
Matt Adams 259 |

Trouble has befallen the Numerian community of Torch, a small town that has long been a hotspot for wandering smiths and experimenters. Named for the large bonfire of purple flame that sits atop a heat-blackened hill, the town opened it's fires up to anyone who wanted to use it, an attractive prospect considering it is one of the few things hot enough to forge the skymetal strewn across Numeria. However, the fire has recently gone out.
A man by the name of Khonnin Baine went below ground, thinking the fire was coming from caves beneath the town and that he could restore the flame. However, he has not returned. Torch called for outside adventurers to find him and restore their fire. Four groups have answered. None have returned. You are the latest group to respond, determined to prevail where all others have failed.
I tried running this game about a year ago and it got off to a strong start, but fizzled out after we took a month hiatus. I want to start it up again with a lot of the same rules applying.
-I want 4 or 5 players and considering the quality of the submissions last time, it'll probably be 5.
-20 point buy
-All material from the Hardcovers, Technology Guide, People of the River, and People of the Stars are allowed. Stuff from other splatbooks or 3rd party needs to be approved of by me.
-2 traits; one must be a campaign trait from the Iron Gods Player's Guide.
-No Evil characters.
-Average starting gold for your class.
-Last day of recruitment will close on April 10th.
-I live in the Eastern Standard Timezone and am usually available to post at least once a day in the afternoons and evenings. I will do my best to post at least once a day.

Adrien Belmont |

Threw this character up in another recruitment, but I'll put him in here. Are you using any Unchained rules (background skills in particular)? Also, this character is built as an Unchained Summoner; is this required, or could I theoretically use the original version? Also, would you be alright with allowing my eidolon access to some evolutions it normally can't if I use the Unchained version (really, I just want some other natural attacks). The Inevitable eidolon is kind of crappy mechanically but it works so perfectly for this character concept, but the only thing it gets access to is Slam which basically requires something like three evolution points per purchase since it can only apply to one set of limbs. I don't intend to take evolutions that I can't readily explain as making sense for my eidolon.
I can let you know the specific ones I'm interested in if that helps. I don't really want to upset any balance, I just want a fun RP element to also be mechanically viable.

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Left half of his head is shaved to the skull, a scar from the base of his skull to mid pate. A tattoo running down the shaven side down to his fingers, showing what looks like a mechanical arm of one of the robots that roam Numeria. He carries a large hammer, with bits of metal in it to help bash his enemies down to the ground.
His parents were both members of The Ghost Wolves tribe, they roamed all over Numeria destroying the robots the technique league sent out to bring in more of the Skymetal. He learned his trade from his eldest brother, who taught him how to effectively destroy the metal abominations.
Forvir Traveled much further out with his brother one day than ever before, on this day they encountered some of the Black Sovereigns men and men of the Technique league. Once they were discovered Forvir's brother was captured, tortured and killed by a machine. Forvir was beaten near to death and left for the carrion crawlers, not being of a weak tribe Forvir survived. He crawled to the town of Torch and was revived by the locals, now he seeks blood of the Black Sovereign and the League.
Forvir Praystalker
Male human unchained barbarian 1 ( Pathfinder Campaign Setting: People of the River 6, Pathfinder
Unchained 8)
CN Medium humanoid (human)
Init +2; Senses Perception +6
—————
Defense
—————
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +2
—————
Offense
—————
Speed 40 ft.
Melee earth breaker +4 (2d6+4/×3)
Special Attacks rage (6 rounds/day)
—————
Statistics
—————
Str 17, Dex 13, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Uncivilized Tactics
Traits robot slayer, veteran of battle
Skills Acrobatics +3 (+7 to jump), Climb +2, Craft (tattoo) +4, Handle Animal +4, Intimidate +4, Perception
+6, Survival +6
Languages Common
SQ fast movement
Other Gear lamellar (leather) armor UC, earth breaker UE, artisan's tools, backpack, belt pouch, blanket APG,
colored ink, flint and steel, hemp rope (50 ft.), pot, soap, torch (5), trail rations (5), waterskin, 20 gp, 1 sp
—————
Special Abilities
—————
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown
dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Uncivilized Tactics As std act, perf CM check, success disables targets limb or natural attack for 1 rd
(+1/5 over).
Not sure what is from other splat books, will look tomorrow.

Vrog Skyreaver |

Would you allow the machinesmith class from LPJ games? Linky Link
I ask because it fits thematically.

