The Rising Phoenix |
I am currently GM'ing Rise of the Runelords for a group of six. My group and I have been playing for about four months now and we're about 60% way through Chapter One: Burnt Offerings. I absolutely love this story and setting and I believe since I am currently intimately familiar with the details I can host a second group without much difficulty. So I am starting recruitment for a second group of 4-5 players for Rise of the Runelords!
I will accept applications until the end of the month (Friday, January 31st)
I love Role-playing games! I've been playing Pathfinder for about a year now, before that I played and ST'd a lot of White Wolf's World of Darkness. This will be my third PF game that I have GM'd. I am not a "rules lawyer" and typically adapt as needed if it furthers the story. I enjoy role-playing over roll-playing and I encourage others to do the same. We should use the dice to add the elements of chance, not to dictate how we play. Lastly, I don't pretend to know all of the "rules" and I'm open-minded and flexible, I'm here to have fun with everyone else!
Before we get into the details, I would like to note upfront that I am going to be running this Play By Post on my own forums that I host and maintain. Why there instead of Paizo's forums? My presentation of the world is limited to words since I can't set the mood with music, props, lighting or other means. I have greater control and flexibility to do colors, graphics, styles, etc that all help me to build a more detailed world to immerse my players in. In addition, I've also added a mobile application to use the forums (TapaTalk) so we can have easier access while on mobile devices and tablets (which is very convenient for checking in while on the move!)
I'd like to see at minimum one post a day, preferably more. On my other game that I run I've encouraged them to post as much as three times a day (morning/lunch/evening), but what I'd like to see is everyone adapt to the flow of game-play so that there are not long breaks or gaps between posts.
However, if it comes down to posting one-liners or taking your time to compose a well-thought out and descriptive response, I will definitely choose the latter. As the GM it's my job to help YOU live the story, that means your contributions help enrich the play for everyone! My commitment as your GM is to match the pace the players put forward.
All characters are assumed to have lived in Sandpoint. Whether you have left and are returning for the Swallowtail festival, or you never left and have always been here - the choice is yours. I want your characters to have lived in Sandpoint and feel like they are a part of the town. I highly encourage those of you who are not familiar with the town to read the RotRL:AE Players Guide for helpful information on character development.
I've put together a list of question that I'd like you to answer that will assist me in character selection. Chance are you will be selected based on the questionnaire instead of your crunch.
- A physical description
- Describe your personality
- Describe your background
- What motivates you?
- What is your greatest fear?
- What is your greatest wish?
- What is the moral line you would never cross?
- Spend time telling me about your character’s backstory (Why do you have those skills, languages and why are you that class?) Include two backstory plot hooks. I like to work in things from character backgrounds, so give me some material to work with.
And last but not least ...
-Level: Characters are level 1.
-Wealth: Average starting gold for your class from Pathfinder RPG Core rules.
-Gear: Whatever normal items you can buy with your starting gold from a small town. Everyone is allowed a free adventurers pack from their class area.
-Classes: Any Paizo class with the exception of Gunslinger, we don't have firearms yet.
-Races: Standard races are preferred.
-Abilities: 20 point buy with no stat above 18 or below 9 before racial adjustment.
-Traits: 2 or 3 traits. One trait must be a campaign trait from RotRL list below. A third trait may be added if you adopt a drawback.
-Feats: If your character was raised in Varisia, you may have one free feat from the players guide. These are: Big Game Hunter, City Born, Country Born,Lone Wolf, Totem Spirit, Varisian Tattoo
-Supporting Material: All Paizo products will be allowed (No third party products.)
-Archetypes: OK pending approval.
Alignment: No evil alignments, I'm looking for HEROES here!
-Hero Points: We WILL be using Hero Points! (I have some House Rules around how they can be used available later).
Eager Performer: Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming influence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.
Family Ties: While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.
Friends and Enemies: One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accoutrements as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables.
Giant Slayer: Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
Goblin Watcher: You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.
Hagfish Hopeful: Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison.
Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.
Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw—regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Student of Faith: While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
-Critical Hit/Miss: I play with the critical hit/miss decks. When you crit you roll a d52 for effect for each multiplier above 2 that your weapon does. More specific details on this later.
Confirmation of Criticals: when you rol a natural 20, no confirmation is needed. when you roll a natural 1, confirmation of the fumble is needed.
I look forward to your applications! Good luck!
Hero Points: I do use Hero Points and have added some additional pieces to them to increase their scope.
Init: When combat ensues, I will roll everyones initiative.
Saves: There may be times that I will rolls saves for you if knowing the result of the save would possibly impact your decision IC.
