RavenCrown (Carrion Crown + Ravenloft)

Game Master Gonturan

Gothic horror in Ustalav, with a side helping of Barovia.


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Hello!

I'm planning to run the Carrion Crown AP, with an RP-intensive, Gothic horror angle, drawing heavily upon materials from Occult Adventures and Horror Adventures. I've been a GM on and off for 30 years, but this will by my first stab at play-by-post.

The setting will be low-magic, and will focus on occult exploration and psychological horror. Once we've got a party together (max. 6 players), I'll spend a little time developing backstories and relationships. Once we've started, we'll keep talking about how to develop goals, corruptions, insanities, and other fun stuff. Ultimately, I enjoy a very character-centric storyline, although CC is a fairly strict railroad by design; we'll find a middle ground.

Once we're up and running, I'd like everyone to try posting daily. Is that reasonable?

If the AP proves sufficiently long-lived, I intend to incorporate elements from the classic D&D adventure Ravenloft, to pad out some of the weaker volumes of CC.

Cheers!

P.S. As a new PBP GM, I'm eager to receive advice and support, so as we get set up, feel free to post your "best practices" so I construct a campaign that everyone enjoys.


I'd like to submit a dhampir gunslinger/slayer, eventually angling for a sword-and-pistol "monster hunter" build. Any restrictions on character builds? Also how "low magic" are we talking?


I am tempted to submit an actual Occultist. I would also appreciate character creation details.


Pathfinder Lost Omens Subscriber

Sounds interesting!

I'm thinking about a Bard, multiclassing into Medium. Does that make sense, from a "low-magic" point of view?


Very interested. What are your specs for submission crunch and fluff? How do you plan on implementing the low magic theme?

Usually on pbp's groups break for the weekends. (Posts usually happen on the weekends anyways I find, but it's just less commitment. I know that sounds weird in context of pbp but it's a thing.)

What are your favorite media/literature styles/sources/inspirations?


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Alec du Chevrou wrote:
I'd like to submit a dhampir gunslinger/slayer, eventually angling for a sword-and-pistol "monster hunter" build. Any restrictions on character builds? Also how "low magic" are we talking?

I'm flexible, but my idea for "low-magic" is that the characters come from a land where magic is considered superstitious nonsense, and only gradually realize its presence in the world. That may involve some house-ruling, especially where healing is concerned; in the short-term, it just means no magic items are allowed in your initial purchases.

Otherwise: Standard-fantasy point buy, 2 traits (one from CC player's guide), I'll consider alternate racial abilities. I'll work closely with players to develop backstories, so story feats are useful.

The gunslinger/slayer combo sounds cool, but I'd recommend a human, and then we can build his/her vampirism into the narrative as a corruption (see Horror Adventures p.36).

Nohwear wrote:
I am tempted to submit an actual Occultist. I would also appreciate character creation details.

An occultist would be lovely. What details are you after, besides what I mentioned above?


So magic is considered to be supernatural nonsense but we can start out using mystical classes?

I assume you mean the general consensus of that culture then?


TheSuperDodo wrote:
I'm thinking about a Bard, multiclassing into Medium. Does that make sense, from a "low-magic" point of view?

Yes, but bards can go a lot of different ways, so I'd want to work with you to create an atmospherically suitable character. There are a couple of archetypes in Occult Adventures (Phrenologist and Silver Balladeer), or you could suggest some others if you like.

Wuliev the Indignant wrote:
What are your favorite media/literature styles/sources/inspirations?

Good question. I have studied and taught Gothic Horror in literature and film. I am an old-school Gothicist -- Bram Stoker's Dracula and Mary Shelley's Frankenstein are favourites -- but I also enjoy modern filmic treatments of Gothic horror, such as The Exorcist, Sleepy Hollow, and The Others.

I'm a playwright and a game designer, so you can expect a good deal of purple prose from me. You don't need to be a professional writer to keep up, but I'm definitely inclined towards role-players who can describe their characters' psychological landscapes through action and precise detail. I'll post a couple of examples here shortly, once I've had time to dig some up.


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This may be the start of a beautiful friendship sir, for i am a writer and designer as well. Id love to discuss projects with you over PMs if you have the time. I'm all about that feedback life.


I do not believe that I need any additional details for character creation, thank you.


Wuliev the Indignant wrote:

So magic is considered to be supernatural nonsense but we can start out using mystical classes?

I assume you mean the general consensus of that culture then?

That's right! So an occult or an arcane character could be an outsider in her own society, scrupulously hiding her abilities from others; or she could be a recent exile, forced to flee her home on account of witch-hunts; or you could even begin the game with no idea of your abilities, and we can incorporate their first manifestations into the narrative. I'm open to other suggestions too.

Divine spellcasters could be an exception, since even superstitious cultures don't mind a miracle worker, as long as they serve the church. But the tone of the game would probably lend itself better to oracles or shamans than to clerics, paladins, or warpriests.


So I've modified the crunch significantly, but I haven't yet adjusted the backstory for Alec. Is this a homebrew world? My backstory incorporates a lot of Golarion-specific details.


Alec du Chevrou wrote:
So I've modified the crunch significantly, but I haven't yet adjusted the backstory for Alec. Is this a homebrew world? My backstory incorporates a lot of Golarion-specific details.

I'd call it a modified Golarion, with respect to the low-magic aspect. If you want to PM me the details, we can work together to make adjustments.


I'd like to submit a necromancer witch or wizard whose abilities are latent and discovered through time. Probably a witch. He'd have his familiar sort of follow him and target him, showing him supernatural visions (not fantastic per se but more symbolic with emphasized spiritual meaning).

Humans are more desirable- is that correct?

I would assume that necro types are more acceptable for this campaign type?

Edit- i'm thinking of a sort of middle aged man who has always been a reliable type whose world is being turned upside down. Cynical townsfolk kinda theme. Very raw ideas for now


Wuliev the Indignant wrote:
I'd like to submit a necromancer witch or wizard whose abilities are latent and discovered through time. Probably a witch. He'd have his familiar sort of follow him and target him, showing him supernatural visions (not fantastic per se but more symbolic with emphasized spiritual meaning).

Awesome.

Wuliev the Indignant wrote:

Humans are more desirable- is that correct?

I would assume that necro types are more acceptable for this campaign type?

Humans certainly fit the Gothic setting best, but I'm not totally opposed to other options. Likewise, although a witch with the Death or Spirits patron would be fitting, there are lots of other options that could suit the flavour. Ditto wizard schools.

Wuliev the Indignant wrote:
i'm thinking of a sort of middle aged man who has always been a reliable type whose world is being turned upside down.

