
| GM Laschoni | 
 
	
 
                
                
              
            
            I'd have a hard time being 100% immersed with the phrase "I need material components for me spells" unless you are perhaps a wizard.
Druids sometimes need a focus like a pinch of dirt for casting longstrider but if you are in a shop that understands magic, they may not understand your brand but can relate the principle. Like needing lots of granite and diamond dust to cast Stoneskin.

| GM Laschoni | 
 
	
 
                
                
              
            
            I will try (and not always succeed) to write without Idiom or references to current objects.
I stopped myself from using High as a Kite in reference to Flayleaf in a bit earlier. The seperation also helps me get in character.

| Michael Donaldson | 
 
	
 
                
                
              
            
            I've been doing chat RP for a long time; it was what got me introduced to tabletop RP, and me+marz used to know a guy who would run AIM games all the time.
Once you get used to it, it actually lets your brain calm down and think about what you want to do and you tend to find yourself in a much more story-oriented environment where the characters can be illustrated easier for who they are, rather than forcing them to be constrained to what you can think of on the fly.

| GM Laschoni | 
 
	
 
                
                
              
            
            Things will be especially fast to start, though I do hope to keep a steady and interesting pace for the duration.
Just keep in mind, I'm not limiting you on what you do here. I always have the power to corral 5 individuals and direct them where they need to go. I also have the power to be any number of NPCs you may come across in a village.
So what I am saying is, there are very few boundaries.

|  RollSeventeen | 
 
	
 
                
                
              
            
            Sarlene was born 24 long years ago, the daughter of unwelcome and vanquished love. Her mother, Valenyat Eslinter, a winter-witch and minor dignitary in the service of the Elvanna, was sent on a quest across the Winterwall Glacier to return a small artifact believed lost in the Winter War eons before. Her perilous journey was actually intended to lead to her death, a plan put in motion by a rival family to diminish the Eslinter family and insure their isolation at the fringes of the Jadwiga aristocracy. Valenyat spent weeks wandering the wild northern lands of the Crown of the World before collapsing from exhaustion and cold, disheartened by her failure to secure the lost artifact. She awoke in an icy cavern, hovered over by what could only be a Snowcaster Elf. Though she immediately suspected villainous intent, the elf’s eyes were kind, and his hands were not on his blade, but rather tending to her wounds. The elf introduced himself as Silvandrean, a young Twilight Speaker in training, soon to be an envoy of those that followed Kurodimier. What started as kindness turned to love over the month it took Valenyat to heal. The heat of their love could not melt the icy malice of Kurodimier. He found his loyal servant in bed with Before Silvandrean could raise his voice in protest, Kurodimier placed two arrows in his brow. Enraged, Valenyat found the strength to freeze Kurodimier within the walls of the cavern, but could do nothing to save her lover. Valenyat made her way home, trekking for days in the freezing wastes of the North. She resigned from her post, unmoved by the failure of her quest and burdened with a heavy heart. When she returned, it took only a few weeks before the signs of pregnancy were apparent. She gave birth to a healthy half-elf daughter, and named her Sarlene. Valenyat fell ill days after the pregnancy, and passed away, leaving a daughter that none in her family could take on, lest they sacrifice their social standing and the little repute their family had left.
Valenyat’s sister-in-law, the wife of her brother, attempted to hide the child from the other aristocratic families, and paid an Ulfen family in Kalsgard to take in Sarlene. They took the money, and left her on the streets, where Seldana found her. Seldern Ildsson, an Ulfen merchant that traded books and scrolls, was near 80 when he took in Sarlene. There she lived a happy life, entranced by the legends and tomes she read in Seldern’s storeroom.
Sarlene made her first commune with witchcraft after reading tales of Baba Yaga in the storeroom at the age of 16. In a dream, she gave herself to the service of the Winter patron, and awoke to find a puffin standing on her chest, looking her in the eye. Through this bird, aptly named Stephen by Seldern, Sarlene learned the skills her mother once possessed, though this lineage was unknown to her. The two were especially fond of swimming in the irrationally cold Steaming Sea, and made a fair amount of gold retrieving things dropped at the pier. Sarlene developed an affinity for the winter sea, as well as an aptitude for dealing with its harsh characteristics.
On Sarlene’s 20th birthday, Seldern passed away, but his store had not been particularly successful, and massive debts meant that Sarlene had to sell his store and all their belongings in order to cover expenses and the cost of the funeral. Without a coin to her name, she signed up for a whaling crew at the piers she played on as a child. Captain Actrem Ahabsson led Sarlene and a crew of fifty across the northern seas in pursuit of their massive prey. Though she started merely working the riggings and helping in the galley, her magic and fondness for the cold sea earned her a place on one of the pursuit crews, harpoon in hand, Stephen at her side.
Their whaling days ended six months ago when their ship came across a great white whale during a storm, and half the crew perished in pursuit. They entered the Inner Sea looking for new crew members, only to be harassed by pirates. The captain, exhausted from failure and the threat of constant assault, made a bad call while drunk and crashed their ship upon a shoal off the coast of Taldor near the mouth of the Jalrune river. Sarlene survived, and swam to shore. Hot, uncomfortable, and stuck on land, Sarlene makes her way to Heldren, the first town along the first road she can find. She's exhausted, alone, and unsure where to go next. Join some pirates? Start her own whaling outfit? Time for something new? Maybe land isn't so bad after all...
Six feet tall.
Beautiful, if it weren’t for her unsettling eyes and pale features. 
Nearly translucent skin.
Blank white eyes.
Thick white hair, matted and bunched beneath a wool cap. 
Thick leather and fur pants, slick with oil from working aboard a whaling ship.
A grungy, salty, short tunic that doesn’t quite reach her waist. 
Her coat, gloves, cleats, and winter accessories are stashed in her backpack, slung over one shoulder.
Tomboy attitude, with a deep moral code based on stories and lore rather than any particular religion or dogma. Curses like a sailor, but only after she’s pushed over the edge in some way.
Scandinavian accent.

