fatigued or starving, no diseases or poisons, etc) who gets a good nights rest (8 hours) regains hitpoints equal to 2 for each character level, plus half their CON modifier (round up) times their character level. Thus, a level 3 character with a Constitution of 14 would regain 6 + 3 = 9 hitpoints from a full, unstressed night's sleep. Yes, negative con modifier's would subtract from this (down to a minimum of 1 hp gain).
If the character is under stress (in hostile territory, has to be watchful, etc) they gain half the above (roll and divide by 2, rounding up). This includes nights when the character takes a “watch” or has their sleep interrupted for some reason.
What the hell, GM?
World Weariness is very much an experimental system, and the course of this adventure will no doubt affect how it evolves or if it is simply abandoned. It is intended to encourage “down time” for characters, where they can do other things than hack apart enemies, as well as encourage the use of non-magical healing and help make clerics more than walking bandages. Some players will no doubt feel these encouragements are unnecessary or that this system is too heavy-handed – and they may certainly be correct. Feel free to comment on that below!
Mercy's Pledge:
As a GM, I may beat, burn, rob, abuse, and kill your characters – but I will never abandon them. I have already been in several dropped games on these forums, and so here is my pledge to you as players: I will never, ever abandon a game if even one player wants to continue. We will find other players or make it a solo adventure. Due to real-life reasons, games may be delayed and they may slow down – but so long as I have players, my players have a game.
Players of all skill levels are welcome.
Given that this was a long post it's likely I forgot something. If so just let me know! Also, you are welcome to dot for interest and return later with your actual character bio.
Assuming anybody at all is interested in this, player recruitment should be open for about week, with final selection done by next weekend. I hope you'll consider joining me in Eldreon!
Well if you don't mind I will simply dot for now and try to think of something interesting. Normally I draw upon world information and such to build a good concept but sense that is a bit lean I will have to see what comes to me.
@Serik: There will be much more info put up into the blog over the next few days. I have tons written, but distilling it down into blog posts with even a modicum of organization takes a decent amount of work.
@Chyrone: Ah, thanks for the reminder!
All alignments are welcome.
A NOTE ON HOW I APPROACH ALIGNMENTS:
Generally speaking, I treat the alignment of any mortal character as "light." They have some leanings in that direction, but obviously are not embodiments of the alignment. The exceptions being divine spellcasters, other extremely religious people, and character who single-mindedly fulfill their alignments tenets (mass-murdering psychos or feed-the-hungry philanthropists, to pick extreme examples).
This extends to the use of Detect Evil/Good/etc spells: most regular people won't show up as anything in particular.
If allowed, I'll play a Soulknife, with the Armored Blade and Shielded Blade archetypes, and he'll most likely be a straight human. If not allowed, I'll come up with an awesome story to convince you to let me play one ;)
Sounds interesting, I'll come up with something in the morning. Just curious, will 2nd-level characters start with more wealth than 1st-level? What're some bonuses/advantages to starting at level one, as well? Seems like if you have the option to be a bit stronger, you'd just be hurting yourself not to do so.
@Tsiron: I probably won't be including psionics in Eldreon, but if you were a player and happened to roll a 10 to get a "special" start we could probably rework the Soulknife somewhat to make it arcane-based.
@Alexgndl: A good question. Yes, 2nd-level characters will start with more wealth and maybe access to a couple better items, thought not a vast amount more (it won't be the same as the wealth-by-level table, that's for sure). I give the option to start at 2nd level just to vary thing up, as I think variety makes for better games. In the grand scheme of things I think the differences will fade away pretty quick as the party levels up further, and the option is mostly to provide variety in the beginning.
@Harakani: Yep, very much in for the long haul. The eventual idea is to have a setup a little like Pathfinder Society - once you've created a character to play in Eldreon, I will also be keeping track of that character so you could leave one campaign and join another if it's appropriate for them, or if it better helps them fulfill their own goals. Even solo adventures, if that's fun for the player.
@Zayne: Great! Go ahead and make the alias right away if you want, but remember that you'll also be able to change it up when we get to the true character creation process once players are chosen.