If your character is not from Ustalav, but has traveled here to attend Professor Lorrimor's funeral (see the CC Player's Guide), then perhaps his visions and familiar don't turn up until he arrives. We could even work those initial manifestations into the narrative.

If you can work up a more detailed backstory (a couple of paragraphs would do), send it to me by PM and I'll reply tomorrow.

Dark Archive

I GM! It seems you are offering a pretty good game and opportunity so let me give you my pitch: I'm thinking about a human paladin with the tortured crusader archetype from Horror Adventures, probably devoted to the empyreal lord Vildeis or to no deity at all, but instead dedicated to the principle that the word is a dark place and it is my job to suffer so the others can live their lives in peace because I can endure it. My idea is to go with the Subject of Study trait tied to undead and since you mentioned Story Feats, perhaps the Forgotten Past.

Since you mentioned you want to work with the selected players with their backgrounds, my general idea is that he survived some terrible and strenuous event (thus the trigger for the Subject of Study trait) and thus had to make some terrible acts that caused grave consequences, even if in the end were the 'correct' choice to be made envisioning the 'greater good'. Doing so made him lose the favor of his patron (Iomedae) but instead attracted the attention of Vildeis. To spare his new paladin, the empyreal lord locked a couple of his memories (thus the Forgotten Past story feat) and when he tries to remember such things, he only sees the image of a door covered in bloodied bandages with the holy symbol of Vildeis in front of it. If possible, I'd like for him to have hyperthymesia or eidetic memory (obviously with no mechanical advantage) as a contrast to his lost memory.

EDIT: Just thought it was important to mention that since you are proposing a darker tone, I'd work my paladin to not be a 'pain in the ass' character but rather someone who knows for sure that what is really important is the defeat of the dark forces and if for such thing he needs to do/use less honorable jobs/tactics, he isn't above them.


Sounds great Scott. When the inspiration begins to curdle into something more solid I'll send it your way - before it ages too quickly.


Dot initiated


So, i'm quite fond of the Gravewalker witch archetype- it really lends itself to what we're going for, save that it alters the familiar class feature such that the familiar is no longer an active sentient being which could bewitch our unwary middle-aged hero.

I would argue that the archetype buffs the feature, because it makes the familiar less vulnerable and convenient for casting debuff spells.

What I'm wondering is if you'd be down with me taking the Gravewalker archetype and using a normal witch familiar? I think it would be the best of both worlds for the narrative we're trying to tell here. (I'm imagining a rabbit familiar right now, subject to change but I think it fits so far.)

If that's not kosher for you then I'm already rifling through several alternative wiz builds. No love lost.


Pathfinder Lost Omens Subscriber

I've decided to try something different with this Bard/Medium I'm making. It's an entirely top-down design; I'm still not really sure how I'm going to execute this crunch-wise, so I'll need your help with that.

So, the backstory of my character is the following:

Backstory:

Ivan Fabulanov used to travel with a party of six brave adventurers. While they did most of the adventuring, he made sure to record every detail of their magnificent feats. During his time with this adventuring party, Ivan encountered many types of foul undead. While he always hated the undead, one night made him swear vengeance against every walking corpse and spirit upon Golarion.

It was a warm Arodus night. The group was huddled around the fire, eating freshly-hunted venison and listening to Ivan's tale of last month's adventure, where Gamorak the Evoker managed to blow up an entire crypt's worth of skeletons with seven pots full of oil and one carefully calculated fireball. This night, eight people were seated around the fire. The party had a guest- none other than the famed Professor Petros Lorrimor, who hired the adventurers to escort him on his journey to an abandoned necromancer's lair. After investigating the cave and not finding much of interest, the group decided to set up a camp and heighten Lorrimor's spirits with a good meal and some stories.

As the hours went by, the adventurers slowly fell asleep, until only Ivan was awake. He decided to spend the remaining hours on rewriting a part of this quest's account, as it was currently a dull description of heroes looking at stones. As he leaned against the cave's wall, Ivan heard a strange, terrifyingly quiet creak coming from inside the cave. Knowing very well he is not up to handle anything by himself, yet too frightened to wake his allies up, the scribe waited in silence as the sounds grew louder and louder, then suddenly stopped.
Just as Ivan was ready to call for help, three zombies leaped at him from within the cave. With uncharacteristic swiftness, Ivan darted out of the way, grabbed the first thing within reach and started running, screaming. All he could hear from behind was the sound of his allies trying to fight back, shouting in pain as they are killed by the heartless corpses. When he was already far enough to not hear the blood freezing screams of agony, Ivan looked at the canvas bag he dragged with him, containing a bruised, confused and terrified Lorrimor.

After the events of this night, Ivan returned to Lapidstadt, where he dedicated his life to becoming a bard and spreading the tales of his late allies. He occasionally met with Professor Lorrimor, exchanging information and tales, and sometimes receiving a small sum of money. The Professor's death dealt another blow to Ivan's wellbeing, and he hasn't much to do except obey his final wish and attend his funeral.

The few things I do know I want from a mechanical perspective:
Ivan will be a Varisian Human Bard (silver balladeer). When he first levels up, the spirits of his six allies reveal themselves to him, and he takes a level in Medium (storyteller). The Campaign Trait he's taking is Chance Savior.

Please give your feedback and ideas regarding how I should build this character.

Also, I'm sorry if the backstory isn't of great quality. I'm a musician, not a storyteller.

Thank you!

Dark Archive

TheSuperDodo wrote:

I've decided to try something different with this Bard/Medium I'm making. It's an entirely top-down design; I'm still not really sure how I'm going to execute this crunch-wise, so I'll need your help with that.

So, the backstory of my character is the following:

** spoiler omitted **...

If you allow me to give you my opinion... I'm not sure I get what you are aiming for with your build (your background is pretty interesting though). I'm afraid that as a multiclass bard (silver balladeer)/medium (storyteller) you won't be able to be good in any of them if you plan to rise them evenly, but on the other hand, if you don't, I don't see the point of multiclassing at all, specially since you took two classes and archetypes who have overlapping features.

Aside from that, taking a look at the silver balladeer archetype, it seems to not be one really fit for multiclass... his unique performances will only be made present at 6th level and by muticlassing you will even delay them. Aside from that, Silver Mastery is only really useful if you intend to actively join combat, and even so is much worse than versatile performance.

Now, looking at the storyteller medium archetype, you basically trades the class versatility for bard abilities... since you don't get neither the séance bonus nor the spirit bonus, the guardian and champion spirits are pretty much useless until you get level 6th (again a problem with multiclass).

