
![]() |

Dangit Celeador, why did you have to make your dwarf so similar to an elf? >.> lol
Well, I admit there are some similarities between Teladon and Mineko. Both are social outsiders. Both follow different traditions and cultural identities then what is normally expected from their races. But I think that is where the similarities end. Teladon is old, having lived for over two hundred years. His combined experiences give him a wealth of options. Mineko is new and untested. She was raised in seclusion with servants waiting on her hand and foot. She was taught calligraphy and music, history and and etiquette. Internally, Teladon is arrogant while Mineko is actually very uncertain. Mineko believes in honor and loyalty while Teladon is rather self serving.
That said both believe in their inherent superiority over others but for different reasons. Teladon because of his hundreds of years of experience and Mineko because she was raised that way.

Bobson |

.... Ok, then.
I left this thread for a few days, and came back to over 150 posts in the recruitment thread. Let alone the discussion thread, which I haven't even read yet.
Luckly, one of the first new posts was the one announcing the cutoff as being tonight. I'm going to do my best to get Rogath in by the deadline, but I don't have high hopes. It's been a crazy-busy week.

Dr. Logem, Ph.Dwarf |

Mineko too has rather high social skills with a +9 in Diplomacy, but I don't think we need to "compare" dice.
No, I agree, no need to compare dice. I was just using that as a reference as to how intense his stare was. :P
I can tell your character is diplomatic by the way she out-maneuvered his attempt at intimidation. lol