I'm up for a good RP game! Here's the existing background for this character I keep trying to play but the campaigns keep dying =( This gives you a general idea - can change the ending to be why he's on a ship leaving the city...Also, the stats and equipment may change based on your setting but also gives you an idea of the concept. Hope you like it!
My thought is a level 1 character - some experience moving around and surviving but not a lot - this puts him in an interesting emotional place. Will he embrace his human side and be a (sort of) normal part of society, or a psychopath who revels in pain and destruction?
Background:
I have always been alone. I have always been an outcast. I have always been discarded. I have always waited…until now.
I was conceived from the rape of my human mother by her drow slave master; I was ripped from her body when she could no longer conceal her shame as yet another means to torture her and break her spirit. In this final act of horrible pain and suffering, the drow finally succeeded after years of efforts. My mother died from her broken spirit as much as her broken body.
Somehow I survived. Discarded; thrown away as so much garbage; yet I lived. I was given to the slavers, where I was never allowed to forget my mixed blood nor my unworthiness of the food, clothes, and shelter I received. I was beaten, ignored, taunted, and used as slave labor for the Mistress and her staff. I was never allowed to learn what the other drow children learned, and human children always perished quickly after being taken by drow. So I learned my own lessons…
I learned to fight. I learned to hide. I learned to disappear and strike from the shadows. At eleven I killed my first person – a kitchen scullion who was in the wrong place at the wrong time. It felt…liberating. For the first time in my life I was in control. I decided the outcome. I controlled not only my fate, but the fate of someone else. It was glorious. And I knew what I was. Not an outcast...not a slave...I was the hand of vengeance.
I searched for years to determine who my father was, and once found I plotted his death for months. I had the b@$t@&* in my sights - perfectly hidden in the shadows with an old bow and a specially crafted arrow that would tear his flesh with the tiny barbs I had cut into the head and spread poison that I had stolen from the Mistress into his blood. I slowed my breathing; drew; aimed; and let my pain, my anguish, my hate fly towards his heart. The High Counsel for the Mistress. My father. Who lives only because a chill wind blew at the wrong time. The breath of the gods, perhaps. It matters not.
So I ran. I escaped the dark underground drow city into the world of light, where I live in the shadows, on the edge. I do what I know best. I hide. I fight when I must. I disappear and strike from the shadows. Now I am here, at the southern border of Taldane, having run half-way across the overlands to escape my past and hide here in the human lands. No one notices me, or even looks my way. Imagine that. Hiding in plain sight! I have found a safety here…but perhaps I have become too complacent.
Hello. I have a story that I had made a while back that I would love to use. It is in an alias from when I had applied to a game before. I removed all the crunch and left the story for your perusal.
The Florence family is one that is renowned far and wide for its swordsmanship. For generations they have produced some of the best warriors on the continent. They also run the Soaring Dragon School for Swordsmen. They are very proud of their achievements and their school and expect a high level of skill and devotion from all of their students. As one might assume, they expect even greater focus and achievement from their own.
Dante Florence is the first born son of the current head of the house. As first born he is expected to train diligently until one day he can take over as the new head. They expected him to become a shining example of chivalry, honor, sophistication, intelligence, and, most importantly, martial prowess. However, soon after Dante was born, his family knew there was something wrong. His body was small and weak. He shivered and cried constantly. And on more than one occasion he nearly died. The family hoped that he would get better as he grew but even as a teenager he still remained a sickly and feeble boy. He tried to exercise but if he pushed himself just a little too hard he would pass out and find himself in bed, days later. He tried to master the techniques his family had developed for years but he could barely hold the blade up without shaking. The only thing he was good at was his studies. He absorbed knowledge about anything he could get his hands on and could usually be found half buried in a book. And though he couldn't wield a full size sword he could point out the flaws in others' moves to help make them better. He was also a genuinely likable child and had many friends at the school. He even showed a talent for magic. His family, however, saw him as nothing more than a disgrace.