My advice would be to drop the bard side and focus solely on the medium since your idea can still work just fine. If the DM allows, getting a Bard Variant Multiclassing woulde be pretty interesting, specially if he allows you to swap a couple performances to avoid overlapping. Even so, remember that with a standard point-buy (15 points) you need to get a fine idea about your role in the party, otherwise you'll be 'passable' in many roles but won't be good in anything at all.


This sounds right up my alley, I must say! I love RP-centric games, and character-driven storylines are my favorite part of GMing my own games, working with the players to really integrate their characters into the world so they aren't just interchangeable pieces in the grander game. I'm also a big fan of low-magic, and gothic horror. I'm not a professional writer (though that is my eventual goal), but write prose in my spare time, so I can sling my share of it.

I've only read a little bit of the Occult classes and I'm not personally a fan of them, and a lot of previous posts seem trending towards spellcasting classes, so I'm not quite sure what I will come up with yet. Very, very interested though!


Quick replies:

Sir Longears -- I don't feel that paladins are a good match for Gothic horror, plus the backstory and role you've described happens to be similar to another character pitch I've already approved. So I'll have to pass.

TheSuperDodo -- The backstory you've pitched is great! One note for everyone who is working on backstories: your character need not come from Ustalav, and in fact it may be more effective if they are not. Professor Lorrimor (whose death creates the adventure hook) is a well-traveled scholar, so you can easily have encountered him elsewhere.

I won't contradict anything Sir Longears said about the bard/medium build. However, I will point out that, in an RP-focused campaign, perfectly constructed crunchy characters are not a necessity. If you really want a bard level because (say) you yourself are a musician, then go for it. We can talk about tweaking the archetypes as you advance in levels.

Wuliev the Indignant -- The Gravewalker archetype has lots of potential; I love the grisly flavour. But it seems specifically designed for evil characters, which I'm not sure is ideal here (in Horror campaigns, evil creeps in gradually from the environment). Did you have an alignment in mind?

DavianGrallus and Woodsmoke -- I'll reply to your PMs later today.

Cheers!


Pathfinder Lost Omens Subscriber

I agree that having the two is a bit redundant, I just felt like he's supposed to be a bard from a flavour point of view (that is what he did most of his life). However, only having Medium (storyteller) can probably work as it is a mixture of the two. I guess his hatred of anything undead can be achieved through feats, traits, items and roleplay.


@superdodo You could also just take some ranks in the perform skill and say he did bard work as a job. I mean, the class name is just a mechanical title.

@Scott I was thinking NG/LN. He gets amazed by the rabbit initially, sorta knows just a smidgeon of what he's getting himself into, and decides to follow through with it because subconsciously he really wanted a change in his life, and perhaps a smattering of power as well.

Consciously he'll probably just tell himself that he isn't in control of 'what's happening to him' or something of the like.

I'm thinking that he is a fur trapper by trade with some slightly eccentric interests. He keeps the family fed and knows the value of sacrifice. He mildly enjoys ale, but it's not a crutch to him per se... So pre-lorrimor funeral, he's out trapping, and he sees the rabbit. It's really cool looking bc pelt design or whatever, and it gets away. He was really enchanted by the pelt design and it always stuck in his head.

Then, at the funeral, he sees the rabbit again and it bewitches him further, as per your idea. (I thought the initial meeting would give him more motivation and reason to pursue a wierd rabbit thing amidst his old benefactors' death.)

All subject to input and modification of course. I'm still trying to think of a flaw that rings true to the rest of him as he is so far. I'm thinking maybe even give him a main flaw and a minor flaw to spice up the gameplay further. Let me know if any of this gives you any ideas.

Also, I think he'd live in either the fringes of ustalav or right on one of the borders.

The Exchange

How about a jovial blacksmith, an ex-soldier and distant relation of the good Professor. A man who has only met Lorrimor once and arrives like a blank canvas slightly puzzled to be invited to the will reading.

Then thrust into all this horror and fear.

I am a big fan of Ravenloft and would love to take part in this. Let me know your thoughts and I'll put a suitable PC together this week.

Ta
FW


Wuliev the Indignant wrote:
@Scott I was thinking NG/LN...

I can work with all that. I don't mind substituting a creepy rabbit for the creepy voudou doll in the Gravewalker archetype. I'll PM you with some more thoughts and suggestions soon.

French Wolf wrote:
How about a jovial blacksmith, an ex-soldier and distant relation of the good Professor. A man who has only met Lorrimor once and arrives like a blank canvas slightly puzzled to be invited to the will reading...

Sure, maybe. We don't have a tank yet, so a blacksmith would be welcome. And a bit of comic relief could be useful. Can you write up a more detailed backstory and PM it to me? Consider traits, including the ones from the CC Player's Guide. You may also want to consider story feats from Ultimate Campaign.


Given that our backstories may undergo significant revision as the characters influence each other, how much detail are you looking for prior to characters being chosen? I've rewritten Alec's story but I'm not sure where the line is between too much detail and too little.


Hmm... are you friendly to 3PP content? I feel like the Pactmaker has the perfect feel for this.


Alec du Chevrou wrote:
Given that our backstories may undergo significant revision as the characters influence each other, how much detail are you looking for prior to characters being chosen? I've rewritten Alec's story but I'm not sure where the line is between too much detail and too little.

Just be prepared to be a little bit flexible, either by adding side-journeys here or there, or at worst transplanting your character to a different region so that the relationships become feasible.

If we try to generate relationships that totally contradict basic characteristics, then I'll back down, and instead we can work on building those relationships up within the narrative itself.


Rednal wrote:
Hmm... are you friendly to 3PP content? I feel like the Pactmaker has the perfect feel for this.

Sorry, but nope. I'm not completely adverse to 3PP materials, but importing an entire class is a bridge too far. It's partly laziness on my part -- I don't have time to maintain the campaign and read up on all the new abilities -- but in this case, I also feel that most of the Pactmaker flavour is covered by Occult Adventures classes.


THanks for the reply, Scott. I've sent you another message with more information and I am working on the statblock now for my investigator.

Are we using average or maximum starting gold? Are you allowing drawbacks?


Scott Sharplin wrote:
Sir Longears -- I don't feel that paladins are a good match for Gothic horror, plus the backstory and role you've described happens to be similar to another character pitch I've already approved. So I'll have to pass.

Hey Scott, I'm seriously considering submitting a PC for your game since you seem to be going to run the type of game I like to run and play in.

I hope you don't mind a few questions.

I'm confused with your statement above though. Does the above mean that you have already accepted some PCs making this a 'first come first served' sort of recruitment?

