On Blackened Wing

Game Master Dyson



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Looking to start a new campaign.

On Blackened Wing begins in a small village called Ironpoint. The village started as a mining town when an iron mine was found. When the mine dried up the town shrunk. The Trade Road connects the village to the outside world. The village is surrounded by forest and nestled against the Mindspin Mountains.

Characters are to come from the village. Either born and raised or moved there within the last 10 years. Do not include stats with your submission. Submissions should include a background, connections to the village and how they moved towards their chosen classes. Include any hobbies or interests. Bonuses and rewards for good backgrounds.

The adventure will start in the village but has the possibility to span across Galorian.

Races:Core races only, no half orcs.

Classes: Core classes, APG,UM,UC,advanced playtest characters allowed except no ninja, samurai, shaman(advanced playtest), gunslingers, or Cavaliers.

Feats:All core books. You can submit other feats for approval.

Traits:Any two traits. Plus those born in Ironpoint can add Ironpoint Born: +1 trait bonus to Survival plus +1 trait bonus to one of the following - Stealth, Swimming, Climb or Perception

Gods & Divine casters:
The gods in my campaign are fairly active. For the most part they allow those that call on them to set their own spell lists but occasionally a caster may find that the spell she prepared is not the one their God wishes them to have. At other times it is not unheard of for the Gods to withhold healing from those that they deem are not worthy. They have also been know to send aid or omens to their faithful.
Channeling: Each God's granted ability of channeling manifests in unique ways. The channel of Sarenrae is often spoke of as a wave of warmth with an image of the goddess herself looming over the cleric/paladin. Erastil has been spoken of as a riotous growth or a herd of stags leaping forth.

Magic:
High magic campaign and casters (both divine and arcane) have a few homebrew rules attached to them. Mainly the amount of spells available. All spells from the Core, APG, UM and UC are allowed.

Five NPC's of note can be found at On Blackened Wings Obsidian Portal Any or all these can be used in character background.

Every two years The Old Man From the Mountain, comes to Ironpoint and choices five young people and takes them on a journey. The journey usually last from two to five days. When the group returns, the townsfolk treat them as returning heroes.

This spring The Old Man From the Mountain makes his journey to the village of Ironpoint. Who will he choose….


Father Barth Griswold probably never should have been a preacher. He'd have been much better suited as a smith or even a knight, but frankly, he's too fond of the more comfortable things in life.
He was lucky enough to be accepted into the Meister's Academy, and was a diligent student particularly in the areas of religious studies and chemistry, but by the time he learned how to brew spirits, his future was pretty much sealed.

He returned to his home town of Ironpoint and settled in as the High Priestess' right hand man. She handles the sermons and the rites and keeping people informed of how their decisions are seen int he light of their faith. Father Griswold does everything else. The High Priestess has said many a time that she isn't sure what she'd do without Grisworld to keep track of all the maintenance for her. He's terrible at keeping organized, but once he's given a task she never has to worry.

Good food and good drink and nights spent laughing around the hearth have thickened Father Griswold's middle but never dulled his mind. Today he's known as the man to come to when you have a problem. Doesn't matter if it's a broken cabinet or a broken heart, chances are the good Father can help.

Everything he does, he does with his whole heart. He works hard, sleeps harder, drinks too much, reads voraciously, laughs loud and bellows when he's angry. In his town he brews the drinks, delivers the babies, patches the wounds, digs the graves, fixes the homes, and when he needs to he fights like the Warrior himself has possessed him.

It's an understatement to say that he knows everyone. He's pushing fifty years old. Many of the people in town he helped birth. They've known him from their first breath. They trust him and he loves them all.

Anything that tries to harm his town is going to be in for a hell of a fight.

Father Griswold is a big, burly human priest (either a cleric, or an oracle, or possibly a different-than-usual paladin). His exact faith is vague right now, since I'm not sure what gods your setting uses.


I would like to know around what level the characters will be so I can plan out how far along in life my character is.


The Reverstance family was one of wealth and taste. A lavish mansion, magnificent gardens, and only the finest of essentials occupied their lifestyle. In fact, they routinely showcased their wealth they had in abundance. They often gave to charities when not spending on their own selfish habits.

