
PhelanArcetus |

Ok, at first I was just concerned about waiting too long, but I'm most likely taking at least 4 fighter levels, and probably 5, which sounds like plenty of time. (Maybe even 6 to line up another feat slot.) I was also concerned regarding paladin spellcasting and deciding between Int 13 for Unsanctioned Knowledge (and therefore also taking some Combat Expertise chain feats) or putting the 13 into Dex and going with a reach weapon.
I need to do some more work on fleshing out where I want Caderyn's personality to start; specifically working the gambler trait into his personality, and figure out what other trait I take, and how that fits in. I will try to get that worked out and teach myself how to create a forum alias today.
I'm skipping a surname because I figure that for the most part, people don't get surnames in Lloegyr unless they've done something to earn them. The population is small enough that you can just reference the mother or father's name if you actually need to resolve a name conflict in a community (but the Johnson surname convention is not in effect).
(Side note: good reading list material is Bernard Cornwell's Warlord Trilogy; it's a historical fiction treatment of King Arthur that is a lot of the basis for Lloegyr.)

Aylya |

The idea for her is a Trap finder and bow user, shooting and range and keeping away from hand to hand.
Alexandra grow up on the road, her Father and mother both worked on the great caravans running the great trade ways to and from the Chapel on the Hill. As the oldest of three kids she spent most of her younger days helping her mother looking after the high end goods. Setting them is trapped box's for safe shipping wile her dad looked after the the security on the great wagon trains.
"Always be minds fill Alex" her dad would say "What would seem just a common man may be a the Scot for bandit group, or a sneak thief"
"how do you know them dad?" she she asked once,
"Because it takes one to know one little alex"
It was only later, after her "training" that she leaned just what that meant. Mum and dad she found out had been professorial robbers, from two gangs that hated each other, Love across the lines was, well seen as more then bad. So once Alex came along they left the city and hit the roads. It was that of face there gang mates, never a good idea. Keeping on the move they said had just become habit. So Alex and her siblings lived and grow up on the road, leaning what they could from the ones they meet and the skills mum and dad had. It was a good life even if it had its dangers. The bow and the blade saved them more than once. As she came of age she felt the need to strike out on her own, make her own way. In the end dad said,
"next time we come to a big city, drop off there little one, spend some time looking around and get the training they offer, we will come back in a few mouths and you if you desire you can come with us again or stay, you of an age to know your own mind"
So that's what she did, fast falling in with other of the 'Art' leaning new things and finding her gift with traps was much sort after in Danel
as she entered into the training all citizens are required to undergo as they reach their maturity.
In form ->
Alex is tall and slim, her mum joked about the family have fay blood in it, and Alex wondered if that was true as both her mother and father ha the look. She moves with with speed and like all her family uses a bow much better than a cross. Her hear is dark and like mean on the roads she has tattoos of her battles.
In Action ->
Clever and brite she leans fast and has self conformance, she trusts her skills and thinks 1st then acts.