Valeria Starr |

As mentioned before there is another Iron Gods recruitment currently under way. This character is also in that recruitment but I'm going to submit her here, just in case with the caveat that I'll withdraw if selected in the other game.
Valeria Starr Human (Kellid) Gunslinger, Pistolero archetype, with an ax to grind with the Technic League after they murdered her parents.
Couple of questions. How do you feel about the re-training rules? I was planning on taking the Pistolero archetype until about 5th level and then, as she gets more exposure to high tech weapons, switching to the Techslinger archetype. Second, how do you feel about characters crafting items before the game begins (scrolls for Wizards, bullets for Gunslingers, etc...)?

Matt Adams 259 |

I looked at the machinesmith and it seems cool.
I also have no problem with retraining, as long as the group has the downtime. 5th level would put you in Lords of Rust, I don't remember that being particularly fast paced when I ran through it. And no problems with pregame crafting. It's practically necessary for the gunslinger.
Edit: I don't have a problem with crafting tech items, but if I remember correctly, most of the tech items need special labs to make them, and the labs don't appear until the third book, at least.

Ryder-XIII |

I am not planning on using the background skill system. I am okay with variant multiclassing.
Got it. For the purposes of this recruitment, changes to the existing character sheet are:
1) Remove background skills of Knowledge (Engineering) and Knowledge (History)
2) Remove ranks in UMD and Spellcraft and add ranks in Knowledge (Engineering) and Knowledge (History)
3) Not applicable until 3rd level really but may pick up Gunslinger VMC. Just as likely would be to avoid VMC and pick up EWP some sort of firearm along the way.

Skivven Kraskarras |

Skivven was made for an Iron gods game but didn't quite make the cut. I'd like to submit him as a candidate.
Skivven is a bit of a departure for me as he really isn't a heavy damage type of character. Instead he is a clever guy with some tricks up his sleeves and a variety of utility abilities.
I do like background skills in general and when I GM I allow them. But Skivven has a lot of skill ranks and doesn't really need them.

Davia D |
Yinae Craft's my character. Catfolk from a family of sorcerers, but she didn't inherit the magic, so they contacted the Technic League and got some nanogoop to inject her thinking it'd bring out her magic- and it did but only after almost killing her and still not in the full way of a sorcerer, so, Vigilante Magic Child, using VMC for nanite bloodline.

Joseph Bonkers |

Hi :) I have a 3pp idea I would like to shoot your way.
The idea is to create a Whitesmith from Spheres of Power.
The basic idea is to create a construct-like blacksmith, someone who is very intune with the metal.
The Armorist is a Full BAB character kind of like a fighter but with the ability to enhance his own equipment.
The Whitesmith allows the enhancements on his own equipment to stay indefinitely, but only his own.
Animate Object would allow him to do a few fun things with his weapon and armor, but mostly make them more interesting.
Transformation would give him some construct like qualities (but he would still be a human) such as slam attacks, a natural armor and a metallic appearance. (I might nix this idea and have him just be a normal human)
The basic idea around him is that of a blacksmith who worked in one of the forges around the Torch and when that went out, well he was out of a job. So he decides to investigate. He is young and either a)heavily influenced by the forces surrounding the Torch that he has even begun to take on significant metallic properties as his body is beginning to undergo a transformation into something metallic as a result of the constant magic he uses on himself.
Or b) a young blacksmiths apprentice with a metal arm who is keen on proving his skills in the world. His metal arm is imbued with enhancement magic to the point that it is almost indistinguishable from a real one in function (still looks like its made of metal) but is as great a boon in working a forge as it is in a fight. (using a Grafted construct as a replacement arm)
At lvl 2 he would gain power attack, at lvl 4 he would gain proficiency with a firearm of some sort and at lvl 5 he would gain the ability to graft that firearm directly into his arm (if we ever get that far ^_^). His main role in combat would be that of a front line tank and damage dealer (think fighter or barbarian), either using his slam attacks kind of like a 2-claw fighter or by wielding an enhanced sword. I could also turn him into a gun wielder... Undecided.
That is if you will allow SoP 3pp :)
If not, I will have to think of something different.

Kala the Quick-Handed |

Submitted for your approval:
Kala the Quick-Handed, Human (Kellid) unchained rogue.

Darian Six |

I was in another Iron Gods game with Adrien Belmont (above) that folded when the DM disappeared. This is the character I was playing.
Darian is an android alchemist who's set up for lots of party buffing and (after 2nd level) healing. He has some good skill utility as well. He is a low-affect character who doesn't quite "get" humans (and their ilk) but is not malicious or comical (usually).
About me: I'm a regular here, running 5 games, so I'm not going to up and disappear. I like role-playing scenes and I like solving challenges in the game, but I don't go out of my way to min-max characters or hog the spotlight from other players.
Like some of the other posters above, I greatly favor the background skills system as I feel it's good for exploring what your character does other than adventuring or fleshing out the character's story.