How could someone with the Florence name be so feeble, especially the next heir. They would loose their credibility as a school for swordsmen and possibly even their nobility. Indeed the only reason they were as well to do as they were was because they taught many noble's children. So one day his family concocted a plan. Dante's younger brother was far superior as a swordsman and was nearly done with his training. If something were to happen to Dante then his brother would be the next in line to inherit the school and he was imminently more suited to the job in their eyes.
One day, as Dante was left by himself to catalogue the weapons in the basement, an assassin crept into the room. He didn't bother to hide once there because he was the type of man who preferred to hear his victims beg for mercy. When Dante did not he began to beat him. He continued to beat him until Dante was within an inch of death but still he did not cry out. The assassin soon grew bored with his prey and prepared to deliver the final blow. In an act of desperation Dante grabbed the only object within reach. On a stand nearby was what remained of a sword said to belong to the families greatest swordsman. By now it was nothing more than a hilt with a broken, rusty blade, the magic having long since left it. But when he grabbed it something happened. With a flash of light the sword became whole and Dante found his arms covered in translucent armor. Momentarily, both were stunned by what had happened.
Remembering his job the assassin acted first. He lunged at Dante. Acting on instinct Dante tried to parry as he had seen others do and found the enormous sword moved with easy. The assassin tried again only to foiled once more. Dante had never been able to wield a sword himself but he had seen others do it so many times that all he had to was think and the sword would jump at his command. No matter what the assassin did he couldn't seem to get around the kid's defenses. When he tired, Dante went on the attack. The assassin was pushed back and back until he could barely lift his arm. The sword weighed nothing to Dante but it hit like a greatsword to the assassin. Then finally after one particularly complicated move the assassin fell to the floor dead. After a moment the shock of what had transpired finally sunk in. Dante gasped and dropped the blade, and the effect went away.
After the event, Dante's family became very weary of him. The boy seemed to able to access the power easily enough just by grasping the ancient sword. They explained that the assassin probably came from a rival school or one of the many noble enemies they had made. It seemed logical enough but Dante remained forever suspicious of his family. He also never let the ancient blade out of his sight. Even though he could reproduce the effect easily enough with any weapon, the broken sword felt more comfortable and was significantly lighter. So a weird truce was made between Dante and his family even though he knew nothing about it. Dante spent his days practicing both sword and magic and his family gave him space to see what would happen. Fortunately, or unfortunately, adventure would happen first.
The Idea:
The idea here is a synthesist summoner, though I would be happy to hear any other ideas to make this happen. Thematically he is summoning the spirit of his ancestor to help him fight and he is solidifying the spirit and sword over top of his body and whatever weapon he holds. As he progresses the spirit will become more defined and powerful and eventually speak to him. Mechanically I am using a bipedal eidolon, and giving Dante Martial weapon proficiency (falchion).
Personality:
Dante is intelligent, personable and inquisitive. Since he lacks a lot of worldly experience so he is somewhat naïve as well. He will most likely be LG and would be the first to step forward to defend anyone he would call a friend. He loves to read and try new things and is always willing to help though he may not be able to. Sometimes his mouth gets away from him and may end up sounding arrogant abut something he is knowledge about but he is instantly repentant if he offends someone.
As in the Alternate class? I remember hearing some mutterings about it being a bit too souped-up, but I'm going to ignore that for now. We'd change the name and have to find a place for the sort of thing within the world lore, but I'm happy to do it if you get picked up!
For everyone else: Remember that what you're posting now is just the beginning. Any players picked will be modifying their character backgrounds to fit them into the world once we start that phase (or creating entirely new characters if they like).
@GM Mercy
Happy to modify the background.
I'm looking for someone who has a "dark heritage". Mechanically I was just going to take Racial Heritage: Dhampir and use the favoured class bonus. Seems like a great way of being "gifted" at necromancy without breaking the game at the start.
While I expect he'll end up with minions, I'm not looking to play a minionmancer.
I am interested in taking Eldritch Researcher and having a reason to now believe in himself. In the current background that was researching an amazing spell in terrible conditions, and then being forced to use (and therefore lose) it.
I've got him as older for background reasons, but I'm happy to ignore that mechanically if you like; I know Middle age is basically pure buff for a wizard.