However, this wealth was not theirs earned, but rather a gifted one, handed to them by powers related to what could only be described as the work of Demons. Several pacts and contracts gave the Reverstance family great wealth and power, but at a greater price.

By way of the contracts written, their first child was to be given to one of the Demons as an exchange. This Demon was the Succubus known to the mortals of the area as Tarasia.

So it passed that Alyssa Mona Reverstance was born, and as was agreed upon, Tarasia arrived that evening to collect her. However, her parents tried to defy the Demon, and attacked her when she showed. An unfortunate move, Tarasia swiftly killed the two, and took Alyssa anyways.

With Alyssa in her hands, she was to sacrifice her to fulfill the contract. However, when the ritual was performed, Alyssa was rejected as a suitable sacrifice, almost as if blessed by some higher, darker power. Unable to be sacrificed, Alyssa was instead raised by Tarasia instead.

When Tarasia felt her ready, she let Alyssa back onto the mortal planes, to be raised by her uncle and his wife, Tieflings of unscrupulous studies. They taught her all about summoning fiends to do her bidding, and placed their meticulous hands in everything she did. For six years she studied the summoning arts, culminating with the relocation to her new home.

Her uncle moved with his wife to the sleepy and slowly shrinking village of Ironpoint. With the place slowly growing smaller, no suspicion would be placed on them, and the presence of Wizards and a neat library was perfect to create a convincing charade. They sent Alyssa to go and learn from the library, and receive training from local Mages. However, Alyssa hated that she had to leave old friends behind.

Lonely, she managed to spend an evening summoning a new friend to play with. A fiendish serpentine insect hybrid, she played with him all sorts of games and magical tricks, bestowing him a name: Scribbles. Scribbles eventually had to leave, but before he did, Alyssa bound him to herself with a strong hug and a nuzzle. Every night, she played games with the creature, practicing the skills the Mages taught her daily, and studying the knowledge she acquired through the library, taking up reading as a result.

Six more years passed, and Alyssa turned twelve. She received from her uncle as a present, one of his very old Tomes. Possessed by a spirit who viewed Spellcasters as Gods, the Tome took an immediate liking to Alyssa's still easily manipulated and youthful mind, and decided to stick with her as well. He camouflaged easily as her Spellbook, and travels with her everywhere as a family keepsake if anyone asked.

Of course, these six years also saw Scribbles advance in his power, becoming more terrifying with every day of study. Quickly, she accrued a nickname, "Demon Child", as her affinity for the fiends and demons that occupied unholy planes began to prove unsettling. Still, her youth means the Mages still try to turn her to the right side of magical talents.

She has not made many friends yet in Ironpoint, but she knows most of the Mages by name, and wishes highly to meet with the reputable Areinna Galst, to see if a power Mage like her could help her learn to unleash her full potential in the arts of summoning.

Alyssa seeks only the power of knowledge, no matter what needs to be done to achieve it.

Alyssa Mona Reverstance is a twelve year old summoner prodigy with a bit too much power in her hands for her age and skill level.


Dalgar the Great wrote:
I would like to know around what level the characters will be so I can plan out how far along in life my character is.

.

The characters will start at level one. I perfer young characters no older the 18


The Story of Gundar Forgelight
aka "I don't screw around on backstories!"

Birth and Early Days:
Gundar was born in Boulderfast, a small dwarven hold nestled in an ancient mountain forest, to two seasoned warriors of the Forgelight clan. His mother was a captain of the guards and his father a renowned scout of the deep tunnels. In his youth, his mother was given the great honor of commanding the Gate Guards of his hold, those brave dwarves who keep the sanctity of the surface entrances. While Gundar's mother was needed near the surface, his father's place was in the deeps – and so Gundar went with his mother, for his father was often away from the holdings for many days at a time and could not care for their child alone.

Aside from this split, Gundar's youth was typical for a dwarf. He learned the ways of metal, gem, and stone. He took his turns pumping bellows for the hold's smiths. He competed with his friends in braiding their youthful beards into ever more complex designs. Life was slow, steady, and normal.

Until the fateful day in his twenty-seventh year when he saw the surface.