Vrog Skyreaver |

So I've spent some time trying to get a machinesmith built, but my brain would not cooperate, so I think I'm going to change my submission: I'm going to go with an Arcanist who does not cast any spells.
Elevator pitch backstory: He was a normal wizard who was studying technology under his master Khonnin Baine when a device activated and bathed him in wierd energy, which left him unconscious for several days. When he came to, he found he could not cast any spells more powerful than cantrips, but that he had an odd assortment of abilities that he could use to aid his career as an adventurer.
I should get him posted soon, but I wonder if you would be willing to not use the errata they added for consume spells that limits it to Cha mod times per day? I don't see why they did it, and it would really help my character build. I'll submit him either way.

SOLDIER-1st |

Android Paychic is a-okay.
Just to clarify, will I need to take either Empathy or Logical Spell in order to cast psychic spells?

SOLDIER-1st |

Jack
LN Medium humanoid (android)
Init +1; Senses Darkvision 60 ft., Low-Light Vision; Perception +7
Defense
AC 13, touch 11, flat-footed 12 (+2 armor, +1 dex)
hp 6 (1d6+0)
Fort +1, Ref +1, Will +3
Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep
Offense
Speed 30 ft.
Melee Brass Knuckles -1 or Dagger -1
Special Attacks nanite surge
Spells (CL 1st; concentration )
1st (5/day)-Mind Thrust I (Will DC 16), Magic Missile
0 (at will)-Telekinetic Projectile, Detect Magic, Mage Hand, Prestidigation
Psychic Discipline Mindtech
Statistics
Str 8, Dex 12, Con 10, Int 19, Wis 12, Cha 13
Base Atk +0; CMB -1; CMD 10
Feats Empathy
Traits Local Ties, Alien Origins
Skills Bluff + 5, Disable Device +6, Craft (Mechanical) +9, Knowledge (Engineering) +9, Linguistics +9, Perception +7, Spellcraft +9, Stealth +2
Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common (Taldane), Hallit, Orc, Dwarven, Dragonic, Infernal, Androffan
Gear
Leather Armor, Thieves tools, strange compass
Rescued by Khonnir Baine from the Technic League, Jack knows literally nothing about his past. His first memories are of experiments attempting to create an android that could easily control robots and other technological entities. If it weren't for the strange compass he owned, he could easily believe that he was created by the Technic League.
Eventually though, the geniality and tutelage of Khonnir Baine helped him to not only heal, but learn to experience genuine emotions, and unlocked a not-insignificant amount of power from within the androids mind.
Calm and curious, Jack is still not the most emotive of people, but he tries to be polite towards everyone, and feels genuine compassion towards his adopted.
I will post a more narrative background and create a profile if I'm accepted.

Vrog Skyreaver |

Here is my submission:
CG Half-Elf Arcanist 1
Str 10
Dex 14
Con 14
Int 10
Wis 10
Cha 18
HP 8
AC 15 (3 armor, 2 dexterity), Touch 12, Flatfooted 13
BAB 0 CMB 0, CMD 12
Init +4
Fort +2
Ref +2
Will +2
Speed 30'
Skills: Knowledge (Engineering) r1 +5, UMD r1 +8
Traits: Local Ties (Knowledge: Engineering), Reactionary
Feats: Extra Exploit
Class Features: Arcane Reservoir (Start: 4; Max: 5), Arcane Exploits (Force Missile: 1d4+1, Dimension Slide: 10'), Consume Spells
Equipment: Studded Leather Armor, Cantrip Spellbook