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Latest revision for Yafeu:
Yafeu Handehamdi (Yah-Fey-yu)
Male Human Bard (Archaeologist) 2
CG Medium Humanoid (human)
Init +4; Senses Perception +6
Yafeu is a river boat pilot/wharf rat/smuggler - born on a boat, lived his life between the Althesian ruins and the city of Parshien - everywhere navigable on the Coursk and Laurel rivers. Some amount of that time was also spent liberating the treasures of the dead principality of Althesia. The last couple of years have been very exciting, and maybe a bit too visible. A long time, trusted, but mysterious client provided him a warning of unwelcome attention - and means to lay out of the scoundrel business, and spend some time in Danel, earning citizenship in the Chapel on the Hill.
hp 15 (2d8+2)
Fort +1, Ref +7, Will +3
Defensive Abilities Uncanny Dodge
Melee Dagger +2 (1d4+1/19-20/x2) and
. . Masterwork Whip +4 (1d3+1/x2) and
. . Shortsword +2 (1d6+1/19-20/x2)
Ranged Shortbow +5 (1d6/x3)
Base Atk +1; CMB +2; CMD 16
Feats Additional Traits, Bard Weapon Proficiencies, Weapon Focus (Whip)
Traits Prehensile Whip, Scholar of Ruins (Knowledge [geography]), Theoretical Magician, Vagabond Child (urban) (Disable Device)
Skills Acrobatics +9, Appraise +6, Disable Device +13, Escape Artist +8, Knowledge (arcana) +7, Knowledge (dungeoneering) +4, Knowledge (engineering) +3, Knowledge (geography) +8, Knowledge (history) +7, Knowledge (local) +7, Knowledge (religion) +3, Perception +6, Profession (sailor) +4, Profession (smuggler) +4, Sleight of Hand +8, Spellcraft +8, Stealth +9, Use Magic Device +7
Languages Common, Osiriani, Osiriani, Ancient
SQ Archaeologist's Luck +1 (6 rounds/day), Bardic Knowledge +1, Clever Explorer +1
Combat Gear Arrows (20), Dagger, Masterwork Studded leather armor, Masterwork Whip, Shortbow, Shortsword, Whistling arrow (20);
Other Gear Acid, Backpack, masterwork (38 @ 37 lbs), Bedroll, Belt pouch (1 @ 2 lbs), Belt pouch (2 @ 0.5 lbs), Belt pouch (3 @ 0.375 lbs), Bullseye lantern, waterproof, Canvas (sq. yd.), Chalk, earring, Fishhook, Flask, Flint and steel, gold ring, gold ring with carnelion, Magnet, Marbles, Musical instrument, masterwork: reed pipe, Musical instrument: guitar, Pathfinder chronicle (Knowledge [arcana]), Periscope, Pocketed scarf, Powder, Sack (empty) (2), semi-precious gem (3), Silk rope, Thieves' tools, masterwork, Twine (50') (2), Waterskin, Wrist sheath (1 @ 1 lbs)
Acid - 0/1
Archaeologist's Luck +1 (6 rounds/day) (Ex) - 0/6
Arrows - 0/20
Dagger - 0/1
Whistling arrow - 0/20
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Yafeu is a compactly built young man. His dusky olive skin, straight black hair, black eyes, smooth cheeks, and overall lack of body hair mark his origins as Althesian. The recitation doesn't live up to the attractiveness of the combination. Wearing his hair long, but under a loose scarf and hat, a plain but stout linen shirt, breaches, and a belting sash, Yafeu cuts a fine figure. The short sword on one hip and whip on the other convey a sense of dangerousness. The sharp, measuring gaze, and the knowing grin following it, only reinforce the faint menace he radiates.
Yafeu's dress, stance, and accent place him on the wharf. Small gleams of gold at fingers, throat, and ear mark him as relatively successful. There remains an open question as to what he is prosperous at - what is his profession? Clearly he is not a lord, priest, mage, or soldier. His surety of bearing and quality of clothing and jewelry rule out simple labor. It is perhaps no accident that Yafeu could be taken for an itinterate trader, a pirate, or something less mundane.
"Today I'm a messenger. Just a courrier. But get back to me tomorrow, and maybe we can do business."
Yafeu, his father, and their compatriots catered to the practical, the collector, and the curious. And few were more curious than Yafeu. As he grew into a slight and nimble adolescent, he participated in these explorations. He was inducted into the community. His code was the honor of theives, but his heart that of a scholar.
The passing of Yafeu's father was at once personally devastating, and at the same time a non-event in Yafeu's life. Yefeu was 17, and had learned the business of an honest river freight hauler, as well as the more lucrative but risky business of extracting and smuggling forbidden artifacts. Yafeu had the contacts to pick up the family business without a beat.
After several years of independent operation (within the web of the underground artifacts community), Yafeu was approached by a special client. 'Magpie' had previously been very stand-off-ish, though consistent and lucrative. Magpie approached Yafeu in person, and painted him a picture. Magpie was an actor in the famous city of Danel - not a key player, not central - but on the inside. And the flow of artifacts and information from Yafeu's network had drawn official attention. Magpie had a unique proposal for going to ground - he would arrange for Yafeu to be sponsored to citizenship in Danel itself; receive the training of any citizen, and gain access to information as a nominal member of the militia. Such an arrangement would also provide an excuse for Magpie to intervene if Yafeu were ever later implicated in possession and smuggling activities.