I've found out that the posting requirement for the game to have a pace I enjoy (and I realize people are different) is for at least one post per day. Is this what you are requiring or will you relax that requirements later?

Last, when will this recruitment end? That is, when will you stop accepting PCs?

Thanks for hosting!


Fabian Benavente wrote:


I'm confused with your statement above though. Does the above mean that you have already accepted some PCs making this a 'first come first served' sort of recruitment?

So far, I've approved two characters, based on their backstories:

Alec du Chevrou's gunslinger
Woodsmoke's investigator

So I've got four spots still open. I'll stop accepting PCs once I've approved six.

Fabian Benavente wrote:
I've found out that the posting requirement for the game to have a pace I enjoy (and I realize people are different) is for at least one post per day. Is this what you are requiring or will you relax that requirements later?

At least once daily works for me. Someone suggested we break for weekends, but we'll see what the party prefers.


Here is an Aasimar cleric who's focus is on healing generated for a previous Carrion Crown game which is no more.

Able to put a 'healing' aura around other characters and keeping them reasonably healthy.

From pen and paper experience the build is also kind of reliant on healing potions and such as well. Since at higher levels damage out put of monsters etc becomes... intense.

Thanks for thoughts and feed back. *Bows*

Edit: here is a linky to Arabeth's former game so that others can peruse her short adventuring career. Secrets, Shadows, and Whispers

Dark Archive

@Scott: Hum... ok, I missed Alec's background, if not I'd have proposed something different. Since you have no melee oriented PC, I'd like to ask you then about a Witcher-like PC.

I'm thinking about a skinwalker (if you prefer a human, it can also be done) fighter with the Mutation Warrior archetype, aiming for the On the Payroll campaign trait. Unlike the witcher who is actually a monster hunter, I'd not try to steal Alec's place to shine (even if in a country like Ustalav, monster hunters should be quite on demand), instead I'm aiming for a professional bodyguard resident of Lepidstadt who has an agreement with the University of Lepidstadt: he was given a residence and access to some tomes in exchange for protection on the long and usually dangerous trips the professors there usually make.

Here is what I've come upon with:

Background:
Esdras never knew his mother or father since he wasn't raised in a proper home, but instead in a boarding school, Doctor Hansen's School for the Gifted. It wasn't common for Doctor Hansen to allow orphans to live in his school but Esdras was told that his parents, before vanishing in a trip to the far Osirian lands, have arranged for some contingencies in case they could never return: he and his brothers and sister should be taken care by the good doctor, with all his education paid for.

In his early childhood, Esdras spent almost the same amount of time in his studies and running around the streets with less lucky children. The boy loved to exercise outside, even if he was a sick boy, constantly having to drink the 'uncle Hansen's' special medicine. Unfortunately for him, Esdras wasn't the only children with a frail condition... both his two brothers and his sister also had some debilitating condition or disease, and none of them survived their childhood.

When he was thirteen, Esdras had already lost all his siblings and also lost his home. Doctor Hansen told the boy that those were hard times and thanks to the expenses on treating his brothers disease, all the gold his parents have left him have already been depleted and he could not take care of him anymore. Esdras was shocked but he ultimately understood the man... the medicine was expensive. Esdras slept on the streets for a couple days before being found by the family of one of his childhood friends, the Donvars, who took him inside their house. Initially Esdras was dismayed... how was he able to survive without doctor Hansen's medicine? But as the weeks and months passed, Esdras faced no crises or new signs of his diseases.

Working on the fields with the Donvars have given Esdras a strong build as he grew up. He never married for he feared that his children would inherit his conditions and diseases and he could not bear the thought of losing his children the same way as he has lost his siblings. Always curious about his parents, Esdras was a constant visitor to the University of Lepidstadt, always trying to find a way to visit the distant Osirion... he had found no such opportunity but instead found work as a bodyguard. Esdras was strong, quite skillful with a blade, and also some knowledge about survival in the woods... all useful skills for the travelling professors from the university.

The truth behind Esdras: Esdras had no rich parents but was instead the son of common peasants who have sold the boy to Doctor Hensen. All his 'siblings' came from similar homes. None of them had any kind of disease or special condition, but were in fact 'experiments'... since their childhood, the doctor gave them powerful drugs and potions, trying to enhance them in some way to his own advantage. Esdras was the only one to survive and did so mostly because the doctor thought he was a failure and decided to ditch the project. In truth, Esdras had acquired some unprecedented abilities...

Oh, since you are a writer, I imagine that you might be more picky about proper spelling and writing skills, so I think it is important for me to say that English is not my first language (I'm from Brazil) so even if I try not to make any mistake, it is quite impossible for me to catch everything... if that is a problem, I fully understand though.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Ooh! I hadn't realized I'd actually been approved! *returns to writing with a will*

Sir Longears, I had actually intended for Alec to be a sword-and-pistol build rather than a standard gunslinger concept. So he'll be fighting in melee with TWF, Snap Shot, and...er...Sword and Pistol. I don't know if that changes anything for you but that's the intended trajectory with a Gunslinger/Slayer.

Dark Archive

CrusaderWolf wrote:

Ooh! I hadn't realized I'd actually been approved! *returns to writing with a will*

Sir Longears, I had actually intended for Alec to be a sword-and-pistol build rather than a standard gunslinger concept. So he'll be fighting in melee with TWF, Snap Shot, and...er...Sword and Pistol. I don't know if that changes anything for you but that's the intended trajectory with a Gunslinger/Slayer.

This is pretty nice! I imagine that you'll be going with a more dexterous build, right? My plan for Esdras would be more a Strength one, probably a greatsword and medium armor, so that would allow Alec more flexibility and mobility on the battlefield.

With 15-point buy, I imagine you won't be able to put many points in Con so he might be a bit fragile. Esdras could withstand more blows, and hopefully be a bait so you can be kept safe.

Do you have any comments on Esdras background, or perhaps opinions?


Do I have the time to stew back story elements together or should I like, get to work to present something finished and substantive for you? These slots filling up is slightly intimidating


A post from a time ago and a game's past:

With a swirl of her shimmering, great sable cloak of glistening feathers and looking, almost as if for the first time, back and around at those gathered around her at the grave-site. She turns her head and again offers a bow of respect to good Father Grimburrow before raising her head, taking a deep breath and...

"My past is one of some privilege." Arabeth gentle adjusts the unique black cloak adoring her shoulders. Though all of her items, from boots, to clothes, to armor show an equal amount of moneys spent on quality.