Quint Bonechisel |

Phew, that was a bit of work. Well this has most of what I wanted to get in there. Might add to it a bit more later, but unless you need me to elaborate on anything Rob this should be good :)
Her engineering ‘business’ flourished for decades, and she and husband Gurrsund began a family, birthing first a beautiful daughter Shassale, followed some years later by Clostin and finally Quint himself. Of course as children of a cleric of Droskar they were not spared from the toil of the Dark Smith. As soon as they were old enough to hold a hammer they were put to work. Shassale showed a talent for her mother’s profession, having a sharp mind to go with her looks. Clostin and Quint showed some skill of their own, Clostin working with wood, and Quint following his father into stone.
So his childhood went, maintaining a facade of a happy family business, while within struggling to keep up with the tasks their mother set them. A happy childhood it was not, and it was only when Clostin’s work began to fall behind their mother’s standards that a ray of hope appeared. His elder brother no longer wished to craft, he wished to join the ranks of the defenders of their homeland. Their parents were against it of course, and the conflict came to blows, Clostin overpowering their father, and dragging the teenage Quint behind him as they fled their home.
Their cult uncovered Quisbel, Garrsund, and the suprisingly large group of faithful the charismatic Quisbel had gathered fortified their position and resisted the warriors of Highhelm sent against them. The siege lasted weeks, but eventually the cultists were worn down and defeated, though not before inflicting serious casualties upon their foes. When they finally penetrated the defenses and traps erected by Quisbel the warriors found many dead slaves, locked in stone cages and left to starve while the cultists fought Highhelm’s forces. They also found Shassale, bound and dying amidst the bodies of the other cultists.
Strong as she had been the girl was traumatised; after she was healed she told her rescuers how her mother, after discovering the ‘treachery’ of her sons had bound her and kept her barely alive, sparing only enough of the meager supplies the cultists possessed to do so. When the end had seemed imminent Quisbel had drawn a dagger and stabbed her daughter before disappearing; her body was not to be found amidst those of the other cultists, though Garrsund was captured.
Quint however, only leearned of this months later. As soon as the opportunity presented itself he fled Highhelm. Haunted by the memories of his brother’s struggle against his father, and a traumatic childhood he took what little he possessed and journeyed south into Andoran, before jumping ship for Absalom. There he fell into a dark pit for several years, becoming addicted to Pesh and turning to crime to survive and fuel his habit.
There he likely would have ended his short life, had it not been for the efforts of Gondul Chiselbone, a middle-aged dwarf living in Absalom as a sculptor. Quint had disdained crafting since he left Highhelm, but the piece he had sold in Andoran to pay for his passage had managed to find it’s way into Gondul’s hands. Seeing some promise in the rough work the artisan had sought Quint out, and when he found the dwarf--little more than a child in his eyes—he took pity upon the broken dwarf.
Quint was slowly nursed back to health, broken of his habits and his mind soothed by the genuine concern and caring he found in Gondul’s eyes. The pain of his childhood and indeed—as terrible as they had been—the death of his parents faded, or at the least became less raw, and Gondul slowly coaxed him back towards embracing his talent, encouraging him to channel his pain into creativity and bringing life to the stone.
Gondul wasn’t the only new family he gained, a good friend of Gondul’s a gnome known as Ocheywu Nagihovi became his new ‘uncle’. The genial gnome introduced him to the world of the pathfinders and their exploration of ancient ruins and thirst for knowledge, stimulating his mind as well as his creativity. Under the mentoring of the pair he moved beyond his past and embraced his future, a thirst for knowledge and a spark of magic. His interest in clockwork he discovered for himself after he was able to repair Gondul’s broken pocketwatch, which opened up a whole new fascination for the growing dwarf enthused by the intricate workings of the device and others like it.
When he matured it seemed natural enough to join his uncle’ss organising, Ocheywu a Venture Captain within the pathfinder society. His interests drew him south to Garund where he studied the ruins of ancient osirion. Though fascinating it could not quite hold his interest as much as some of the other civilizations of Garund’s past. Jistka, the Shory, Azlant, they all captured his attention, though compared to Osirion so little remained. He ventured to what dig sites the Pathfinders had, but when he caught news of an ancient Azlanti city whose magic’s yet protected and preserved it he pulled in every favour he had gained to secure a position upon the expedition.
Saventh-Yhi was incredible, a city built by the Azlanti to guard the site of their defeat of an Ancient god. It had decayed of course, sunkern and flooded in parts, crumbled in others; yet the weatlh of knowledge still held upon and within it’s buildings was remarkable! It was the opportunity of a lifetime!
Of course, there were... difficulties. Most of the natives were hostile and held large sections of the city , off limits to the expedition. The Pathfinders were not the only group to show interest in the city either, and clashes with the Aspis, the Sargavans, the Free Captains of the Shackles, and the dreaded Red Mantis were frequent. It was none of these that would prove to be the downfall of the city however, at least not directly. A path was discovered, a mystical entrance leading deep beneath the city. An expedition was sent, disappearing beneath the ground, an expedition Quint would dearly like to have been on...
It seems fortunate that he was not however, for disappear the team did, contact was lost with them, and when finalyl something returned from the tunnel it was not the expedition. Serpentfolk, not the degenerate being they had discovered elsewhere in the city, but true serpentfolk, and at their head, a god.
The pathfinder camp was overrun and Quint found himself fighting for his life. Ocheywu had taught him to handle a blade and he did his best, but he could not stand against such powerful creatures. He took a severe wound--a puncture through his left shoulder--and fled. Running blind, with nothing but the clothes on his back he travelled for days, growing weaker despite his efforts to heal himself. His wound festered, and he unused to surviving alone in the wild he ate little, until his strength left him completely and he sunk into unconsciousness.
He awoke months later in a sickbed in his father’s house. He had been found and cared for by a tribe of the Mwangi, but they could not rouse him from his coma. Pressed by the newly ressurgent Serpentfolk they travelled slowly east, until Quint passed from their hands into those of Sargava. News of his reappearance reached Gondul, and he had sent for his boy immediately, having him transported back to Absalom, where he had obtained magical healing.
Even with the healing, his recovery was slow. He remained in bed for several more weeks, and even after that he did not leave the house. His strength returned slowly and he took up his crafts again. Ocheywu’s return from an expedition did much to bouy his spirits, the gnome bringing him some instruments, Quint eventually settling on the drums. Quint didn’t ask his uncle about the expedition, and likewise his Uncle didn’t bring it up. Even so news of the serpentfolk’s rampage accross Garund reached him—how could it not?.
Even after his health returned Quint did not return to his former works. He remained in absalom, working with his father, until the now old dwarf received an invitation to the funeral of Hraggir, of Highhelm, which he used to coax Quint from his comfortable workshop...

Marla Gund'dur |

I really wished to get Marla sorted out before the deadline, but I'm having some writer's block getting it typed up. It seems clear that we have an amazing group of people vying for the limited spots we have who can put in an immense amount of enthusiasm and work - hence the incredible results in the gameplay thread - before the game has started! I won't be able to finish up her background by the deadline, and while I hope to play this game, I don't hold out much hope of doing so now.