I look forward to your applications! Good luck!
Starn Worran |
Starn Warran NG Human Ranger
(Giant Slayer trait)
After reading up - I think taking Two-Handed Weapon Combat Style and Skirmisher would be the way to go.. but could go oldschool Two-Weapon with spells too heh.
(Bondanalloy's submission)
Questionnaire:
-A physical description
I'm Average height for a man, not overly outstanding in appearance but stocky and barrel-chested. I have long brown hair which is kept tied back and a deep booming voice.
- Describe your personality
Loyal and honest to a fault, I am also perhaps a bit too eager to make new friends. This is especially true of travellers and adventurous-types. Love to relax and have fun whenever I can, which can be bad for me - a slightly addictive personality and weakness for the fairer sex.
- Describe your background
Taking the giant slayer trait, my family used to live in a remote logging settlement which was raided. After our home was dashed and my parents murdered by giants, I signed up as a caravan guard. I learned anything I could about giants from various sources - mercenaries, books, tale-tellers, anyone who could teach.
- What motivates you?
I wish to ensure that the tragedies of my past never occur again, but overall I want to build a peaceful life for myself and maybe start a family. I love a good time with family and friends, and see killing monsters or fighting bandits as necessary to achieve those times of freedom and fun.
- What is your greatest fear?
Greatest fear is to lose someone close to me. That pain is still etched into me.
- What is your greatest wish?
To have fun and feel safe, and that those around me should be able to do the same.
- What is the moral line you would never cross?
Would never betray a friend.
- Spend time telling me about your character’s backstory
Had a normal childhood and adolescence, lived with my mother and sister near the lumber settlements my father traveled with. Our camps were wiped out by marauding hill giants, and my family was killed. The girl I thought I'd marry one day was carried off by a big fat giant wearing cowskins after he swatted me aside. I was was a boy of only fifteen summers and as I layed there broken, looking up at the sky I thought I was going to die.
I was found by a band of worshippers of Desna on some kind of pilgrimage. They nursed me back to health over a few weeks but by the time I was able to go back to the site of the massacre, I could find no way to track the giants.
Since then I spent my time traveling with merchants as a groom at first, but learning anything I could about weaponry and giants. The caravan guards taught me combat, and I learned a lot of woodcraft and what to do if I were to be stranded off the road.
Every chance I got I learned about giants - books, tales, combat techniques- All so that I could make sure to someday take some sort of revenge on any of their vile kind and protect any future family I could have for myself.
I came to Sandpoint recently, as I heard stories of giant activity nearby becoming more worrying. I decided to stay as people generally didn't believe me, thinking I could eventually convince them of the threat.
As time went on and ridicule increased, I just decided to spend the remaining money I had on drinking and chasing women. As an unfortunate result I have spent all of my money and am penniless. A run-in with some local girl also bruised my pride during a terrible public spectacle involving me being thrown naked out a second-storey window into a pile of garbage as it was being carted away.
In the coming weeks I've taken to spending most days drunk and disorderly, and have all but worn out my welcome in town.
Balazar Orgrin |
Balazar Orgin, LG tiefling paladin (pitborn, warrior of the holy light) 1 (player: Voyd211, yeah I changed my mind)
What's your physical description? You should know that from looking at me, shouldn't you? But I'll humor you. I'm a big man, people have joked that I wrestle with wolves. I have thin, ribbed horns that curl down past my chin. I've been told that I have scary yellow eyes, but they stop saying that after a while. I also have seven fingers on my left hand. My skin's a sort of dull green. Don't say that I eat too many vegetables, I've heard that one a million times.
Personality? I like it when things go well for everyone. I'm aware that people are prejudiced against my kind, but I usually turn whatever they have to say into a joke. I am big, loud, and boisterous, and I love a good drink. (I portray personalities better as I play the character)
Background? I was born about the same time as this aasimar girl who lived here... her name was Nualia, right? People liked her, they didn't like me, and I shrugged everything off. I didn't care what people said about me, I just kept on living. Eventually, people caught on that I hauled wood and rocks around for people, and didn't charge anything. They treated me a little bit better afterward. One day, I found some holy texts around, speaking of an angel named Ragathiel. He sounded like someone I could agree with– I'm not too fond of being fiend-spawn either! I left Sandpoint one day to find someone who could teach me more of the angel. I came back home last month, and, well, obviously I'm a paladin of Ragathiel now. Everyone seems a bit different, though... was Sandpoint always this somber?
What motivates you? If Ragathiel could throw off his heritage, then so can I. I live to help others, and rise above my bloodline.
What is your greatest fear? That Ragathiel will look on me as a failure when my time comes.