"My life safe and sequestered within the loving confines of a monastery devoted to the Goddess." She looks to Kendra smiling,

"I was not fortunate enough to know my parents." And Kednra might realize Arabeth's smile is on of support and admiration, not envy at Kendra's fortune,

"However, the Priestess and Priests of the temple were and always are as close as kin to me." Arabeth's eyes turn to look both over the crowd and back into her past.

"It was here...as I attended the daily duties that are those of faith, that the good Professor came seeking assistance for one of his endeavors." Arabeth shakes her head, "I do not know of all the intrigue and such that brought Master Lorrimor and myself together...But offer aid my clergy did, with myself as the one to whom said responsibility lay." Arabeth's eyes lower to those gathered.

"I was younger then. With no knowledge of the world at large beyond the cloister's walls. To say that the good Professor was more my guardian than the protector from the Church would be the honest truth of the matter." Arabeth smile turns rueful,

"The good Professor was a font of knowledge and education. Something which we continued and maintained after the business which had brought us together was resolved." Arabeth's features draw closer, her pain rising but not over flowing,

"I count it amongst my many blessings to have had such a wonderful teacher and mentor..." Her voice catches, "I am truly saddened by the loss of such an open, honest and wonderful friend..." Arabeth blinks, as if suddenly finding the light too bright as she nods, indicating that she is finished.

By way of some small back story and character development. *Bows*


I'm sorry if I've freaked everyone out. Someone with more PBP experience suggested that, instead of taking more players first-come-first-serve, I establish a deadline for applicants to flesh out their backstories. So, for the remaining four slots, everyone's got until Thursday, Oct. 6 at 5pm EST to write up the following:

1) An origin that incorporates Professor Lorrimor, preferably in one of the ways specified by the Campaign Traits in the CC Player's Guide. You can also suggest a different relationship to the Professor than the ones listed there. Bear in mind that Lorrimor was well-traveled and knowledgeable about a broad range of subjects, so there are lots of contexts in which you might have worked with or befriended him. Aim to make that encounter a formative one.

2) Establish a long-term goal for yourself. What could your character want, more than anything (knowledge about their own past, a blessing from a patron, approval, forgiveness...)? Be specific for now, but consider a willingness to be flexible as we create relationships between the party.

3) Propose a deep, dark secret (use Spoiler tags or PM me). What does your character hide from others, even from those close to them (a fear, a shame, a bit of knowledge that could get him or his loved ones killed...)? Either #2 or #3 could be tied to Story Feats, though it's not necessary.

4) Consider using the "2 quirks and 1 flaw" method.
How would you fill in these blanks:
QUIRK #1: My character always _________________________.
QUIRK #2: My character rarely _________________________.
FLAW: My character ________________________ whenever ___________________.

5) Remember, the flavour of the campaign is Gothic horror, which involves slow, dawning revelations of supernatural forces. I confess I'm inclined towards good-aligned human characters, because they better suit a narrative in which magic and myth are gradually revealed, not up front and in-your-face.

Once you've got all of those points sorted out, that's the time to start rolling up stats and spending gold pieces. If you roll up a character first and then develop a backstory second, you'll be at a disadvantage.

So, to be clear, I won't make any more "casting choices" until Thursday, although I'm happy to work with all of you prior to then, answering questions, offering suggestions, etc. I hope that's helpful!


*Bows*

Reworked Arabeth so as to better reflect the DM's request for 'Normal' adventurer proportions. (As in 'This' Arabeth is a better average.)

Quirks and flaws:
So... Arabeth has wings. Large, weight bearing/granting flight wings.

In 'Normal' human society it would best seem that such items should be hidden. Hence she does, disguising her plumage as a great cloak draped across her shoulders.

Pretty much a lot of things will be able to follow along from there. (^_^)

The second thing would be her 'Arshean' upbringing. The 'Goddess of hookers' should bring forth some possible 'earthy' accidental happenings. Just as a thought.

A beginning:

The beginning is a very ....delicate... time...

Arabeth's eyes open slowly. From where she was seated, lotus folded upon the highest point of the temple's domed roof, some wisps of cloud briefly shaded the rising morning sun. Standing slowly and stretching her limbs as she soaked in the light of the dawning day she thought of the message which had arrived, leading to many long talks with the Mother Superior of the temple as to its contents. Finishing her warm up exercises and launched herself from her high perch.

For the brief amount of time, she closes her eyes and revels in the freedom of the wind washing over her limbs and body. Muscles and tendons flexed instinctively, automatically as her arcing flight *So brief* carries her perfectly over her balcony's edge and into her rooms. Reflexes instantly shifting her posture, great pinions flexing, so that with a soft scuffing of bare feet she arrests her motion and comes to a halt, only to open her eyes where in she is greeted with the sight of the Mother Superior.

"You are... prepared?" Is the simple question that is asked, to which Arabeth simply nods. The two women have known each other a life time and a half. Such familiarity brings easy understanding of nuances between them both.

"It is a place... a meeting." Arabeth replies even as she stretches her arms as a younger cleric wraps Arabeth's form in a simple silken cloth.

Cheanna steps closer, indicates to the novice that her help is not needed -the young girl nodding and bowing gracefully as she acknowledges and departs- as the Mother Superior finishes garbing Arabeth's from in the temple robes. For her part Arabeth easily acquiesces, feeling the bond between them and knowing the changes about to unfold.

"I have had things prepared," Cheanna says lightly, only a slight waver of emotion carries in the other woman's voice. Arabeth looks to the figure who has been her mentor, her guide, her friend and sees many emotions reflected and shining from the other woman's eyes. Together they leave the place which has been the center of Arabeth's existence, descending down into the 'working' halls, rooms, chambers and galleries of the temple proper.

Cheanna brings Arabeth to the larger halls, where more mundane arts are done to service such a large establishment and presents the items which have been assembled. Arabeth nods again, thanking her elder for such considerations. Admiring the garments and other equipment. Her hand stops upon one item and she raises an eyebrow to her mentor. Cheanna smiles,

"Remember that, while indeed we are the followers of love...., sometimes even love should travel carrying a big stick."

The journey to where she'd been guided towards the meeting had not been arduous. Much of the journey had been spent in simply learning and appreciating the many new things there were to experience 'Outside'.

Arabeth's clothes, robes and equipment and route had seen her safely to the rendezvous. When those of an uncouth nature had presented themselves Arabeths' hand resting casually but commanding-ly upon the hilt of the sword worn at her hip had dissuaded them from any further loutish behaviors.