Probe and prod and turn over, inspect all its teeth, and ask it to turn its head and cough, Yafeu could find no deficiency in this proposition. It seemed a win at every turn, with the only downsides that he must suspend operations for the duration, and expose himself to official (if 'friendly') attention. What Yafeu (as essentially a rural bargeman with some specialized skills) failed to compass was that the traps and hooks in Magpie's deal stemmed not from any deficiency, but from surplus - it was more than it seemed. Magpie represents a powerful faction in Danel. Magpie's faction had been jostling at a low level with several other factions for access to and control of Yafeu. Magpie was laying out a marker on Yafeu, a subtle warning to factions seeking to erase Yafeu and his knowledge that Magpie would make that an expensive and visible proposition.
Yafeu's father Machmud crashed into the gunwales. The hollow crunch of a breaking clay jug carried over the deck and into the cabin. Yafeu wound the pillow more closely around his head. Machmud would be ill, and have a sore head tomorrow. Yafeu would be putting out of the quay without Machmud's help, but would suffer his wraith if they missed the tide. So Yafeu was determined to sleep, and ignore his father's unchangeably bad behavior.
'Yes, we should be away tomorrow,' thought Yafeu, 'If the goods are not as expected, or if the sale doesn't go smoothly, then as wise to be upriver several hours.' The previous day's boost had been perfect. Nasir and his boys had met them at their river mooring with horses. They'd ridden through the evening to a deserted palace off the beaten track, near the barrens. A few hours of exploration, some prying out of semi-precious stones, rolling up some carpets and wall hangings. And the real prize, a set of scrolls and texts dedicated to the forgotten death goddess Pharasma - beautiful works of art locked into a concealed cubby - hidden away and deserted. Just as the customer had said. Though the customer hadn't known how to find the cubby, or open it, nor how to disarm the swinging blade trap that guarded it. Those small things aside, a clean boost. No interruptions. No lurking monstrous beasts or poisonous vermin.
Yafeu felt something must go wrong. This had not been the boost of the tomb of a megalomaniac lordling, or relieving a wealthy merchant of the contents of his warehouse. There was something.. impious.. about lifting the contents of a shrine, even if only a small household shrine. 'We'll be well away tomorrow. It's a new river every day,' he thought to himself. He shook his head, 'it's only some outdated superstition,' seeking reassurance against his fears. He tried to find sleep despite his father's drunken ruccus.
Machmud had taken a portion of their wages - the portion Yafeu had not cached on board the ship - and gone celebrating. It was a good payday. Nasir's local man, Efuss, had collected the goods from the ship's concealed stowage, and left for the sale. Efuss had left them the lion's share of their price. Machmud had met him in town later for the balance. Machmud had come back late, drunk, and with several more jugs of wine - so Efuss must have delivered the balance. Yafeu drifted off while calculating where upriver they could convert the remainder of their wages to supplies and a cargo - preferably somewhere lacking in wine merchants.
Yafeu rose before dawn. It was very quiet, only the lapping of the river water, and the earliest of fishing crews punctuating the silence. Yafeu looked to Machmud's bunk, but it had not been slept in. He busied himself about the cabin briefly, folding his bunk away. He left his father's bunk down, anticipating that he might want to nap later. Yafeu went out on deck with broom and rag, anticipating cleanup before being able to cast off. He looked around the small ship, and it didn't take long to find his father.
Machmud had tangled his feet in the lines. He'd stumbled and crashed through a rail. He hadn't gone in altogether, but rather had been suspended by his ankle from the tangling lines. His torso had been immersed to the waist, head down.
[i]'So Pharasma has had her due. How better for the long-forgotten Goddess of Fate and Death to express her displeasure?' Yafeu thought numbly, considering his father's fate. Pondering his own fate. Pondering whether superstition was so out of date.