The Surface-Lover:
The noble lord of a nearby human settlement wished to visit his neighboring dwarven hold, in hopes of establishing a greater flow of trade. Eager to increase their wealth, the elders trotted out a full honor greeting, including the family of their gate captain. Gundar's father was even brought up from the deep roads for the occasion, reunited the family after many years apart. They, along with the elders and several other dwarves of note and renown, threw open the great gates of Boulderfast to greet the noble. Everything went splendidly – the noble was well-pleased, as were the elders. Gundar remembered little of the goings-on of that day, though. He could not stop staring at the trees.

Tall, taller than any cliff of the deep he had ever seen, and spreading wide majestic branches far over his head. The leaves like translucent gems filtering the sunlight through a hundred-hued green prism. The pleasing interplay of colors, bark and branch and leaf and flower. Animals chittering and cawing in the foliage. Even the way the bones of the mountain rose up from the soil was beautiful to him. When the reception was over, he was loathe to be dragged back inside.

From then on, Gundar was as a dwarf possessed. He asked his mother if he might be able to visit the surface again, knowing even then that it was a very queer thing for a young dwarf to desire. She looked at him askance and asked why. Her child only mumbled a poor excuse about “not getting much of a look the first time,” and was denied.

Gundar went about his quest in a different way. Along some of the old high tunnels were old hidden doors, a measure of safety against seiges that had never come in the history of Boulderfast. They were kept under constant guard, but by the old and weary warriors. Gundar befriend one by the name of Old Hod, and spent many evenings keeping the venerable dwarf company.

Finally he managed to wheedle a favor from his friend. Old Hod opened the door to the strange world of the surface, allowing the youngster one hour to explore the immediate area. Over the next few months, an hour became two, then three, then six. Before long, Gundar was slipping outside at every possible moment. He learned the rhythms of the nearby woods, learned to identify squirrel and deer and wolf. He tried his hand at climbing trees and impersonating bird calls. Each time he would return and regale Old Hod with youthful exuberance. Hod was little help – he had traveled widely in his youth and often told tales of wildernesses great beyond even the ancient woods of Boulderfast's surroundings.

Like all good things, though, this eventually came to an end.

Discovery:
It was his own youthful foolishness that betrayed him. Gundar began to sneak a crossbow out on his excursions, wanting to try his hand at “some real surface hunting.” He turned out to be quite the deadly opponent to the local squirrels, leaving several of the quick little creatures pinned to high branches where he could retrieve neither bolt nor body – and it was this trail that led the druid to him.

One morning out, Gundar knelt, taking aim at a large black squirrel that had been chittering its taunts at him for days. He was just about to hit the release when there came a growl from behind him. He spun around to see a massive brown bear standing not twenty feet away, regarding him with a snarling mouth and an angry glare.

For a stunned moment, Gundar looked at the huge beast in fear. And then it spoke.

“Whyyyy, little dwarf? Whyyy are you killing them?” it said in Dwarven.

At this, Gundar's mouth dropped open in pure shock.

“You do not hunt for food, and these creatures pose you no danger. Why the slaughter?”

When Gundar still did not answer, the talking beast took a step forward, a low growl echoing from its open muzzle. Frightened, Gundar raised his crossbow with a shaking hand. Before he could loose the bolt, the bear reared up.

“I think... you would find that...” it said as it's limbs thinned and fur shortened.

“... to be a very...” it's voice was changing now, becoming less bestial. The head shrank and became more rounded.

“... poor decision.”

The bear was no longer a bear – it was now a human, tall and dark of hair and eye. It... He continued speaking as if nothing strange had happened.

“Answer my question, young dwarf. Why are you slaughtering defenseless animals, if you take no food? Why are you even out of your dim little tunnels?”

Still too shocked to speak, Gundar did the only other thing that came to mind: he ran, back towards the little door to the mountain hold. He had not made it ten steps before the strange human was there, grasping the back of his neck with one meaty fist as strong as the bear paw it had replaced, while the other snatched the crossbow from his hands.

“Some youngin' from Boulderfast, eh? Very well then.” And with that, he began to drag Gundar off, away from the secret door. Finally, Gundar found his voice.

“Stop, let me go! Where are you taking me?”

“Back to your people, of course.”

And so Gundar was dragged back to the front gate of Boulderfast and presented to the guards there. His mother was quickly fetched, and grew livid to see that her son had been sneaking around in the sunlight like a surfacer. The uproar at the druid's arrival was great. He was a powerful man, known to Boulderfast's elders, with a longstanding agreement to help safeguard their surroundings. Gundar was hauled before the elders to explain himself, along with Old Hod once it was deduced how the young dwarf had escaped from the hold.