![]() |

Lucent, do you want our character stats completely finished by tonight? I'm redoing mine a little bit (as can be seen by the new familiar), so if I do need it done by tonight, I'll make sure it is.
As complete as you can make them. Incomplete mechanical entries will be considered but it may weigh against you depending on what I can decipher.

Dr. Logem, Ph.Dwarf |

Dr. Logem, Ph.Dwarf wrote:Lucent, do you want our character stats completely finished by tonight? I'm redoing mine a little bit (as can be seen by the new familiar), so if I do need it done by tonight, I'll make sure it is.As complete as you can make them. Incomplete mechanical entries will be considered but it may weigh against you depending on what I can decipher.
Well I have everything done but my gear. I'm redoing that a bit.

Isoldda Ironbloom |
On the topic of what our combat characters bring to the table, I am planning on probably taking a level of Ranger (Trapper) at 4th level on Isoldda to get trapfinding and disable device. She's already got a good perception, after that she'll have stealth, survival, perception and traps covered. I'm hoping that if accepted she'll grow into a provider role for the group, hunting and scouting around their new settlement. On top of providing them with good brew. I want to wait until I get drunken Ki and see what kind of enemies we'll be fighting in Arcadia so I can choose my favored enemy properly.
Edit:I'm also heavily considering a rank in Craft (Carpentry) and Profession (Hunter) at some point.

Dr. Logem, Ph.Dwarf |

On the topic of what our combat characters bring to the table, I am planning on probably taking a level of Ranger (Trapper) at 4th level on Isoldda to get trapfinding and disable device. She's already got a good perception, after that she'll have stealth, survival, perception and traps covered. I'm hoping that if accepted she'll grow into a provider role for the group, hunting and scouting around their new settlement. On top of providing them with good brew. I want to wait until I get drunken Ki and see what kind of enemies we'll be fighting in Arcadia so I can choose my favored enemy properly.
I'll be grabbing Master Chymist around level 8+ myself. I have a really interesting idea roleplaying-wise to go with this. During that time I'll become more of a front-line fighter.. with a large cache of alchemical weapons.
Even though my dexterity isn't all that great, I can beef it up with Mutagens to increase my accuracy with ranged splash weapons. I'm going to have a wiiidee variety of these to fit every occasion, not to mention alchemical tools and remedies.
Love me some tangleburn bags! And Pellet Grenades. And Alchemist's Fire. And Acid. And Impact Foam. :3 SO MANY THINGS TO CHOOSE FROM

Maven Brewbane |

Assuming my reading's not degraded to pre-K level and my eyes are still working as a cohesive unit, then I think it's about that time, folks. 12:00 EST has come and gone.
Rob? Stage's all yours, buddy.
As for me, I plan to get my craft on with all sorts of magic gear, and I plan to use it. Oh, and share it, of course. Gonna make sure I can crush a giant skull in a blow with my future weapons. Still gonna have some healing, mind you, but that's for when things stop tryin to kill us. Battle cleric with mad forgin' skillz up in this expedition.

Dwunderbran Vulgarbeard |

I think we're at the "PENCILS DOWN!" moment (in a manner of speaking) Here's what I think is a final Roster. I'll go digging through the posts to make sure I didn't overlook someone, but just yell really loud at me if you got left out.
Divine Casters
Arcane Casters
Skill Monkeys
Combat Focused
Unknown

Maven Brewbane |

Just don't get em too clearheaded before they place their orders for gear. Hagglin's easy with drunkards. *snicker.*
And good god that's a sh*t ton of Dwarves. I mean holy loaded D20's, Batman! that's a lotta Dwarves!
Rob, you have my respect, no matter the decision. You've created a massive party, and choosing ANYONE out of that list is going to be a migraine-inducing task. Still reluctant to let someone duplicate your campaign and pick up another group? heh heh.

Isoldda Ironbloom |
I spent all my leftover gold on an armored warhorse carrying 600 pints of Ironbloom Stout. Aka the mead steed. I've been waiting for the perfect moment to whistle and summon him from the street outside. :P Perhaps he will make his entrance bearing gifts for the Empress. We'll see how she reacts to a sweaty dirty peasant monk all up in her grille.
Too bad there are no bees underground or he would actually be bearing Ironbloom Mead. Maybe I will be able to find some bees in Arcadia to begin experimenting with. Then Meady could finally fulfill his namesake.