Davia D |
Yinae Craft stat stuff
Yinae Craft, Magical Vigilante
Name: Yinae Craft / The Silver Cat
Species: Catfolk
Alignment: Neutral Good (Social)/Neutral (Vigilante)
Sex: Female
Gender: Female
Height: 5'3"
Weight: 125 lbs
Age: 19 years
Class: Vigilante/Magical Girl VMC/Sorcerer
FamiliarL Pettlewess the Thrust
Campaign: Iron Gods
Hair color: Dark Brown/Black
Eye color: Yellow
Level: 1
BAB: +0
Melee: +2
Ranged: +2
CMB: 2
CMD: 14
HP: 11
AC: 16 (4 chain shirt + 2 dex)
Touch: 12
Flat footed: 14
Initiative: +3 (dex + trait)
Fort: +2
Ref: +4 (see Cat’s Luck)
Will: +2
Speed: 30 ft.
Climb: 20 ft.
Scent
Str 14 +2
Dex 15 +2
Con 14 +2
Int 10 +0
Wis 10 +0
Cha 16 +3
Spells known:
1st- Enlarge Person, Snowball
0th- Detect Magic, Light, Read Magic, Daze
Racial abilities:
Cat’s Claws- Two natural claw attacks, 1d4 + str (+2) each
Cat’s Luck- Once per day may decide to roll twice for reflex save, take best result
Climber- 20 ft. climb speed
Scent
Sorcerer Bloodline (nanite)
Vigilante abilities-
Dual Identity/Seemless Guise: Detects as current identity in all respects, +20 disguise to appear as current identity, 5 rounds to change identity in colorful flashy transformation
Social Talents:
Social Grace: +4 to one int/cha/wis skill (Bluff).
Skills (4 ranks / 2 bg)-
Acrobatics Dex +6 (1 rank), Appraise Int +0, Bluff Cha +7, Climb Str +10 (+8 climb speed), Diplomacy Cha +3/6 (+3 familiar), Disguise Cha +3/+23, Escape Artist Dex +2, Heal Wis +0, Intimidate Cha +3, Knowledge (Engineering) Int +1 (1 rank bg), Perception Wis +4 (1 rank), Ride Dex +2, Sense Motive Wis +0, Spellcraft Int +4 (1 rank), Slight of Hand Dex +6 (1 rank bg), Stealth Dex +2, Survival Wis +0, Swim Str +2, Use Magic Device Cha +7 (1 rank)
Feats:
Power Attack (may take -1 on attacks to gain +2 damage, +3 on two-handed weapons)
Traits:
Against the League (+1 DC on spells vs members of Technic League)
Tactician (+1 Int, +2 to-hit on AoO 1/day)
Languages:
Common, Catfolk
Weapons:
Lucerne Hammer (1d12+3 x2, Reach, two-handed)
Claws x2 (1d4+2 x2, natural)
Armor:
Chain shirt (+4 armor -2 checks)
As mentioned before, Yinae's parents were sorcerers who, disappointed she wasn't, reached out to the Technic League for help, and got an experimental injection that almost killed her, made her sick for some time, didn't worked as planned, but kinda-sorta working eventually, though she kept the results secret. Yinae has something of a chip on her shoulder on the whole thing, a strained relationship with her parents and a dislike of the League ever since.

Matt Adams 259 |

Here are all of the submissions I've seen so far. If I missed someone's please let me know. If you see a ? that means your race was absent from your profile and I had to make a guess based on your image.
Adrien Belmont-Half Elf Summoner
Forvir Preystalker-Human Barbarian
Valeria Starr-Human Gunslinger
Ryder XIII-Android Investigator
Dilana Hemlock-? Witch
Skivven-Ratfolk? Investigator
Kala the Quick Handed-Human Rogue
Darian Six-Android Alchemist
Jack-Android Psychic
Edvard Kessel-Half Elf Arcanist
Yinae Craft-Catfolk Vigilante

Ryder-XIII |

Just a reminder to check your submissions for feats and the like that aren't from previously allowed sources. If something isn't from one of those sources, don't be afraid to ask. I'll probably say yes.
Do you consider Inner Sea Races to be one of the hardcovers for this purpose?

Ryder-XIII |

I don't consider the inner sea hardcovers part of the hardcover line, but I assume you want it for something android related?
Yes.
Repairing Nanites: Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge.
Makes mores sense than Nanite Surge for the quick background on the character.
Thoughts?