There, in front of the wisest and proudest dwarves of the hold, Gundar broke down and told the truth about his love for the surface.

“I love the stone, honored elders! I do! But if the stone is a gem, surely the surface is the casement that makes it lovelier? Cannot that gold and silver be appreciated for its own sake? There are trees beyond our gates sir, with bark the silver-gray of the finest steel! The sunlight shines down as if sifted through a hundred different emeralds. Oh, please don't make me leave it forever, honored elders! I will make any repentance, swear and keep any oath! I will labor in the deeps for fifty years hauling gravel if that is to be the price of my shame. Just please let me see the surface again when those fifty years are passed!”

An Odd Life For an Odd Dwarf:
Gundar was sent out of the chamber while the elders conferred, and the druid remained with them. He waited there with Old Hod, and faced a new shame in his forlorn friend.

“I was wrong to let ye go, I was. Disgraced meself and all me long years of service,” Hod moaned. “By Torag's bearded berry-bag, I'm a criminal to the hold. Into the deep roads I'll go, to shave my beard and show my shame until I'm buried beneath my foes!”

Gundar did his best to console his friend, offering and then demanding to take the old one's shame upon himself as well.

“I'll be a laborer for a hundred years, then,” he said. “It doesn't matter. I just want to see the trees again after it all.”

They moaned their troubles for many long moments before the doors of the great chamber opened again, and the chief elder strode out with the druid.

“We've made our decision, Gundar,” he said. “You won't be sent to the deep roads, oh no. If you want a life on the surface, you have it.”

“Don't torment the lad, Vankuld,” chided the druid. Then he looked at Gundar with a great deal more kindness than he had shown before.

“We've an offer for you, Gundar Squirrel-Hunter,” he said. “I have a friend who lives some distance away, a ranger of the mountain forests. I would send you to him to learn his ways. You'll become a ranger like him. You'll learn of the trees and the mountain beasts, and many other things besides. Do you wish it?”

Before Gundar could speak, the elder broke in again.

“Think on it, Gundar. You're a dwarf and a Forgelight no less – not low in honor. This... dashing about in the dirt above, thinking on acorns and whatnot, is strange. No doubt about it. But we'll need dwarves who know the surface ways if we want to keep our gates secure. I'm asking you to shoulder your burden, and give your oath. If you take it up, you'll never to able to say this was a passing fancy. No matter if you grow to love the above more, or learn to hate it, you'll keep your oath or bring shame to your clan. What is your word?”

There was only a brief moment before Gundar answered, with all the enthusiasm a young dwarf can muster.

“Aye! My word is 'aye!'”

It was decided that Old Hod, as his punishment, would be sent to escort Gundar to the human town where the ranger lived, a place called Ironpoint. He would remain there as company and guardian to Gundar. It was a far lighter punishment than the veteran had hoped for. Though he was not like Gundar and the thought of living for long on the surface frightened him, he had at least been seen fit enough to trust with a task – even if it was a task that amounted to glorified babysitting. He had grown very fond of Gundar and did not resent the lad.

Hod and Gundar set out the next day, bound for Ironpoint. They were accompanied for a ways by the druid, Gallas-of-the-Teeth. From him, Gundar learned a little of healing and of herblore.

When they arrived at Ironpoint, Gundar and Hod found the ranger – a half-elf by the name of Chadi Swiftbreeze – and presented him with a message from Gallas. Though surprised to suddenly have a dwarf – of all things – for a student, Chadi was soon pleased by Gundar's obvious love for the natural world. Old Hod took work as a mender of pots and pans, using the handicraft he had learned from centuries as a dwarven soldier. It was little enough for his own people, but very useful to the humans of Ironpoint.

For eleven good years, they resided peacefully in Ironpoint. Gundar ranged through the forests and mountain passes with Chadi, ever more certain that he had found his proper place. Every few years an odd old hermit would show up and “choose” a number of youngsters to run off on adventures, and each time Gundar was almost apprehensive that he would be chosen and taken away from the new life he had grown to love so well...

Gundar will begin at the dwarven equivalent of 18, which is about 40.