|  RollSeventeen | 
 
	
 
                
                
              
            
            
|  RollSeventeen | 
 
	
 
                
                
              
            
            ** spoiler omitted **

| GM Laschoni | 

|  RollSeventeen | 
 
	
 
                
                
              
            
            Ah, Mordin. Sea shells, those Sea shells.
Picture I took of Mordin Solus
I totally see it.
perfect

|  Jezzera The Wolf, of Clan Frost | 
 
	
 
                
                
              
            
            
| GM Laschoni | 
 
	
 
                
                
              
            
            Marz, Max, Shane
Dan and I have gone in and fixed all of your skills. In most cases it was simply adding your Class Skill bonus. But it was all positive. The updated skills can be viewed on The Character Overview sheet in the player folder.

| GM Laschoni | 
 
	
 
                
                
              
            
            So combat will probably be something we handle differently as we evolve.
For now I want you to submit the actions of your round in a spoiler
I will then compile your actions and descriptions along with my actions into a post which will read as an action scene.

| Michael Donaldson | 
| 2 people marked this as a favorite. | 
 
	
 
                
                
              
            
            Michael Donaldson wrote:Rogue? Who needs a rogue when we roll three and a half casters deep!He said as he stepped on the fire trap tripwire in front of the secret door they had all missed. As the fires consumed his robes he thought to himself, "Gee evasion sure would be nice."
Dat Master Chymist evasion

|  Jezzera The Wolf, of Clan Frost | 
 
	
 
                
                
              
            
            Also, dat trapper archetype. Trapfinding and evasion. Our party is so accidentally well rounded.
I was noticing this earlier. I thought at first (gee whiz we sure are magic-heavy" and then I looked at everyone's actual abilities and cackled a bit

| KnivTheTurtle | 
 
	
 
                
                
              
            
            Krognar the Red... what an absolute beast. Most people just died when he daggered them, so if they survived he got very confused, and would usually come to the conclusion that they must be dagger theives. (He had a 4 int, thank you very much.)
 
	
 
     
     
     
	
  
	
  
	
 