Backstory:
Alec's mother was a Mari du Chevrou, a Galtan merchant's daughter who fled, heavy with child, to the estate of a distant family member when the revolutionary violence began decades ago. Unfortunately, she never arrived at her destination: she was intercepted by a charming man who claimed to know her relatives--but in truth was the leader of a local bandit group. As the villains assaulted Miss Chevrou's carriage on a lonely stretch of road a warrior-priestess of Arqueros named Ellida came upon them and drove them away. Alas, Mari had been grievously wounded and her life slipped away, though Ellida was able to save the child. When Ellida arrived at the relatives' estate in Ardeal, they refused to take in this babe allegedly from a relative they had never met--and so the priestess named the infant Alec to honor his Galtan heritage, and made him her ward.

Alec knows all of this thanks to the letters his mother bore with her on her journey, as well as the letters written to him by his caretaker Ellida--these letters are his most prized possessions, and he bears them on his person at all times. To his regret he barely remembers the woman who saved him; by the time Alec was old enough to begin learning his letters Ellida had passed on. His care was taken up by a scarred old inquisitor named Iram, and Alec was placed in one of the church-run boarding schools of Vigil in neighboring Lastwall. The followers of The Golden Bulwark have been a lasting presence in Ustalav; though few in number, they have striven to keep an eye on the regions many dangers, from bandit groups, to signs of impending plague outbreaks, to the crumbling fortresses of the Whispering Tyrant and his generals. Iram was often traveling on business, though he made a point of visiting Vigil regularly to ensure that Alec's education was proceeding properly. These visits were were a delight to the boy, who strove make the grizzled Iram proud by excelling at his studies and, once old enough, volunteering for the local watch militia.

Iram kept his secrets close; the inquisitor made it clear to Alec that questions about his frequent trips were off-limits for conversation, even when Iram returned to Vigil bearing half-healed wounds or carefully wrapped objects that he handled with clear distaste. For all his stony silence about his work Iram seemed genuine in his affection for the boy, often bringing him books and extolling ancient legends to the rapt Alec. Five years past, a scholar named Professor Lirrimor arrived at in Vigil seeking out Iram, ostensibly in order to consult the priest for his next book. The old man was unfailingly polite and patient with Alec's incessant questions about the wider world, and the two struck up a correspondence that helped Alec fill the weeks between Iram's visits.

Alec's world was shattered four months ago, when a beautiful and terrifying young woman swept through his life like a hurricane. Alec was nearing the end of one of his militia night shifts when a carriage pulled up on the foggy street; the door opened and a woman of heart-stopping beauty leaned out and called to him. Alec approached, glanced into her eyes and was lost in those cold, heartless pits. The world took on a grey, foggy quality as Alec climbed into the carriage, answering every question she posed and agreeing without hesitation to help her murder Lord Marshal Aritas Colvir--the commander of the city's Vigilant Blades, who regularly checked in on the fortresses of the Whispering Tyrant. As some small part of him screamed in impotent denial, Alec turned his charm on the guards at the Lord Marshal's estate, gaining entry for "Lady Illara" and several of her "bodyguards". When Sir Colvir met his guests in the study, the false noblewoman ordered Alec and the others to attack--and he obeyed, to his own horror. The Lord Marshal and his guards killed the two men who had driven the carriage and slashed open Alec's neck before the thing that called itself Illara ripped out his throat...and drank his blood. When she finished, she strode to the window and leapt out without a second glance--and suddenly Alec's mind was his again. Overcome with revulsion and terror, Alec dragged himself to his feet and fled the city. Since then he has kept on the move, his coin purse growing ever thinner as he vainly tries to puzzle out how that strange, frightening woman was able to entice him to murder. As the weeks went by, Alec's grief and horror slowly turned to cold fury--he would discover what this woman had done to him, and he would redeem himself to Iram, the closest thing to a father he had ever known. The problem was, where could he possibly begin?

When the knock sounded on the door of his room in the inn of some tiny town in southwest Ustalev, Alec was certain that the authorities of Lastwall had finally found him. His fear turned to confusion when the culprit turned out to be a child bearing for him a letter from Professor Lorrimor. Despite his alarm and uncertainty as to how the letter had found its way to him, Alec couldn't fight down a wave of sadness as he read of the old sage's death, mingled with surprise at learning that he was included in the will. Seized with the sudden, desperate hope that the the professor's library might hold clues as to what had been done to him, the young man resolved to travel to Ravengro and attend the funeral.

Sir Longears--your backstory looks good! I'm not the GM, so I'm hesitant to offer much in the way of criticism to anyone's characters, but perhaps a bit more about Esdras' connection to Professor Lorrimor? I think it's neat that both our characters involve a boarding school (even if Dr. Hansen's is more abusive)--if we're both chosen that could be a way to intertwine our characters. Good luck!


I've got a character idea I'm working on adjusting the backstory to be setting specific (I've been holding onto it with all the details being vague).

A pretty hefty portion of the background involves his primary character flaw and dark secret. Would you prefer I send the finished product via PM or just spoiler it here? I trust that people won't metagame if they read it. I just want to be sure.

Dark Archive

Changed a couple things on Esdras background (specially his late years), and also added a more reasonable goal and quirks.

Esdras Background 2.0:
Esdras never knew his parents since he wasn't raised in a proper home, but instead in a boarding school, Doctor Hansen's School for the Gifted. It wasn't common for Doctor Hansen to allow orphans to live in his school but Esdras was told that his parents, before vanishing in a trip to the far Osirian lands, have arranged for some contingencies in case they could never return: he and his brothers and sister should be taken care by the good doctor, with all their education paid for.

In his early childhood, Esdras spent almost the same amount of time in his studies and running around the streets with less lucky children. Esdras loved to exercise outside, even if he was a sick boy, constantly having to drink the 'uncle Hansen's' special medicine. Unfortunately for him, Esdras wasn't the only children with a frail condition... both his two brothers and his sister also had some debilitating condition or disease, and aside from Esdras, none of them survived their childhood.

When he was thirteen, Esdras had already lost all his siblings and also his home. Doctor Hansen told the boy that those last couple years were hard times and thanks to the expenses of treating his brothers' diseases, all the gold his parents have left them have already been depleted and he could not take care of him anymore. Esdras was shocked but he ultimately understood the man, for the medicine was expensive and if not for him, Esdras himself would have also perished. Esdras slept on the streets for a couple nights before being found by the family of one of his childhood friends, the Donvars, who took him inside their house. Initially Esdras was dismayed... how was he able to survive without doctor Hansen's medicine? But as the weeks and months passed, Esdras faced no crises or new signs of his diseases.

Laurence Donvar was the city watch captain at the time and as soon as Esdras built some muscles, he enlisted his 'new son' on the watch, where the boy learnt how to properly wield a sword and move with an armor. Before he had lost his home, Esdras had also took fencing lessons with the instructor of Doctor Hansen's but he was never skillful. The same could not be said by bigger weapons, which took full advantage of Esdras now large frame.