This looks very promising. I'm interested, although it does seem to me that your rules screw a bit more with martial types (who are generally more dependant on magic items) than they do spellcasters. (who are generally already "stronger" than the martial types) Those are initial thoughts, and things may well pan out differently.
Also, since we're going to have characters of different levels tagging along in the same party, could I recommend we use 3.5 edition xp progression?
It has scaling built into it, so that low-level characters adventuring with high-level caracters cactch up eventually.
That said, this looks awesome.
I have this thing that I use for making characters, the ten-minute background questionnare. I'll go stare at it until I come up with a concept I like. See you guys around.
Geresaad seems like it might be the best place for Tyrus' grandsire to have come from under the extant backstory.
Did the ship last make port in Liria?
First off I want to offer my hand to help if I get picked or don't. I am a fellow DM/GM that feels the same way about games I run and play in. I would be willing to be a wall to toss ideas at, play villains or NPCs, and help develop your rules and systems. :)
I have two character designs which have been floating around on my mind!
Oarth servant of Sarenrae:
To be exact he is a fighter and cleric of Sarenrae. He is a human that has the powerful build. He is 8 feet tall and looks to be about 300 pounds heavy. He wields a large great sword. Even with such weight and size he is quite graceful in battle.
Werebear Fighter 1/cleric 1
Special: 'air'
For my fighter/cleric he will have haste 1\day, extra movement and an extra attack. His offense ability will be socking hands which will grow into more into the future leading to lightning bolt. He will be able to do shocking hands 3\day. His final ability will be an ability he can do once per encounter it allows him to make a massive jump as if on a cloud or hit by a gust of wind, propelling him up to 60 feet, with pin point accuracy. So he has an air aspect to his abilities. You could do the same with another element or tie the different abilities with her past.
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Oarth knows life always keeps you on your toes. If you are not ready it will knock you down or make you get caught up in fate. He has been at many different sites of struggle and power in his few short days. His parents were part of the raiding party on Siondal's temple of death with fellow righteous individuals. They were told their son would become a righteous cleric of healing if they consummated on the defamed alter of death. That was the start of his life.
His older brother with the help of Oarth as a lookout were able to track down a family of Ogres who threatened their summer town's bovine population and the community. Once they had tracked them down Trodan, his brother with his mighty sword was going to charge in to fight the family as a whole. With wisdom granted from seeing the strategy of his parents planning for fights, had Trodan wait. They set up several traps and a few distractions. Within a week the family was dead, heads cleaved from their body to not show the trap blows to their bodies. Plus they might have been able to carry one whole Ogre.
In later years, Oarth was taken under the wing of another priest of the order of the sun. Sa'me'all was his name and he had many plans for Oarth in the few months he would have the young boy. From the Oracles of Zenuith, with the ability to bless and see into the future to the Healing Warden of the Foxtail Druids. Sa'me'all took Oarth to many sites of power to see how he would be blessed with such a prophesy set before him to become one of the few righteous of Sarenrae. The most impactful location was the clouds and cliffs of the silver dragons. There he first fell in love with a wind nymph as Sa'me'all played with one of his many lovers. Oarth felt a strong connection to the wind and air as if he should always be embraced by it.
In recent years he was able to hold off and keep the soldiers on their feet through his inspirational words and healing to stop an Orc raiding party from getting to the town of Clarise, until reinforcements came. Only by their actions would the farmers of Clarise have enough food to survive the winter from the previous poor season.
Oarth's purpose is to serve, his goddess, the community, and those in need. If he can assist using his strength or granted powers he will help. Loyal beyond reproach, his friends and family know his love and good nature. Death is apart of life and it is not something he fights, but those who would end someone's life sooner than fate would call them is something he strives against. Corruption and slaughter he hates and will sacrifice himself to end either one. His affliction coming to light to the community he loves or anyone is his worst fear. He knows that shapeshifter a are persecuted to death before realizing that a person is within such a beast. He has a paranoia of silver, knowing that it can hurt him more than other blades. It is rooted when he was a child and being cut by a silver knife by a bully, the memory just took root more when he was bitten. He will cringe and pull back from silver instruments.