I didn't manage to work it into the backstory (which as you can see, got a bit long...) but Gundar took up woodcarving in his spare time, and likes to spend evenings by the campfire whittling away. He happens to have whittled himself a little wooden flute that he is diligently learning to play, much to the current pain of any nearby creatures with overly sensitive ears.

To sum up, Gundar is a young (again, for a dwarf - 40ish) Dwarven Ranger.


Okay not sure what happened to my orginal post...

Arythain Welcome to the game. I have a thread for you on the Campaign thread... Let me know if you can't find it and I will send it to you directly.

BigBenClockTower Not what I was looking for. I should have said no evil characters :) But I enjoyed your write up. If you would like to submit something else I would be willing to look it over.

Dalgar the Great Level one. Look forward to hearing more from you.

Doomed Hero Also welcome to the game. I have sent you another message :) and look forward to seeing your character.

Dyson

Acquisitives

I might create a character for this, and it might sound silly, but I don't know the abbreviations...APG,UM,UC


Jax APG - Advanced Player's guide. UM-Ultimate magic, and UC- Ulitmate combat. You don't have to have any of these books of course. Nothing wrong with something out of the Core

Dyson

Acquisitives

well, I do look up stuff online. I just thought there would be a link where I can find these things.
I see base classes and 3rd party stuff and alternate classes, which ones would be included in this?

Honestly I don't have any books, I get all the pathfinder stuff from online sites that provide the info.


Dyson wrote:

Okay not sure what happened to my orginal post...

Arythain Welcome to the game. I have a thread for you on the Campaign thread... Let me know if you can't find it and I will send it to you directly.

BigBenClockTower Not what I was looking for. I should have said no evil characters :) But I enjoyed your write up. If you would like to submit something else I would be willing to look it over.

Dalgar the Great Level one. Look forward to hearing more from you.

Doomed Hero Also welcome to the game. I have sent you another message :) and look forward to seeing your character.

Dyson

To be fair, she's not evil. She's a Chaotic Neutral child who can still be molded. She personally finds the whole Evil Card to be overrated for the time being. She merely has a Chaotic Evil Intelligent Tome with a low Ego score (it thinks it's hot, but it's not) and a Chaotic Neutral Insectoid Serpent thing.

But since you said so, I'll go ahead and write up a new one then.

The Exchange

Dotting for interest. What I'm thinking so far is a charming human wild-man who tried to take over a barbarian tribe but was labelled a freak when he started exhibiting signs of magic. I'm going to give the bloodrager class a spin. I'll be back later with a more detailed history.


Tilk'naldune Dralore

A half-elf that roams the woods in harmony with them. He's called Tilk by his friends and those who buy wild herbs and other bounties of the forest from him. Although most know him as a hunter he is a vegetarian and disgusted by the meaningless slaughter of animals. His prey is the unnatural monsters of the woods and poachers who would ruin this paradise.

Abandoned at birth in the woods, he was found and brought to town by Chadi Swiftbreeze. From there he was raised by Basil Tornridge who taught him about the wisdom of Eristal. At the young age of twelve he felt the pull of the Wild. He embraced the doctrine of Eristal and asked Chadi to train him in the nuances of the woods. For five years they prowled the woods, helping animals, living off the land and keeping the forest safe. At the age of seventeen he set off on his own once again, building a hut by a creek. It was there he met his faithful companion, Winston the Moose.

Although Tilk prefers a bow, he does carry a longsword for close counters situations. A skilled tracker, Tilk knows the forest he grew up in very well. He tends not to go into town much but tends to be cheery and upbeat when he does. Money is unimportant to him as nature provides for him, but he does use the money he receives from finding things in the woods to support the local church.


Jax KravenThis site is a great one Pathfinder OGCSo anything out of the Core or Base links except what was noted above.

Dalgar the Great Nice. I take it you are going with the Hunter advanced test class? Or are you going ranger or druid? Welcome to the game. I will have more for you in the game section of the campagin


I'm going Hunter if your okay with it and thanks.


Dalgar awesome :)

Grand Lodge

Galina the pregen on the link is fine for me. Kyra's stats are fine with no traits.

Should I just go with a newly designed backstory or keep the pregen's history?


The Priest Please send a back story and why she either is visiting Ironpoint or grew up there.