Esdras flourished as a watchman. He had good physics and a pretty acute vision during the night, actually too acute to be normal. As the years passed, despite acquiring a couple friends, many of the other guards were weary about him... "something isn't right" they used to say, specially after a couple occasions where Esdras was able to do some incredible feats of strength, or was suddenly faster than the others. One night, during the night watch, one of his less friendly colleagues surprise Esdras and noticed his eyes were different, having acquired an orange-tone, and accused him of witchcraft and demonic dabbling. Laurence Donvar had no choice but to fire Esdras, fearing that if he had not done so many other guards would have left their posts.

Esdras spent a couple months looking for a new job before the luck finally knocked on his door in the form of an old man, Professor Lorrimor, who wished to hire him as a body guard in one of his travels. Wishing to grab this opportunity with both hands, Esdras took care to work on his finest and eventually impressed the old scholar. From there on, he was constantly hired by him and even other professors for protection during their trips.

On the recent years, something unthinkable happened... Esdras started to have feelings for a young varisian girl, and, to his surprise, he feeling was mutual. This feeling brought back his worried about his mysterious disease and now he is working to find a way to cleanse himself so he'll be able to have a proper life, something that was denied to him for too long...

The truth behind Esdras: Esdras had no rich parents but was instead the son of common peasants who have sold the boy to Doctor Hensen. All his 'siblings' came from similar homes. None of them had any kind of disease or special condition, but were in fact 'experiments'... since their childhood, the doctor gave them powerful drugs and potions, trying to enhance them in some way to his own advantage. Esdras was the only one to survive and did so mostly because the doctor thought he was a failure and decided to ditch the project. In truth, Esdras had acquired some unprecedented abilities...

Additional Requirements:
Goal: The Cure: More than anything, Esdras wants to cure himself of his mysterious disease. He barely survived his childhood and lost all his siblings to it. He won't risk to pass this 'curse' to his own children.

Quirks and Flaws: Esdras always stands a few steps back, unless during combat. As a bodyguard, he likes to keep his charges under watch, but when the fight begins, he quickly moves to the front. He is also very protective about children. Esdras rarely enters churches and whenever he can, he avoids priests and clerics. Miracles don't seem to work on him. Despite being a 'man of science', Esdras is specially afraid of curses, so he is quick to grab or buy an amulet or talism whenever he can.


Dotting this, will see if I can think up an interesting character later.


Dot


Scott, I don't remember seeing any posts indicating if you are using background skills or not. So if I may ask, are you using background skills? Oh, and dot...


this is Robert Henry's applicant: Seljak, he will remove the background skills if we are not using them.

creation process:

When I first came up with the idea of Seljak it was applying for PBP AP of Carrion crown. He was accepted to the game and it ended before we left the professors house. well by then his daughters house

For that game we had to roll the characters stats. I rolled two high, one average and three very low scores, so low that it would almost handicap a "Heroic character" but in the horror theme I decided to create an "Igor" type character. Seljak is the result.

Since the ending of that game he has sat on a shelf, and I really would like to play him. The GM of that game created a list of ideas similar to yours so I left him as is for now, if you would like to see something different please let me know. Also I know that you commented earlier about a Dhampir. So if his fathers story is an issue I can change it. His father being a sorcerer with the undead bloodline is the cause of that being his bloodline.


Background:

Seljak Kopile was born to Goruza Drolja a high end call girl from Caliphas Widow's Boudoir who specialized in giving and taking pain. His Father was one of her regular customers. Yngvar Varangian from Ulcazar, a Sorcerer of the Undead Bloodline, who is a professor at the prestigious university Quarterfaux Archives. Goruza hid the pregnancy from her customers and her madam allowed her to keep the baby Seljak until certain events.

After certain events his mother dropped him off at the kitchen door of the university with a note attached that said “From this place I came, too this place I have been returned.’ The staff that found him assumed he was the bastard child of one of the students who had a tryst with half-orcs on staff. The university was known as being both elitist and liberal. While the professors and students considered themselves better than the locals, especially the half-orcs; they felt it there civic duty to help them “better themselves” by providing jobs, such as cooking, cleaning and general maintenance.

The first time Yngvar Varangian, who publically despises all half-orcs, saw young Seljak rummaging through the trash looking for food, he snatched the waif (unbeknownst to either of them, father and son) by his collar and, walking through the courtyard, threw the boy into the “serenity Pool.” A fountain that decorated the courtyard. Fortunately one of the cooks saw him thrashing about in the water and after the professor had left rescued the boy.

Morgrym Domar the head Janitor found Seljak soon after that and brought the young half-orc under his wing. He let Seljak clean, take trash to the dump and work as a beast of burden for room and board (sleeping on the floor in the attic) food (anything left over from the previous day before it was thrown away) and second pick of any of the “trash” that the rich students left at the end of the school year. Of course Morgrym got first pick. Morgrym, a dwarf, promised the young half-orc that when he retired Seljak could have his job. Not that he had that authority knowing that the Half-orc had no idea how long Dwarves lived. Seljak did whatever Morgym told him too and Morgym, for his part, saw that Seljak was fed, clothed and slept under a roof.

Morgrym, when Seljak wasn’t busy doing his other responsibilities, would rent the young half-orc out to students or professors. This is how Seljak met Professor Lorrimor, the year that the professor was at Quarterfaux Archives. Anytime the professor needed any simple work done he would employee Seljak. Knowing that all of the money went to Morgrym, Professor Lorrimor also gave Seljak money; he called it a ‘tip’. Through earning ‘tips’ Seljak was able to earn enough to purchase the only new item he owns. His new coat. All of his other possessions came from the trash; the items the students or professors had left on campus at the end of the school year. It was after Seljak had purchased his new coat that he was helping the professor set up a very large piece of equipment that Seljak didn’t really understand, but the professor told him ”Put this do-jiggy hear, or put that whats-it there” and Seljak would. When the professor had his back turned to a thing-a-ma-bob, it started to fall and Seljak pulled him out of the way. The professor told him his gratitude was “effusive”, and he promised that he would never forget.