What is your greatest wish? This will probably sound stupid, but... I want to become an aasimar, and become more like Ragathiel.
What is the moral line you will never cross? I will never commit murder, nor will I ever harm a child.
I'll work on his stats now.
mechaPoet RPG Superstar Season 9 Top 32 |
mechaPoet RPG Superstar Season 9 Top 32 |
The Rising Phoenix |
I may need to shorten the submission window down to a week, I didn't expect such a response with another Runelords game open.
mechaPoet: I think one of the only viable ways to do monk/barb is via Martial Artist if I'm reading it correctly. Looks fine to me!
Bondanalloy/Voyd211: Thanks I will check out your submissions!
Gyrfalcon: I've skimmed the playtest material but haven't read through any class indepth. I'm willing to accept playtest classes under the consideration we may need to change the class based upon the final changes to the document when it's released.
Tanya Barnett |
Here is my character, Tanya Swiftwind, Sky Druid. She is a Sylph and 1/2 Varistian Shoanti. A Sylph should be OK to play as they are an underpowered race (only 6 RP compared to a human 8). Answers to the questions are below.
What's your physical description?
Tanya Swiftwind is a woman of unusual appearance. Her skin is fair and her hair is a silvery grey colour and her eyes are a mid-grey colour. She stands at a fairly tall 6"0 but has a fairly slender build. One of her most striking features is a number of faint blue markings on her body that seem to swirl and change across her skin depending on her mood She moves with inhuman agility in her step and seems to carry herself with a supreme degree of balance. Despite these unusual traits her features show signs of a Varistian heritage.
Personality
Tanya Swiftwind has a natural affinity for the wild and enjoys the presence of birds and walking in areas of the open sky. She is friendly enough in conversation although can be rather aloof at times having been an oddity among her tribe her entire life and not fully accepted due to her half-elemental heritage. Still as she often travels vast distances exploring the natural world and protecting it from threats, she knows the importance of making contacts and connections with those she meets. For those she calls friends, she will do what she can to aid them. For her enemies she will fight with the fury of nature's wrath but show mercy when it is due.
Background: Tanya was born a child of a traveling group of Varistian Shoanti (Tamiir-Quah) due to unusual circumstances. Her mother Rosetta, a young druid of the tribe was sent on an errand to find a rare flower that was an important reagent for a spell. While travelling through the forest she met a handsome traveller with an alluring aspect to him and she was seduced into a tryst. Little did she know, the man was a Djinn in disguise on his own errand in the prime material plane. The next day the two parted ways and little more was thought of it, until Rosetta learned she was pregnant from the ordeal, unusual since she had taken special herbs beforehand to prevent such an occurrence.
This of course was not overly uncommon as the Shoanti have many trysts while on the road. Until the child was born and immediately it was seen she was unusual. Through divination magic it was discovered she was indeed half-djinn. While she was accepted in the tribe her position was a peculiar one. Some revered her for being close to the sacred wind, while others reviled her as she was not fully Shoanti. As she grew up Tanya found that she had more in common with the wilderness than with her fellows, often spending days at a time sleeping under the open sky and talking to birds. She also had a natural aptitude for Druidic magic as well due to her elemental connection. She however would outlive many of the Shoanti, aging one year for every four that passed. After the death of her mother from natural causes she saw little reason to stay with the Shoanti and left her tribe to find her own way in the world. Tanya in her wanderings has now ended up in Sandpoint to attend a festival she had heard about. Curious she prepares to attend.
What motivates you
Tanya is motivated to experience the natural world and uphold her oaths as a druid. To see the world and what it has to offer as well as protect nature from being despoiled by threats of evil.
What is your greatest fear
Tanya's greatest fear is that one day she will face something beyond her power to fight. While nature is strong, there are evils in the world that are far beyond herself to fight alone. Only through accepting the help of others will she prevail.
What is your greatest wish?
Tanya is not wanting for much but if she had a wish she would like to ascend to become a full elemental and become one with nature forever rather than die a mortal death.
What is the moral line you will never cross?
Tanya is a lover of birds and will never directly cause harm to one. She would only cause harm to a bird if it were a creature of evil or if she is defending her own life from an attacking bird.
Scarletrose |
I am interested. I'll adapt my Society character ASAP.
Meanwhile..