Okay so far we have one Ranger, one Hunter, one cleric and possibly one more cleric.

dyson

Grand Lodge

*For my Ironpoint boon, I'll go +1 to climb. She wishes that she could fly. She has mastered the meditative healing arts of yoga, acupuncture, and in the unique form of temporary tatoos of phoenixes with vibrant colors. She loves to emblazon her scimitar like a saber of light and assume a superhero pose on a peak overlooking darkness.

Like most days she can be found walking next to a human woman of average size with blue eyes and short black hair. The Priest of the Light laughs and her spirit is fresh and powerful.She has taken a vow of purity and conviction, and at this young age, she will not marry and devote herself to Healing and the Seven Spikes of the Sacred Sun.

Wearing foreign garb of silky reflectiveness, her clothes shimmer with the of light of goodness, scintillating bright colors seem to glow in divine splendor.

When first appearing, she is always wearing a chain shirt and soft yellow studded leather pants. Over this she wears a tabard of white with yellow trim upon which is stitched the holy symbol of Sarenrae.

Bio:

Gailina, of Iron Point, appeared on the Trade Road a few years ago and has been making a yearly stop in her travels. This year she brings a young and beautiful companion back with her.

The two seem to love their callings and are notably generous and they diplomatically speak of their benevolent Goddess to all who will listen.

When Galina often stays with Basil, The Priest tends to disappear into the forest to climb and duel with imaginary foes, most often extremely powerful illusionary undead.

Gailina explains to The Priest that she never stays in Iron Point more then a week, claiming that evil does not wait for convenience, but with word of the Old Man's arrival, the friends bid each other farewell in a long series of hugs and well-wished blessings.


The Priest Welcome aboard :) check the gameplay section


How much gold do we start with?


Dalgar here

Got an alias now, with mostly done statblock.


Gold: Everyone can start with reasonable equipment found in a small village. One or two weapons and some armor.

Grand Lodge

* Domains; Sun and Fire

Grand Lodge

*Dangerously Curious


My second attempt, choose whichever of the two you like better, Dyson. Alyssa (above) is a Chaotic Neutral vanilla Summoner, and Hazel (here) is a Lawful Neutral Alchemist with three archetypes. Alyssa is 12, Hazel is 17.

"It's perfectly safe" they said, "no harm in it" they claimed. Her peers dared Hazel Morticus to attempt a particularly risky experiment that changed her life forever.

------------------------------------------------------------------------

She was in the middle of training to be a great doctor and healer, training that lasted her entire childhood and schooling year. Growing up in a family who was legendary for their unparalleled knowledge of anatomy and treatments of critical wounds also helped the training.

However, despite her progress, her abnormal growth patterns (likely spurned by magical tampering she was constantly subjected to) lead to her figure becoming flat and straight; her limbs grew spindly, and her height skyrocketed. Standing over six feet before her twelfth birthday, her peers began bullying her on a regular basis.

This bullying evolved into deals made by the bullies; she did what they asked, and they'd not bully her for some time. So she took them up on the offers, and they finally concluded with the last dare of her life in her hometown. The dare was simple; she was to craft a special potion that she'd then drink, and she merely had to survive it without spitting up.

------------------------------------------------------------------------

The result was clear, she indeed survived drinking the concoction, and instead, suffered entirely unintended, and beneficial side effects, her reflexes remained as slow as ever, but her body became tougher than anything she'd ever experienced before. With this surge of endurance, she turned tables on her bullies, and picked fights with them, able to endure endless amounts of their abuse.

When her experimenting on this front became an obsession, and she began delving deeper and deeper into the secrets of life and death, and manipulating the body, her parents made their decision. This could not continue, and as they felt her peers spurned the behavior, they moved. The small town of Ironpoint fit her parents' dreams for this, and they chose to move when she turned 17, not even a year ago. None of the bad influences existed here that would encourage the behavior.

Unfortunately, she was too far down the path, and was then disowned by her parents when they could no longer support her activities. Taking her experiments and lifestyle to underground areas, she created a makeshift home and experimenting lab in a small abandoned cave just in the outskirts of Ironpoint. Occasionally, she'd make a trip into town just to explore and purchase living essentials.