At the end of the school year last year, Seljak found his other pride and joy. One of the students had left a beautiful gem crusted Alchemical Silver Gladius. Morgym was so pleased with Seljak’s find that when the half-orc asked to keep the sword Morgym agreed. Using a dagger he pried all of the gems from the blade and scabbard, keeping them to sell, and giving the defaced blade back to Seljak. He was overjoyed. Seljak wears it every day, tucked in the belt of his fancy over coat. It was the most expensive coat he could find in the area of town that Seljak traveled; they called it an ‘armored coat.’ He liked the sound of that. His other possessions are: a pair of fine green dress pants that are only slightly short, a sky blue puffy sleeved shirt with only one sleeve torn, a vest with a hole in the left shoulder blade that because of the maroon color the blood stain did not show, a pair of heavy work boots, his hand made walking stick called a shillelagh (so he can look like a gentleman) and a ruck sack that Morgym calls a “bug out bag.”

Seljak is very lonely, while he looks up to Morgym as a father figure and dearly misses his mother he wants to belong to someone or someone’s. He willing helps those whom Morgum instruct him too. He will help the cooks or maids when asked. Many assume he helps for promise of payment when he actually helps just to associate with others and to belong.

He is listed as neutral, not because he is looking for balance or because he understands the need to behave in different ways at different times. He is listed as neutral because he is a blank canvas, willing to take on the values, goals and standards of those who are willing to associate with him; whatever their motivation.

In game goals:

A. he likes to earn money, he wants to own other new stuff, like his coat. If asked about his goals or aspirations his answer would be to be a great man like Professor Lorrimor who is able to give tips. Then he would list all the stuff he would want to buy before he would give tips. Items like new boots, a hat, a riding crop, he always heard students threaten to use a riding crop when dealing with him; so all gentlemen must have one. To be able to buy what he needs and give money to those he likes.

B. He wants to belong. To be a part of a family, possibly to find his mother. Possibly to find love, obviously to be part of a group of well-to-do travelers who watch out for each other and value each other’s company and skills. Unashamed plug!

Secrets:

The secret he keeps to himself. His mother is a half-orc. Everyone has assumed that his mother was a human student who couldn’t take him home to her family.

The secret kept from him. Professor Yngvar Varangian, the man who tried to kill him and caused his fear of water is his father.

another secret that's not a secret. He is a monster, he turns into a zombie when he is mad.

important people:

His Mother: Goruza Drolja a high end call girl from Caliphas Widow's Boudoir. He remembers her face, her singing to him orc lullabies and her soft silky cloths and black leather cloths, all of them showing her beautiful orcish skin.

His father and enemy: Yngvar Varangian from Ulcazar a Sorcerer of the Undead Bloodline, who is a professor at the prestigious university Quarterfaux Archives. Those that know Yngvar mistakenly believe he is a Dhampir, which he, being a sorcerer of the undead bloodline does not confirm or deny.

His employer, handler, trainer and Mentor: the dwarf Morgrym Domar the head Janitor at Quarterfaux Archives.

key memories:

Seljak’s first memory is the reason his mother had to send him away. He was bad, he was a monster. It was a normal night at the brothel. His mother was downstairs entertaining customers and he was playing in the attic with the other children. One of the other boys, Seljak doesn’t remember his name, only his face; and that he had Seljak’s only possession a yellow baby blanket. He wouldn’t give Seljak the blanket he was teasing and teasing. Seljak got mad and turned into a monster. Seljak screamed at the boy ”Give me my blanket!” and all the children in the attic started to scream as Seljak grabbed the blanket from the other little boy. All the kids kept screaming. When one of the ‘ladies’ unlocked the door at the top of the stairs the kids all ran screaming out of the attic. The woman screamed and called Seljak a “Zombie”. When mother and the ‘mistress’ came to see why children were running around in the brothel; Seljak, having torn up his blanket in a rage, was sitting on the floor, very tired. The Mistress glared at mother and said ”You get rid of him or I will!” Seljak was frightened; he didn’t mean to be a ‘monster,’he didn’t mean to be a ‘zombie’, he didn’t mean to tear up his blanket.

Seljak’s second memory was the following morning, when his mother took him to the Quarterfaux Archives: sleeping in her room (always a special treat) that night, her singing to him while he looked at and touched all her nice clothes as she put on her ‘outdoor cloths’, her pinning a note to his shirt while carrying him all the way to the big building: it was the furthest he had ever been from the ‘Widow’s Boudoir.’ When she set him down near the trashcans at the back door near the kitchen, she kissed him and told him ”I can’t keep you at the house anymore, There are Half-Orcs here that will help you. There are nice people here; they will feed you and keep you warm. I love you and want you to live. You will be safe here. Sit down right there until someone comes to help you.”

His third memory was the same day. A man: tall and pale, well dressed and carrying a cane, walked up to Seljak, glaring at him, Questioning. ”What? More verminous scum? We know the cause of the infestation! When are we going to solve it?” The pale man grabbed Seljak by his collar and dragging the little boy across the courtyard threw him in a fountain, strangely called the ‘serenity pool.’ Seljak, flailed about, sputtering and spitting, sucking in the nasty cold water. Just as he felt consciousness leaving him, a gentle feminine hand grasped hold of his collar and pulled him out. As he lay there, shivering cold and wet, he looked up at the young cooks assistant that had saved him nodding as she said; ”You need to stay away from that one, he doesn’t like our kind.”

Seljaks favorite memories were when he got to work with Professor Lorrimor, in the not so distant past. It started with the Professor talking to him kindly and not hitting him with a walking stick or riding crop or whip or punching him or kicking him. Then the Professor even gave him money called a ‘tip’ not just a little but enough to by a coat. Then some equipment fell and the professor didn’t blame Seljak. It was a good memory and Seljak liked professor Lorrimor. He was Seljaks favorite person after his mother.

fears or paranoias:

Seljak has several fears, the most obvious is of water. He never got overbeing thrown into the ‘serenity pool’ His fear of water is inclusive; he doesn’t drink it or wash in it (himself or his clothing), he will not willingly enter into it and he will not cross a bridge going over water until he see’s something that he believes is heavier than himself cross over it first. He will literally stand by the bridge he crossed yesterday until he sees something heavier, like a wagon or a horse, cross the same bridge today.

He is afraid of Yngvar Varangian from Ulcazar, a Sorcerer of the Undead Bloodline, who is a professor at the prestigious university ‘Quarterfaux Archives.’ The man, who unbeknownst to both of them, is his father.

He is afraid people will learn he is a monster.


If you would like to see how I role-played Seljak it can be found here


Pathfinder Lost Omens Subscriber

Alright, I tried to build Ivan's character sheet. If there's one thing it made me realize, it's that storyteller is a pretty bad archetype.

Here it is, in Mythweavers, if that's okay.

Included are description, behaviour, traits, flaws, goal and a brief description of his six former allies.

Please tell me if there's anything that needs to be added. Thank you!

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