"Yafeu's father died in a squalid and undistinguished way three years ago - Yafeu was 17. Yafeu kept the family franchise operating. From time to time he would bring help onto his boat, but never for long, and always from a small circle of known associates." Magpie tapped a nail on his polished desk, "Yafeu was very fortunate. His father passed shortly after the change of government in Parshien, opening the younger settlements of Althesia to outsiders. The network of scoundrels Yafeu's father had done business with had a sudden need for his services. They knew him from years past, and steered the worst of the cutthroats and exploiters away from him."
Magpie chuckled. "Yafeu knows many things. He's an intellectual omnivore. He can disassemble a lock faster than I can blink. But he does not study people. After his father's death, Yafeu was exceptionally vulnerable. In slightly different circumstances, with slightly different friends, well..." he gazed into the distance for a moment. "Yafeu is a very lucky young man. He's charming. He works hard and observes the honor of theives. He doesn't assume the best of those he meets, he expects the best. And he expects the same of himself. Frankly I've been amazed at how frequently truly villanous characters respect Yafeu and deal fairly with him."
"Naive? No - Yafeu isn't naive. He knows evil. He lives with cruelty, calousness, and exploitation every day. And he hates evil in the abstract. When he meets people, however, he finds evil to be disappointing and saddening. It's a queer burden he places on people." He looked a bid more sharply, "No, I haven't seen him faced with intentional evil, or immorality. Knowing him as I do, I suspect he'll take the elemental on its own terms, and not attempt to treat with it on a moral basis. True, malignant evil? I'll be shocked if he is anything other than an implacable, if canny and realistic, foe of the darkness. Otherwise my recommendation of him to the Organization was badly mistaken."
"Oh yes, after his father's death. Part of what kept Yafeu in demand was his knowledge of the ruins, temples, and crypts across the Althesian wastes, along with his explorer's bent, and a certain flexibility about legalisms. Many of the adventurers and bravos flowing into Althesia hired Yafeu's services in the next year or so. He added value to each venture that he hired onto, and he ensured that his value increased because of each venture. I came to know Yafeu during this time. Many of the delivered items from upriver he delivered directly. I would ask him from time to time how the ventures progressed, and what he carried. He was always very careful - he never said he knew what was in packages that were sealed. But he also does not dissemble with great skill. Yafeu opened and inspected every item he delivered here. When pressed for details of dates or names, he would refer to his own journal, and in that journal were frequent transcriptions from scrolls, or sketches of artifacts, and other esoterica beyond the mundane details of business."
"But I was not alone in recognizing Yafeu's growing value in Althesia. Representatives of other organizations - from Danel and elsewhere - also dealt with him, each supporting their own projects. Yafeu was very busy in that time." Magpe looked intently at his guest, "Yafeu was not unique - rare, but not unique. Until the day he came to me with an issue. His manner was somewhat insolent and 'tough', but it barely masked his concern and disillusionment. One of our field operatives (no, I'll not name names) tried to draft Yafeu into an internal power play - and hang all the blame on another field operative. Yafeu explained to me that he was not going to be held responible for pointless internal squabbles. He dumped the original fee, the item, and the responsibility back in my lap. He said he didn't want to lose business with the offender, or the intended mark, but that he didn't have time or inclination to finesse everyone's feelings and confidence." Magpie chuckled, "No, not much patience for negotiating personalities. Nor for soothing the foolish and self-serving."
"So I solved the internal issue. More importantly though, I prevailed on a well-respected friend-of-a-friend-of-the-family in Danel to sponsor Yafeu to citizenship and training in Danel. I quietly arranged for extensive and glowing recommendations from many of Yafeu's customers outside the organization. Yafeu is among the lowest profile affiliates ever. For now, it suits him."
"So yes, I've been watching him, and quietly mentoring him. He's well situated for recruitment. I feel that we need to explicitly recruit him before he independently discovers the extent of our interference in his affairs. Yafeu understands aligned interests, and quiet evaluation, and even compartmenting information for protection. But he hates being manipulated. If we want him to act as an agent of the organization, we have to get his willing cooperation. Otherwise, we risk alienating him altogether."