Logan Elken:
His most recent night at the tavern:
"Yes the Hostess is for sure worth a couple looks but she is working on her back with a sinister looking dude. All black leather with metal studs, perhaps she is using the whip on him. That is the rumor at least that she only beds those who can handle their pain. Logan Elken glad to meet you Niolla, so your the leader of the group heading to the Stolenlands? I have heard many a rumor about the place, but it is lacking entertainment." He shifts in his seat to offer his hand to shakes hers with the introductions. His eyes clear up as they bulge seeing her, he is already somewhat drunk and can't hide his impression of her, amazed that she is sitting next to him. You can even see more red on his face from blush of being next to such a beautiful creature.
Logan enjoys being himself and could care less about how he is presented to others. He was originally the son of a noble, but his father's temper did not do well with Logan's laziness. If he took his time to get a haircut and take a few days to clean up, his chiseled mug, sharp blue eyes, and stark black hair makes him a very attractive catch. Now he has a mop of hair covering some of his view and a half grown beard. Half grown for he got blasted by a drunk wizard the other night by some glob of acid. The wizard paid for damages and a room for the night before Logan tossed him into the bed, all while the wizard was out cold from Logan's bruiser. His bruiser was a present from his master years ago, the wooden training sword had a curve to it just like all Elven weapons have.
Logan is a human that always seems to be down on his luck. He works at the Salty Sea Serpent as a bouncer. The pay is not the best and there is typically one risk each night, but the Hostess was the hottest woman he ever met before. She made heads turn, knows how to use her body language and wiles to disarm most fights before they start. Her charisma was oozing off of her. Her grace was unmatched and could get through the room without getting her a$$ slapped. Then to see her dance was to just drop, jaw dropping and wolf whistles could be heard down the block on those nights.
As you can tell Logan is a man of pleasure. He has not had the challenge yet to clean up and hunt. He likes to flirt and tease as much as to drink and have a good time.
He takes his time off to hang with his friends and to stay away from work. Most of his friends call themselves his disciples, he trains with them and teaches them his skills. Any blade becomes a deadly weapon in his hands but a greatsword makes him nigh invincible, blows merely look like they knock off of him. They call him a swordsage, he knows different stances than most and merely from his understanding of the weapon.
When not with his friends he sets time for those less fortunate than him. He volunteers as a handyman to help the local orphanages and public buildings. He knows his way around a blacksmith, he spent a few years creating his weapon under the tutalege of his master in such a forge.
He hates when someone wastes something. When his father threw him out, Logan barely knew how to take care of himself and had to live as a begger and off the street for nearly a year before being taken in at an orphanage run by the local priest. He was a kind man but had his own lusts and used guilt to have the older girls sleep with him. Logan put an end to that when he turned 14, two words 'cold cock'. He kept learning that unless you kept yourself humble and in check those in power would see themselves as entitled, a lesson he lives by. The next year he took the girls to the authorities and found that no one cared. Then his master found him protecting the girls from a group of punks. Bloodied and beat to the ground he would not stop and kept getting up.
@Tyrus: Plenty of reasons a wizard might be older even at lower levels, so I'm sure we could find ways to make it work. Also, the ship you'll be getting on in the beginning is traveling between one of the old Oban nations (the name of which escapes me currently) and Rivettia.
@The Dragon: You may be correct re: rules impact on martial characters vs magic characters. That'll be something I need to keep an eye on - but I should mention that I tend to use smaller ways to screw with magic characters that are within current rules (honestly, it's amazing how few other GM's just shortchange their characters sleep schedules now and then...). XP progression will be scaled. To clarify, generally speaking the characters will be close to each other in class - but because not all characters receive all the same XP events/bonuses, one might level a bit before another does. Large XP gaps aren't likely to arise.
@GM Wolf: Many thanks for the offer! I'm very likely to take you up on that. Also, your post reminds me that I need to get some of the stuff on Eldreon's gods up into the blog...