Dwunderbran Vulgarbeard |

I have two donkeys, one of whom is carrying my alchemist's lab, the other of which is carrying the preserved organs of my twin brother.
Among other things.
Your immaculate Zoobooks collection?

Rogath Silvertarn |

Bobson - Rogath Silvertarn - Male CG Varisian Pilgrim Cleric of Kols
It's actually "of Desna".
--------
Description added, picture added. I should make it into the funeral thread tonight. Personality probably won't be added until I've posted in there some, because it takes a bit before I can feel out the mindset of the character.

![]() |

Thanks to Dwunderbran and Logem for having done ongoing rosters for me, it saves a lot of work. If anyone who submitted a character doesn't see their name on the most recent roster, please let me know, I don't want to overlook anyone!
As it stands right now we have 22 completed profiles submitted, and only 8 dwarves will be selected. I figure now is a good time to explain my rationale behind how I will be making the selection over the coming week.
1) Writing and Attitude: The first and most important thing, and I cannot emphasize this enough, is what goes on in the gameplay thread. Your ability to write, work well with others, and share in a collaborative narrative is essential in a text-medium roleplaying environment. So far everyone has really, really impressed me with this part.
2) Mechanical Aptitude: When I look at the mechanics of character profiles today I'm going to be judging them based on sensible criteria. Are the mechanics correct? This doesn't necessarily mean "does the math add up correctly" because everyone makes mistakes there now and then, but more of a grasp of rules mechanics. Are you trying to get iterative attacks with a natural weapon? Taking feats without meeting prerequisites? Etc. This is a complicated, mechanically, campaign and I want to make sure everyone will be able to hold on to all the different sub-systems at play.
3) Innovation: I asked everyone here to play the same race, how did that motivate or stagnate creativity? With everyone forced to work within the same constraints, who shined? Who took dwarfiness outside of the box? Who worked inside the box with great aptitude and love? Who managed to make me go "wait, what?" All of those things are positives.
In none of this, you will note, is party balance a statistical concern of mine. If all the characters I like happen to be clerics, you will have an all-cleric party. If they all happen to be monks, you will have an all monk party. As this campaign isn't a published adventure path designed around the concept of a balanced, 4-man party, I will be able to tailor its considerations to whomever I bring to the table. Just because you want to play a ninja and there's already another ninja in the running doesn't diminish your odds (and no one tried to make a dwarf ninja! My heart weeps!)
So, as I go through the hojillion posts in the gameplay thread this week (and the many more that will undoubtedly come over the week) keep in mind that good OOC manners, cooperation and creativity are the order of the day.
At the end, I will only be able to select 8 dwarves for this expedition, and that is going to be hard. To those who don't get in, know it will be a hard decision for me, and know that in the future there will be more campaigns!
After all, once Reign of Winter is over, someone will have to be brave enough to enter the Worldwound and bring the Wrath of the Righteous.
Best of luck to everyone!
RECRUITMENT IS OFFICIALLY CLOSED.
Decisions will be made by 11:00pm Eastern Time (-5GMT), Friday July 15th.

Faelar Braegen |

Good luck everyone, my fingers are crossed for you all.
Rob, I do not envy you having to pick out only 8 from this large and fine selection of Dwarves ... well mostly fine, some don't smell fine :P
Also I have done some researching on the Divine Bond aspect of the Paladin, it seems that if the Companion / Elemental is on the same plane as you it is considering calling, therefore doesn't benefit as a Summoning Spell. I am unsure what it is classified if it is bringing it from another plane, but to make matters easier for you and myself I won't be selecting that trait. I will be having a final look at the story feats and my traits selected and will let you know if I make any final adjustments (they won't be anything major).
The only difference in my backstory is something I noticed I hadn't put it, the Foreman who was overseeing the mining when I got attacked, was being spoken to as he had broken an important and life dependent oath and he was being taken away to receive his punishment.

Dakún Rabbúhamash |

Quint Bonechisel, I like your backstory, having read it definitely adds to your character's reactions in the game play thread.
Rob - I will confess I considered going dwarf ninja, but flavor-wise the monk archtypes I blended seemed to work better with the background I invented for the character and his people.