Viscount K |

Basher - Sure, if you feel like it, I'd love to see the Northern stuff.
Oura - Looking forward to your side of the sibling's tale.
Ardeth - You don't have much in the way of gold (say, 20?) , but as for your equipment, keep it mundane and non-masterwork. Other than that, you're free to add anything you figure you would reasonably have (please don't abuse that). And yeah, two traits. I had some small qualms about Quain Martial Artist (it seems a tiny bit overpowered to me), but I decided I don't really care. This isn't exactly intended to be a low power game.
Caderyn - Glad you figured it out, I'll be glad to see the final version come into existence.
Alexandra - I think you could use some editing work there. Frankly, it's a bit hard to read. I think you've got a decent concept in the works, but as of now it could use an awful lot more work.
Yafeu - There is an awful lot of nifty hiding in those walls of text. Well done. I do hope you don't mind if not a lot of it sees play for a while, as it might take me some time to really incorporate it into the world.
For anybody new checking this out, just wanna say we're still open for recruitment for another few days at least. Barring new complications/contenders, I'm thinking early next week, Monday or Tuesday, I'll be making cuts.

PhelanArcetus |

Crunch & fluff pretty much all done. Actually, reading back I probably overspent. (I went with 1,000 gp, spent about half on primary weapon & armor, and then just started going on interesting / thematic things rather than anything fancy. Just downgraded weapon from masterwork to normal, and I can comfortably drop pretty much anything in the equipment list; a lot of it was just about spending the money. Weapon, armor, basic outdoorsing gear, a deck of cards or two and some dice should do the trick.)
Appearance can use some more fleshing out, and I'm sure I'll do some more notes in the personality section, but otherwise pretty much all done.

Viscount K |

For Caderyn, but this applies to everybody - You probably own all of that except the armor, but that'll be issued to you first thing in game. Quick aptitude test and they'll pick out armor for you that best fits your capabilities. Bear in mind, this isn't just adventuring gear here, we're talking all the junk you've managed to acccumulate in your house. You certainly don't have to list all of that, but if you tell me you're gonna run back home to grab a thing, if you didn't already list it, it's up to me whether it exists or not. Do make a point of keeping separate what you're carrying and what you own that's not on your person. Encumbrance matters.
Oh, and as a note, you can hang on to the tindertwigs, but know that they're not nearly as common here, even in Danel, as in regular Golarion. Save 'em for emergencies.

Caderyn of Lloegyr |

At the moment Cadeyrn's is less about a specific faith and more about his ideals. However, that's due to a combination of not knowing the existing pantheon (I can work up something fairly easily, especially with no book to read on the train today), and partly considering the possibility of finding faith as he moves towards being a paladin.
However, I think it makes more sense for me to work up a god he has faith in. Likely a major faith of Lloegyr, to whom his cousins pay lip service, but his parents expressed a great faith in. That will also let me work on detailing his ideals. (I probably won't have that posted until Sunday.)
I'll probably drop the tindertwigs anyway... too much of that dungeoneering kit is geared to underground rather than outdoorsy, and I'm not especially seeing him as a spelunker. I grabbed it as a complete kit more because it was the most suited kit than because I specifically wanted that kit. I'll figure on a lot of outdoorsy stuff in a couple of packs that he brought along... and as a default carry, not much other than weapons, whatever armor he ends up with, some food, and a couple of handy tools.

Ardeth Bay |

I finished up his gear, let me know if I have too much.
Belated comment on the trait being overpowered. Maybe it is (for a trait), but Monks need all the help they can get. If I were playing a barbarian or fighter my HP would be much higher, my AC would likely be 19, and I'd be doing +6 (2d6+9) damage. So really, it just makes me less suck. Thanks for being cool about it.
Edit:Also, I'd eventually like to take Elemental Fist. What do I need to do to 'unlock' it? Or is that a secret for when the game starts. Hoping I get accepted that is :P

Viscount K |

Gch. Wish I'd gotten to this earlier, so you wouldn't have put in the work - no on Magus. Regardless of spells gained per level, the whole class is about harnessing arcane power and linking it with swordplay. I guess you could play one with all their class features stripped, but that seems like a terrible choice to me.
I get the feeling maybe I haven't been as clear about this as I'd like, since people keep popping up trying to get around it - you guys don't have magic to start with. At all. Yes, that'll change, but that doesn't mean there's a way around it to start with, so if you want to play a magic class, a) ask me first, and b) expect me to take away a lot of the shinies.