However, she found her abnormal figure caused some problems. Standing six feet and eleven inches, with a lanky frame that seems to endure any punishment, she was often billed as super-human, and bizarre. She keeps trying however, hoping she could be accepted by others for what her parents could not. She would like to meet the local librarian and magician known as Areinna Galst, thinking she may help solve her problems with her physical self.

Hazel is an Alchemist who intimately studies the body and medicines, often designing concoctions and conducting experiments in the areas of healing and vivisection. She'd be an Internal Alchemist skilled at the art of being a Chirurgeon and Vivisectionist. She adheres to a strict personal code, but does not place a particular emphasis on morals, making her a Lawful Neutral individual.


Gundar's beginning build is complete, including inventory. Looking forward to beginning the adventure!

The Exchange

Maekrix Thatheo

Background:
The human infant was abandoned in the wilderness that is the open plains. He was left on the outskirts of the savage barbarian tribes in the wake of one of their usual hunting routes. The baby was found less than a day later as a dozen barbarian hunters were scouring the open land. They heard the infant's cries and saw him laying on a makeshift bed of grass. The tribe chief, Uthulku, picked up the child by the nape of the neck and held him up for the others to see. But then he stopped crying and gripped Uthulku's hand with mighty little hands. The chief smiled, saying "He will be strong. We shall raise him as a brother."

The child was named on the ride back as Maekrik Thatheo. It was an old name from one of their previous chieftains who was strong and handsome, just as the child was. Maelkrik didn't have a traditional family, but the tribe as a whole was his family. He grew up well liked and respected for both his prowess as a hunter and fighter as well as his roguish good looks and way with women. But he was ambitious, dangerously so, and believed he should be chief. After several years of gathering support and sowing unease he struck, challenging Uthulku for authority. Maekrik may have been strong and handsome, but a good mind he did not have. He attack was presumptuous; perhaps another few years and it may have had a chance. As it was his supporters were defeated and the uprising quelled, and Maekrik was banished as an enemy of the tribe. Dishonored and shamed, he was forced the leave the only family he had ever known.

Maekrik wandered the wilderness and went towards the lofty mountains. Life grew much harder as he was forced to fend for himself without the aid of his brothers. But one day he stumbled upon a small village known as Ironpoint, and around was fresh game and travelers. He began preying on the local cattle and stealing from travelers, but his banditry did not go unnoticed for long. He was exploring the western side of the woods where he had not been before, and stumbled upon a cow tied up to a tree with not another soul in sight. His mouth watered at his incredible luck, and was halfway through cutting it free when it dawned on him. This was too easy, far too easy. Before he could flee he felt cold steel placed against his throat, and a soft voice that said "Drop the weapon." Maekrik did, and was tied up before turned around and introduced to his captor. It was a half-elf by the name of Chadi Swiftbreeze, and judging from the half-breed's clothes he was hiding amongst the trees and waiting for Maekrik to stumble into the trap.

Maekrik was lead back to Ironpoint to face the people's justice. After the explanation of why he committed banditry, there was a small amount of leniency given. He was offered the choice of the noose or working to repay the debts he owed the innocent people of Ironpoint. It did not take him long to decide, so now he travels from point to point in the village helping with odd jobs and occasionally fighting to defend the village. Despite being forced into work, he did not entirely resent it as he was learning a new way of life. Eventually he came to respect and even love the village people, and once his debt was paid his life continued without much change. The people of Ironpoint are his family now and he is beginning to learn the ways of civilized life.

Hobbies and Interests:
Maekrik knows how to shape metal into weapons and enjoys spending his free time honing weapon edges, so he spends much of his spare time at the smith working. He enjoys meeting new people and discovering new ways of life as well as different perspectives on his beliefs.

Grand Lodge

*Spark


Chadi sure is busy in the past 10 years lol


No kidding. Good thing he's got us around to lend him a hand.


About when are you expecting to start this game?


BigBenClockTower You sure like the unusual:) I like Hazel it will be interesting to see where she goes. See the game play section

Tiasar Welcome aboard. See the game play section.

Okay that should do it for recruitment. We have an alchemist, ranger, hunter, bloodrager, and clerics.

I have Gundar's completed character and as soon as everyone else weighs in with completed ones we will begin.

Dyson

Grand Lodge

*I did the beast mode (18) and the 20 point buy adjustment, I feel afraid that someone will find out,I just changed a 10 to an 18.


Tilk is done btw

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