Lucia H. Harpell
CN Arcane Bloodline Sorceress
- A physical description
A young Brunette Chelaxian girl, with green eyes and pale complexion. She is usually dressed in a set of white robes with white long boots and gloves that have been remodeled (her parents would rather say vandalized) from a Formal dress of the prophets of Kalistrade to better suit her tastes. That means way less modest and way more revealing (But not enough to be considered scandalous outside Druma)
- Describe your personality
Lucia is rebel and carefree. she lived most of her life under her parents strict rules and now she resent most for of rules. That causes sometimes some minor brushes with the law but to this day, except for the robbery of her own family vault in Druma she never committed any major crime.
- Describe your background
Lucia was born in a fairly rich and influential family in the city of Kerse. Her whole family is composed by prophets of Kalistrade and practitioners of magic. she is the fourth of six siblings. Lucia was always the black sheep of the family, often punished by their parents for her lack of discipline, but at the same time she was one of the biggest assets as she discovered her innate magical talents at the age of 6. She was pretty close to her next older sister and next younger brother as she felt they were the most funny and similar to them.
She was horrified to see how the teaching of their parents slowly turned the whole family in their own strict and serious image.
Lucia was inducted into a wizardry school as her father believed that her innate magic could be of service only if codified, studied and practiced through rational and traditional routines from a wizardry school. Of course, despite Lucia talent for magic she was an awful student, Lucia was involved in a public scandal for trying to escape Druma with a young lowborn merchant apprentice.
Lucia was caught and grounded by their parents and ultimately, they decided to pull her out of magic scholarship and put her in a menial accounting job and supervision of the family vault, a job usually reserved for servants. Using the knowledge gathered by working at the vault, and the fact that the vault was magically locked to everyone but the blood of the family, she managed to rob her own parents and get away from Druma with all the riches she could carry with her, probably worth a couple of millions gold pieces.
She lived large, even for her family standards for the next 3 years, exploring the world and literally wanting for nothing. One of her last stops was Magnimar where she lived in the marble district for a while.
With her stolen riches quickly running thin she began considering becoming an adventurer. she meet a lot of them during her journey (she paid a lot of them for company and protection) and she loved the freedom of their line of work. She settled in Sandpoint and lived there for the last year slowly adapting her lifestyle to her meager income as an entertainer.
- What motivates you?
Freedom. Lucia is her own mistress. The world is her Oyster and she wishes to make the most of it. To her adventuring is not abouth the riches. She experienced riches, she likes riches but she could live without them. Adventuring is about making every day of her life exciting.
- What is your greatest fear?
Turning like her parents. Greedy, obsessed, joyless, controlling.
- What is your greatest wish?
Find a purpose. Since she became free she felt her magical powers growing. She would like to explore her potential and find out what could she make with them and with her life, she does not have an answer yet.
- What is the moral line you would never cross?
She never experienced deep moral choices. Even if she means well Lucia never really stopped considering the effects of her actions. She know she won't harm the innocents, but she rarely stops and consider if she ever actually did that unwillingly
- Spend time telling me about your character’s backstory (Why do you have those skills, languages and why are you that class?) Include two backstory plot hooks. I like to work in things from character backgrounds, so give me some material to work with.
Lucia is a runaway girl now turned 22. She descend from a long line of mages and some of the family magic seems to run in her blood.
She has a pretty magnetic personality, mainly due to her sheer enthusiasm and carefree attitude (high cha) but she is kinda vain and sometimes reckless, she rarely stops to consider her life choices (low wis).
One major possible hook is of course her family. She robbed them for a consistent amount of money. Not nearly enough to destroy their economical power but sure enough to cause a set back their ambition and to publicly humiliate them. While most of the family resents her for her action her father, Lazarus Harpell, is certainly irate enough to act upon his anger and use a substantial ammount of his remaining wealth and influence to track down Lucia. The extent of his wrath and the action that may trigger is up to you. I imagine most of the Harpell family to be LN but Lazarus may be (or became as a reaction to the humiliation) LE if it suits you.
Another hook may come from the years of wild spending with adventurers.
Her riches sure didn't get unnoticed and Lucia was never big into making a scrupulous selection of her employees.
As a result she certainly let many unsavory character know that she is immensely rich or at least from a very rich family making her a primary target for kidnapping by at least one party of evil aligned adventurers.
Of course they do not know her money run out and they certainly do not believe that she is very distant and not in good enough standing with her father to contact and convince him to pay her ransom.
Chances are, whoever targets her would expect several hundred thousands of gold pieces as a ransom, a fortune impossible to obtain for her.
The Rising Phoenix |
Voyd211 - So far so good, looking for your backstory plothooks. Ragathiel could be a plothook, though I think it uncommon/unlikely for low level characters to have direct interaction with Empyreal Lords. But I'll let you surprise me and see if you can come up with something interesting.
Everyone else - keep them coming in!