Grumbaki |

-I want 4 or 5 players and considering the quality of the submissions last time, it'll probably be 5.
-20 point buy
-All material from the Hardcovers, Technology Guide, People of the River, and People of the Stars are allowed. Stuff from other splatbooks or 3rd party needs to be approved of by me.
-2 traits; one must be a campaign trait from the Iron Gods Player's Guide.
-No Evil characters.
-Average starting gold for your class.
-Last day of recruitment will close on April 10th.
-I live in the Eastern Standard Timezone and am usually available to post at least once a day in the afternoons and evenings. I will do my best to post at least once a day.
Submitting a dual cursed oracle of lore. Probably won't be the most strongest combatant, but he'll be able to heal, turn bad dice rolls good and good dice rolls bad.
Name Luther von Odenwald
Race Human
Class Dual Cursed Lore Oracle
Str (12) Dex (7) Con (14) Int (14) Wis (12) Cha (18)
Lvl 0 Spells Unlimited times per day
* Ghost Sound (Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.)
* Mage Hand (25ft range: You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.)
* Detect Magic (60ft range)
* Light (10min per level, This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object)
Lvl 1 Spells 4 times per day
* Cure Light Wounds (1d8+1 healing)
* Doom (110ft, DC15 Will, shakven for 1 minute)
Defenses
* Armor Class (17)
* Touch (14)
* Flat Footed (13)
* CMD (15)
Saves
* Fortitude (+2)
* Reflex (+4)
* Will (+3)
Combat
To Hit (+1)
Damage (1d6+1)
Traits
* Local Ties (You have ties to a prominent local in the town
of Torch—the missing wizard Khonnir Baine. If you’re a
wizard, alchemist, or other scholarly type, he may have
been your tutor or teacher. If you’re of a more martial bent,
Khonnir could instead have been a friend or business
associate of your mother, father, or patron. He may
even have been your adoptive father, in which case
you likely have a bond of friendship or rivalry with
his adopted daughter Val (your GM has more information on
her in this case if you wish to know more for your character’s
background). Your association with Khonnir has given you
insight into how technology works. Choose Disable Device or
Knowledge (engineering). You gain a +1 trait bonus on checks
with this skill, and it is a class skill for you. In addition,
you are treated as if you possessed the Technologist feat for
the purposes of resolving checks associated with that skill.
If you gain the Technologist feat, your trait bonus for the
selected skill increases to +3)
* Seeker (+1 perception and class skill)
Feats
* Human Bonus Feat: Extra Revelation
* Lvl 1: Noble Scion of War (Cha for initiative, +2 knowledge nobility and class skill)
Equipment
* Studded Leather
* Longspear
* Silver Gauntlet
* Cold Iron Gauntlet
* Fighter's Kit
* 46 gold crowns
Skills
* Diplomacy: 1 skill point (+9)
* Bluff: 1 skill point (+9)
* Knowledge Engineer: 1 skill point (+6)
* Knowledge Planes: 1 skill point (+6)
* Knowledge Religion: 1 skill point (+6)
* Perception: 1 skill point (+6)
* Knowledge Nobility: 1 skill point (+8)
Curses 1-Haunted: Doesn't Advance
* Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Curse 2-Branded: Advances
* You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain.
* Effect: Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM’s choice. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).
* At 5th level, you may add your Charisma bonus to your Fortitude saving throw bonus.
* At 10th level, you gain fire resistance 5.
* At 15th level, your fire resistance increases 10. The penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.
Mysteries
* Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
* Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity (An oracle of lore with the sidestep secret revelation uses his Dexterity to calculate his CMD since no provision is made in the text to use his Charisma for that statistic. He does, however, lose his Charisma bonus to AC whenever he is flat-footed, since his Charisma modifier is being used in place of his Dexterity modifier.)
Luther is...or was once...a noble. The second son of a duke of Brevoy, he knew that he was never destined for greatness. The lands would go to his older brother, and he would get whatever remainder his father deigned to give him. Without the burden of rulership on his shoulders, or even the need to earn an honest living, he spent his early life giving in to his passion: learning. Never a true scholar, he wasted his father's money putting together a library of rare and banned tomes. He read them out of the enjoyment of knowing that he was one of the privileged few who would ever be able to do so.
This changed when a book came in on the town of Torch. Or more precisely, the flame within it. Or at least, so he was told. When he opened the book he found that the pages were blank. His anger turned to horror when searing pain shot up his arm, burning the image of the Flame into his very flesh. He screamed and screamed until he passed out from the pain. His servants found him lying on the ground, his forehead branded with The Flame on it. His father wasted no expense in hiring the best of healers, but they could only say that he was cursed. They could do nothing for him, nor the nightmares that followed. Or the mishaps that soon took place around him. It was as if though misfortune itself had been branded into his flesh.
Out of desperation, Luther made his way to the town of Torch and sought out Khonnir Baine. He begged the wizard for help, for he was the closest that he could find to an expert on the Flame. The wizard, moved perhaps by his pleas, and perhaps by his father's gold, took Luther in. And there he stayed for a year, learning how to control the 'gifts' given to him.
When Khonnir went missing, it was a great blow to Luther. Not only was the mage the reason for his continued sanity, he had grown to be a friend as well. Far from home, Luther spent what little he had left from his father's money trying to find what happened to his mentor, to no avail.
Now left alone, and with the Technic League fast approaching, Luther has resolved to join any expedition that could have even the slightest possibility of finding his mentor, or failing that, keeping the man's life work alive.