How do you feel about Deep Magic as a source? I'm thinking of an arcane caster with a tendency towards time magic (since they didn't get into the campaign I built them for), and that's definitely one of the better sources for that. If they'll work (or at least be given case-by-case consideration), I can elaborate with the background and explain how and why they've lived the way they have. ^^
I don't have/have access to Deep Magic, so my usual ruling would be no for that alone. I will include spells on a case-by-case basis if I think they are decently balanced as long as a written description is provided to me, but in general that gets to be pretty painful in the long term.
However, characters in my adventures usually accumulate a large amount of homebrew traits and feats, and even spells. If a character happens to have an overwhelming interest in one type of magical school or research we can make something work. Of course, messing around to much with time would have dangers of its own... (buwa hah hah!).
But by all means, submit something. Doesn't matter if the crunch necessarily exists to support it exactly, cuz we're doing full character creation after I pick players. :)
@Mercy: I'm a little unsure as to what you're looking for in an application, and I'm worried I've done it badly.
I have a backstory, no crunch, themes and some personality. I'm happy to change things around or expand bits you'd like to know more about.
From what I can see for applicants:
I am doing this just to help keeps things organized, if I labeled you wrong please let me know or just update the list with the correction.
Chryrom
Alexgndl
Tsiron Regmar
Harakani - Tyrus Regulus Veneficius - wizard
Rednal - wizard
GM Wolf - fighter or cleric
Lilwilly5
The Dragon
Zayne - Dante Florence - synthesist summoner
Grand Moff Vixen - Mathurin - Ranger
Hmm... on second thought, Harumi's probably not the best choice for this campaign. XD Let's see, from my other big list is... oh! Hmm, this could work...
Luca Wistor:
Luca is a young girl from one of the more notably aristocratic families of Eldreon, but unlike most of the members of her family, she is both feared and shunned. That... probably isn't actually the best choice on her family's part, all things considered, because Luca was born with a significant degree of magical potential that she doesn't actually have the ability to control. The root of the problem is her odd connection to the denizens of the Dark Tapestry; in times of stress and trouble, it's really more like they're controlling her instead of the other way around, seizing control in order to summon minions that will protect her. She doesn't know why this happens. She is unable to stop it. All she really does know is that when she's afraid, people get hurt, and she'd really like that to stop. The thing she fears most is herself.
However, Luca is actually a relatively normal young lady when she's not being scared out of her mind by her apparent protectors. She is indeed on the young side, and generally likes good food, playing games, and the attention of interesting people. Those would be a lot easier to get if her family wasn't focused on shutting her away, and she very intentionally ran away from them as soon as she had the opportunity to, knowing that things would only get worse if she stuck around. Her mother was her only help in this - as terrible as it is to send a small child off on her own, it would definitely have gotten worse. Literally the only reason Luca had survived so long was the fact that her family was afraid of what would happen if they tried to kill her.
For the most part, Luca wants to find a way to control her powers and feel safe again. She's surprisingly adept at communicating with aberrations and other denizens of the Dark Tapestry, and has a way with them that even many of the most learned scholars don't understand - though she's not really that capable in other areas. She isn't old enough to have too many opinions beyond that - she hasn't experienced much of good or evil outside of her immediate problems, nor has she needed to earn money and support herself until now. Luca is actually quite intelligent, though, and is hoping to find something like an apprenticeship where she can learn from someone that can help control her powers.
Intended Build:
A Summoner of some kind, probably a Master Summoner. Synthesist is totally broken, but more importantly, it doesn't really fit Luca's theme. XD I also plan to give Luca the Young template (or maybe just pay something similar in points) and, if possible, swap in Aberrations for the normal summons somehow. I figure that giving up the variety of the main list would work as at least a -partial- payment here, and if not, I'll be looking for other ways to do it anyway.
Submission are open until Thursday the 19th, at 7:00pm. We've got several people who have dotted but not posted submissions of any kind, and this ought to give them time to get something in if they like. I'll post the player list fairly soon after the deadline and get a discussion thread up.
Also, good question... probably just consider what gaping holes in the posted world lore are most important to be filled in order to let characters navigate without too much trouble!