Kel Tevington |
smashthedean here with a Human Barbarian to add to the mix. Stats are in my profile and here is all of the info from the questionaire and also here are a couple of the past games I've played in for some background on my playstyle:
DM Barcas' Kingmaker (as Zander)
DM Barcas' Carrion Crown (as Duron)
Those that know Kel well know that he isn't quite as sure of himself as he likes others to believe. He would never admit to as much, but Kel wears his rough, tough, and overly confident personality like he wears his heavy scale armor, always equipped and always ready for battle.
When Kel was twelve years old, a great storm hit Kintargo and, under the cover of the tempest, he snuck away into the night intent on leaving his home behind forever. Despite his best efforts to go unnoticed, Kel was followed and stopped by his twin brother on his way out of town and Taris convinced him to return home. The boys made their way through the wind and rain back home, but their disappearance had been noticed and their father punished them harshly on their return. The next day as the storm continued to crash against the shutters, Taris fell ill with pneumonia. With the storm still raging, no healers or clerics could be found willing to brave the weather and Taris' condition quickly deteriorated until the disease overtook him.
Kel fell into a deep depression; he blamed himself for Taris' death and cast aside his dreams of leaving Kintargo. He spent the next four years working in his father's storefront, selling weapons and armor to soldiers, adventurers, and all manner of travelers from far-off ports. After some time, he began to find joy again in the stories of the men and women he sold to in the shop; stories of great battles and horrifying creatures sparked his imagination and he began to dream once more of a life outside the city, a chance to make stories of his own.
One day in Kel's fifteenth year, he encountered a grizzled Shoanti warrior by the name of Madruk. Madruk had commissioned a massive warhammer from Kel's father, but found himself unable to pay when the work was complete. Madruk frequented the shop, always trying to talk Kel into giving him the hammer for a lesser price than had been agreed on, but though Kel always took the offers to his father, they were always refused and the hammer remained in the smithy's storeroom. Though Kel knew each time Madruk entered the shop that he wouldn't make a sale, he couldn't help but admire the man's persistence, nor could he help but be drawn in by the hulking Shoanti's stories of his far-off homeland of Varisia and the strange and wondrous creatures that roamed the Varisian wilderness. In time, Kel and Madruk became friends and on Kel's sixteenth name day, Madruk made Kel one final offer: If he gave Madruk the warhammer he had commissioned, he would take Kel away from Kintargo to the wild lands of Varisia and teach him to be a warrior like himself.
Kel agreed. That very night as his family slept, Kel took the hammer from his father's storeroom and with it, took a huge greatsword and suit of armor for himself. His father could always make more weapons, but if he was to survive out in the wilderness he would need to be armed. Madruk met Kel at the harbor and the two set sail on a ship bound for Riddleport. From Riddleport, they travelled accross country to the Storval Plateua and Madruk's home village. For over two years, Kel trained his body and learned to channel his emotions into a killer rage when confronted with battle. He traveled with Madruk accross Varisia as the older warrior showed him the way of wilds.
One night in the frozen chill of winter, the duo found themselves in the waterside town of Sandpoint. They had been travelling south along the western edge of Ember Lake, tracking rumors of a giant salamander living in the depths, when a messenger found them in Galduria and told Madruk that an old associate of his was waiting for him in Sandpoint with urgent news. Shortly after arriving in town and booking rooms at the Rusty Dragon, Madruk disappeared into the night and left Kel in the common room with instructions to wait for him until he got back.
Kel has been waiting for nearly 9 months. He fills his days hunting in the Tickwood and his nights trading stories with locals and travelers alike. Madruk has disappeared for weeks before, even two months once, but never a stretch of time like this. As summer draws to a close and another winter looms, Kel is growing anxious.
Onas Boswell |
Rooboy here. I think I've answered everything you were looking for, ut let me know if some of it needs to be clearer.
Onas was the third child of Maarah and Uriah Boswell, a pair of musicians in the Amusement. He was born in a wagon as his parents were camped outside of Wartle. At twilight on the summer Ritual of Stardust, Maarah gave birth to Onas. After he was cleaned and handed to his mother, dozens of blue butterflies landed on his arms and legs, covering the baby in a field of blue wings. Rosella Hearn, the caravan's fortune teller, noticed that the child was born with a tattoo of a spreading oak on his thigh. Keeping the tattoo to herself, she declared the birth a sign from Desna and foretold great things for the child.
From an early age, Onas showed signs that Rosella presumed were a sign of his blessing from Desna. His oldest sibling Peanna frequently complained to Maarah that little Onas would knock things over in the wagon if he was upset without touching them. The middle child Besnik was just delighted with the colored lights his little brother would make when happy. Strangest of all, Maarah once found Onas speaking to a small winged faerie in it's own language before he was old enough to walk alongside the wagons.
The caravan generally considered Onas a good omen, a lucky charm of sorts on the road. By the age of five, Onas was spending a great deal of time with Rosella, learning to harness his magical talents through rudimentary practice and study. Using simple tricks, he began to earn his keep at the Amusement by performing simple magic tricks between other performances.
Onas enjoyed the delight of others as he would do simple tricks for audiences. Frequently he would come into one of the villages the show passed through and begin doing his magic tricks on the corner in the poorest sections of town and even at farmsteads simply to see the delight in their eyes for a show they were unlikely to be able to afford to see. Rosella resigned herself to allowing these shows because they were effective advertising for the Amusement. These early shows gave Onas an appreciation of how little many people had to get by on.
As Onas passed into his teenage years, he began to look forward to the caravan's return to Sandpoint more and more. At the bakery his parents would visit, Onas began to notice the lovely Gildi, their daughter. Indeed, it was only through his time with Gildi that Onas began to understand that others peoples felt prejudice against his own. While people had always been kind to him because of his tricks and the protection of the caravan, rich men who frequented the bakery frequently treated Gildi quite poorly.
This last year, a pair of new performers joined the caravan, Nicolae and Mircea. Unknown to the rest of the show, these two were members of the Scarzni that were interested in using the show as a cover for their own schemes. Unfortunately for the caravan, the city watch in Magnimar recognized the two and desceneded on the caravan in force. Peanna only had time to bundle Onas out the door and tell him to head for Sandpoint where the rest of the family would meet him when they managed to overcome these troubles. Onas fled into the night and walked himself to exhaustion to Sandpoint without much more than the few things he managed to grab on his way out the door.
Onas has never minded conning the occasional rube or been bothered by stealing from rich people who probably look down on his family anyway. Despite that, he is absolutely loyal to his friends and family, and would never betray them. Onas also works hard to avoid tricking people who have very little to begin with, refusing to be a part of scams that could cost famers and other poor people what little they have managed to save.
Onas suspects that his family may not be entirely innocent of Scarzni ties, but, if they were involved, they always shielded him from the dealings, never letting him take part. Now that he's arrived in Sandpoint, he is worried about his family and what they are facing in Magnimar, but he knows Peanna should have everything under control and Uriah would be quite angry with him for disobeying his sister. Still, Onas is terrified of what will happen if his family and the rest of the caravan are unable to find their way back to him, or, even worse, if he finds out that they were in league with the Scarzni all along.
Onas hates the way that people in the towns and villages he has been in with the caravan look down on Varisians in general and travellers particularly. He often dreams of a world where there is no prejudice, and his family would be welcomed everywhere they travel.
Onas has jet black curly hair that comes to his shoulders and deep violet colored eyes. At 5'9" and 165 lbs, he is rather large for his caravan, but no more than middling height in the towns and villages. He typically dresses in loose, flowing clothes to display all of his many tattoos. Since his birth tattoo, Onas has added many nature themed tattoos over his body, including a prime spot on his shoulder where a giant blue butterfly rests and a few arcane symbols that he tells people mean different things at different times.
Additionally there are a fair number of questions about his family. His sister obviously directed him to a Scarzni associate in Sandpoint, he suspects his parents may have something to do with them as well. I'm thinking they probably don't, though the sister probably does have some, but obviously the result of that one is up to you.
Even after the family is freed and/or condemned there is also the subplot about the recent arrivals to the show and what they were doing there at all and if there might be retaliation for their arrest (for example, if the plot turns out that someone in the caravan actually turned them in at Magnimar).
There is the question of his birth. While his birth has all the heralds of being a miracle of Desna, his bloodline is Fey and the birth tattoo is of an oak, leaving open the possibility of exploring that.
Finally, there is obviously also the potential romantic interest, though that could easily turn into a bit of a revenge plot if something happened to Gildi.
The Rising Phoenix |
rooboy - Yep, that's fine with me. I love ties-ins and character development a lot. The more info you give me the happier I will be :) Magnimar is a perfect hook location for this AP.
Kel - Thanks for the info, I'll take a look through it all.
Voyd - You've got plenty of time to come up with something! Perfect opportunity to whow me your creativity and shine.
Starn - Thanks for the update.
Adam - Nah I don't mind, I seriously doubt you'll be the only one to do so. I know that getting selected in hard sometimes.