I like Cruxin. First time I've felt sympathy for a chaotic evil deity.
Seems like there is not really a god of undeath. Is that deliberate? If undeath is basically spitting in the gods faces I could see that it might be. That's sort of an interesting favor. Suggests the clerical facility to cause undeath is actually a real curse (and therefore denying someone an afterlife?)
Either way does that mean Undead are still all evil as in Golarion?
Wade never had what you would call a normal childhood. His family was murdered by bandits and was taken captive by them at a young age. They were planning on selling him to the slave market, but as luck or fate would have it someone was hired to dispose of the bandits. Wade was with the bandit chief tired up when out of nowhere a woman appeared and before anyone could do anything the chief laid dead on the floor. She took out a few others close by before the rest of the gang could get ready. Even outnumbered she took them down with ease at some point it seemed like there were more of her. After what seemed like a minute, Wades capturers were all dead and the only other person was the woman who did it. She approached wade and with a gentle smile and soothing voice released him. after some explaining he found out that she wasn’t there to save him like he originally thought and was only hired to kill the bandits by some local town. Wade then proceeded to tell his tale and after he was done she offered to take him in, which he accepted.
Wade had a natural talent in stealth and combat. Though he wasn’t on the same level as his master he was close. He learned that she too was an orphan and was also taken in by a master and taught the same skills wade was now learning. He learned more about the history of the things he was learning. Like how the techniques were passed down generations and how in ancient times there were whole orders rather than a few wandering masters. Once he was deemed worthy enough he was given his own sword. It was like her oddly shaped one which he learned was called a katana. Once he learned all he could she sent him on his own to explore and experience the world.
He spent the first couple years on his own taking small jobs legal and illegal as he traveled. During this time he often used faked names and identities like he was taught. Learning things about the towns and cities he visited. Now he just travels looking to improve his skills and to one day meet his master again once he surpasses her skills.
He’s generally seen as easygoing even in combat but that’s usually far from the truth. He often uses disguises and fake identities when traveling knowing that in his line of work enemies are easy to come by. He has a deep fear of livestock, specifically cows as the bandits that killed his parents and kidnapped him wore cowhides and their heads which left a mental scar. Yet despite or maybe cause of his violent background he enjoys combat especially when his enemies have no idea what hit them though he has gotten into a few bar fights. Although he has a mercenary nature he does have some morals. He wont kill innocents and a few times killed anyone who asked him to though he has no problem staling from anyone.
I am doing this just to help keeps things organized, if I labeled you wrong please let me know or just update the list with the correction.
Grand Moff Vixen - Mathurin - Ranger
Just to note, I made the background so as a ranger is a possible choice but not the only one. Druid fits, as does barbarian, or any other nature type. I could even use an oracle if I molded it right. The class choice will depend on my mood, the other classes chosen, and what strikes a chord with me.
The list of deities is very much incomplete at the moment. There probably will be a patron of undeath of some sort at some point. Maybe several once I start getting into the demigods and lesser deities. For now I was just trying to get a few of the major ones out there so player could have choices for worship at the beginning. Also gonna have to assign their domains if we have any divine players...
World building: Fun as hell, but involves a lot of work.
As far as undead being evil by default in Eldreon... I'll have to think about it. I'll probably work up some sort of distinction between mindless-but-uncontrolled undead (zombies not directly under the will of some necromancer), controlled-undead, and free-willed undead. The first category would be evil, the second behaves as they are bidden. Free-willed creatures are never always evil or good unless they are Outer Planes embodiments of that abstract (angels and demons, for instance).
@Moff: Yep, fear not. None of the character ideas/choices are binding. Players chosen will be free to completely change their minds on what they want to play.
Alright, here is the player list I've gone with. Thanks to everyone who showed interest in this, and maybe I'll see you again when I start up the next Eldreon campaign line!
Players:
Harakani (posting here as Tyrus Regulus Veneficius)
Zayne Iwatani (posting as Dante)
GM Wolf
Rednal
If those players would kindly join me over in the discussion thread (which will be up a few moments after this is posted, we can start things moving!