Raseri Whitescale |
- A physical description
Raseri stands at five feet and a few inches. Her hair is silver and kept up in a messy bun and covered in a kerchief while in the forge. She looks a couple of years younger than she is, with a round, freckled face and large, blue-gray eyes. Her nose certainly doesn't help that image, being small and button-like. Despite having the strength and stamina to work iron and steel for hours, her frame is petite with well-toned muscles.
Her clothing tends to the simple and sturdy. She wears a sleeveless tunic in the forge, but otherwise like long sleeves that are loose enough for her to move with ease in them.
- Describe your personality
Dour, grim, killjoy, all of these have been used to describe Raseri's personality. What's more accurate, though, is sad. Darkness haunts her eyes and a face that looks like it should be used to easy smiles is constantly somber. Those who pay attention find that she tends to watch families as they go about their business with a faint, sad smile.
She's not going to always be so dour, nor is that her natural state. She loves to enjoy the small things and tends to pay attention to the details. She also has a habit of singing softly as she works. Laughs, smiles and friendships would normally be easy for her, but there's a reason (see her background) why they are not.
- Describe your background
Raseri's first visit to Sandpoint was on a trip to Magnimar with a caravan bearing goods from Tian Xia. Her parents and older brothers were guards, old hands at traveling the routes through the treacherous lands north of the sleepy town. She was struck by the carvings of birds in many of the buildings and began to practice the craft herself during the trip. It was pleasant and the people were friendly.
A few months later, Raseri returned, covered in blood and frightened for her life. The caravan, much smaller since many of the merchants were moving on to Korvosa and lands further south, was attacked by goblins, many goblins. Her parents and her brothers lasted the longest of the remaining guards, but there were too many to fend off. Her father was the last of them to live, and at his command, the young Ulfen fled for Sandpoint, carrying the only thing she had left of her family, a small, finely crafted, silver butterfly pendant, a holy symbol of Desna.
She arrived at the gate later that night and tried to explain what had happened to the caravan and her family, but none of the guards could understand skald, and she was too scared to think about using the common Taldane tongue. Even more unfortunate, the Chopper was just beginning his rampage and a young girl or not, the blood on her was enough to place her under the suspicion of the guard. Especially when the fifth murder in as many days had been found not three hours before.
She was kept in a cell those first few nights, and when the sixth, seventh, and eighth victims turned up, Sheriff Avertin let her go, seeing that she was not the one behind the murders. She took up work doing small jobs while the bodies continued to mount. Eventually, the Chopper was found dead, and had turned out to be Jervis Stoot, the man who had carved the birds that had inspired Raseri to take up the craft. She decided to take up another craft, one that wouldn't make her even more suspicious in the town's eyes. Das Korvut, in a strange fit of kindness, agreed to teach her the art of blacksmithing.
The work was grueling, but the young girl proved to be made of sterner stuff than most had realized. She took to smithing with aplomb and found that she had a natural gift for crafting weapons. Tragedy would strike again, barely a month after the Chopper had been found dead. This time, it was a fire. The fire consumed the chapel, the head priest, and his adopted daughter. Even though Raseri had nothing to do with it, some in town couldn't help but wonder aloud whether she had been involved or not.
Despite the suspicions, Raseri eked out a living in the town. Five years after arriving, she did work for both Das Korvut and Savah Bevaniky. aiding them in large orders and performing repairs. She stays at the Rusty Dragon, helping Ameiko in return for a place to stay. She also aids Sheriff Hemlock by helping him train guardsmen, since her was kind enough to take the rudimentary fighting skills she'd been taught and hone them into weapons as deadly as the ones she forged.
Still, she is lonely, never having managed to work all the way through the grief of losing her family. She has made some progress, though, and as the Swallowtail Festival draws closer, she is cheering up and becoming the young, smiling girl she once was again.
- What motivates you?
Pure stubborness and a deep need to belong. She came to Sandpoint knowing no one and has slowly become more and more comfortable there, though she still has no one whom she would call a friend.
- What is your greatest fear?
"Of giving in. Letting this singing void consume me."
- What is your greatest wish?
"To have a family and friends once more."
- What is the moral line you would never cross?
"Once my word is given, I will not go back on it, unless it would cause harm to an innocent."
- Spend time telling me about your character’s backstory (Why do you have those skills, languages and why are you that class?) Include two backstory plot hooks. I like to work in things from character backgrounds, so give me some material to work with.
She picked up wood carving (craft[sculpture] is the closest I can find) while passing through Sandpoint and has been practicing it, whether openly or in secret for nearly six years. Her quarterstaff is covered in carvings of butterflies, mountains, runes, stars, and moons. Blacksmithing and weaponsmithing were acquired after coming to Sandpoint, and as a way to earn a living. Her parents and brothers had begun to teach her the basics, but it was Belor Hemlock that turned her into a competent fighter. The holy symbol and the singing were picked up from her mother, who had given her the symbol on her twelfth birthday.
As for plot hooks, I see one obvious one and one that's a bit of a stretch. The obvious one is that the raid was not just a random raid. The stretch is that someone in town doesn't like how Raseri has been changing and would rather see her miserable. (There's probably others, but it's a little on the late side here.)
Crunch is in the profile. I'll be updating with the other stuff tomorrow.
Llennear Tir'Vesson |
Here's the story stuff. The stat block is in the profile. Thanks!
Llennear has severe features, even for an elf. His dark black hair falls to his jaw line, and his angular face is broken by a long scar down the bridge of his nose. He wears hide armor crafted from a stag he himself hunted and sewn by the local leather worker of Sandpoint. The only non-necessary adornment on his figure is the fig leaf broach pinned to his pauldron; the last artifact of his time among his own race and his parents.
Llennear, or "Llenn" among the acolytes of Erastil, has adopted some of the traits of humanity having grown up among the clerics of Erastil as a child. As he grows older, though, watching his friends and adopted family members die of old age has worn away the enthusiasm the young elf once had for his new surroundings.
Being forced to accept great loss at such a young age has hardened Llenn, but also given him an empathy that otherwise isn't found in elves his age. As he has grown older, Llenn has taken it upon himself to act as a surrogate father figure for the younger human clerics in the order and, as an extension, feels protective of local Sandpoint as well.
Llennear wasn't born in human lands. His people, the Mierani elves, live among the Mierani forest and its ancient redwoods. It was in one of these scattered towns that he was born to parents he barely remembers.
Even the few memories he still has are tainted by the night of their deaths. The elves joined a caravan heading to a nearby Varisian town to sell his mother's recent batch of trinkets and baubles. He lay asleep in a wagon, too tired to keep his eyes open for the entire ride.
Llenn awoke to screams, fire, and chaos. Frightened of what could cause the devastation, the young elf ran into the nearby woods and hid. When the chaos calmed down, he went back, only to find his parents' bodies along with dozens of others elves and humans alike.
Paralyzed by grief, the young elf clutched at one of his mother's trinkets, a fig leaf shaped broach, and sat in the wagon for what seemed like hours.
A cleric of Erastil came upon the scene and saw the young elf quivering in the dark. The man, Father Gherholdt Vestari, brought him back to Sandpoint and the small lodge built by the clerics of Erastil outside the city.
Here, he was raised in the way of the faith, and, eventually, became the head cleric of the local order having outlived all of his teachers and peers.
Llenn has come to think of Sandpoint as his home, and he gladly visits the local farmers and hunters of the area. Still, something calls to him. The wilds must be kept in check, and the mystery of his parents' deaths might just have something to do with his divine mission.
The elf has enjoyed the company of his fellow clerics, but the day where he leaves his acolytes is coming soon.
Llenn is motivated by the protection of his adopted city and people from the danger that surrounds it. He also has lingering doubts about his parents' deaths and wishes to find closure in that regard.
That Sandpoint will fall by the unchecked wilds around it and it will be his fault because he abandoned his post.
Llenn's greatest wish would be to discover the cause of the death of his parents, deal with it, and be able to devote himself 100% to the defense and nurturing of Sandpoint.
Killing intelligent life in cold blood.
Voyd211 |
I actually managed to draw Balazar! There's a link to the picture in his profile.
Also, are alternate racial traits okay for use? I'm considering replacing the spell-like ability with a pair of claws.
SIED IHR DAS ESSEN? NEIN, VIR SIND DER ÄNDERN: Aaaand I just thought of a character tic. According to Blood of Fiends, demon-spawned tieflings often break things to calm down when they're angry. Perhaps Balazar could have a bunch of small glass unholy symbols for this purpose? For instance, if he's angry at a very inopportune time, he can pull out an unholy symbol of Nocticula and crush it in his fingers.
Kel Tevington |
I actually managed to draw Balazar! There's a link to the picture in his profile.
Awesome! You've inspired me as well, here's a picture of Kel! (also in profile)
Raseri Whitescale |
Voyd211 wrote:Awesome! You've inspired me as well, here's a picture of Kel! (also in profile)I actually managed to draw Balazar! There's a link to the picture in his profile.
I guess, I'm going Me too here. (Raseri ready for a fight.)
Edited to say that the pics are good, if you need some tips on cleaning the scans up, I can help you a little with that. (I own an Intous5 and I am lusting after the cintiq companion.)