Thornborn |

Gch. Wish I'd gotten to this earlier, so you wouldn't have put in the work - no on Magus. Regardless of spells gained per level, the whole class is about harnessing arcane power and linking it with swordplay. I guess you could play one with all their class features stripped, but that seems like a terrible choice to me.
I get the feeling maybe I haven't been as clear about this as I'd like, since people keep popping up trying to get around it - you guys don't have magic to start with. At all. Yes, that'll change, but that doesn't mean there's a way around it to start with, so if you want to play a magic class, a) ask me first, and b) expect me to take away a lot of the shinies.
No stress on the work; she's not half done, and it was enjoyable.
Re: loss of overt magics 'shinies', I've made peace with that. Of course she doesn't have a spellbook. So no spells. But we are going there, right? And until 5th level, Magus is pretty deniable. Plus 1 to hit and damage, until you get tired. So she's a dancer with a cultural/religious heritage (and sometimes razor blades) woven into some scarves, so it can't be forgotten, and Gram's or Great-gram's "Crying bowl" hung on the wall, eventually to be rediscovered as a shield, and scrying bowl. "We hang it on the wall because it's pretty. And because our tears could never fill it. We're not that sad, anymore." But then at some point we put 2 and 2 together, and spin the shield by that old candlestick, and watch the figures on it dance...
If you're worried about punch, or survivability, she can take lessons in Crane Style from Gohren, and that 2nd (or switcheroo 1st) level as an Unarmed Fighter, or Urban Barbarian, like Noamuth.
I'll see if something else gels around the fluff that's grown for her, and post if I see a way. Sorry, guess I got confused by the scions of magic line.
But no stress; the exploration and build is part of the fun.

Viscount K |

Ardeth - Sometime this next week, probably, unless we get a flood of new contenders I need to consider, or something else weird comes up.
Thornborn - Mrfle. Yeah, alright, you make some good points, that can probably be faked pretty easily. Go ahead and run with it, with these caveats. First up, no spellcasting, spell combat or spellstrike, obviously (until later on). Second, should we get this far before it's irrelevant, run each arcana you take by me - nothing overtly mystical until we've moved on. Finally, I'll let you get away with the arcane pool bonus to attack/damage - but I'll need an explanation. Some meditative focus, or hyperawareness brought on through her cultural whatever. With that, take it away. Let's see what background we can get out of this madness.

Caderyn of Lloegyr |

Finally got a quick writeup on the god and how Cadeyrn found the god, as well as his ideals (in the personality & history sections).
I also revised equipment; dropped armor, downgraded weapon to masterwork, and ditched the dungeoneering kit for a few of the components that seem suitable to outdoor living.

Asa bint Aangul |

"So, this Gohren. He is a strong man."
"Yes, I had heard that.", Asa said, folding a simple kapenia scarf, and putting it into her bag.
"He is a man of authority. And you will be his student."
"Yes, Father. But I was your student, first, and Mother's. And I have questions, there. But what were you hinting at?"
"Hrmf. You are not a child... Such a situation, might turn a girl's head..."
Asa smiled. "Father. My head has been turned, before." Her father's shock made it clear, he'd misheard her. "No. Do not go there, Father. I only mean, I am not a silly moth, to burn in the arms of this week's brightest flame. I am your daughter, and Mother's daughter, and Grandmother's... daughter. I take myself seriously. Do you doubt it?"
"No. No, Asa. You are as always, dutiful. Our Shieldmaid." Notes of sincere pride and playful mockery rang in her Father's voice, as only in a father's voice they might.
"Ah, that is the thing, that I would discuss. With this Gohren, am I to be a Shieldmaid? Is he to know, of the Kapenia styles? Of the shielded strike? Or am I to be, with him, just the tavern maid, who might throw a tray?" She smiled, teasingly, at first, but guiltily when her father scowled.
"You should not have done that. We are to be hidden. Until."
"Until. Until when? Until what?", she asked, the echoes of earlier askings making her single voice a chorus to them both.
"Your mother knew. Your grandmother, knew. And they told you, although you may not know it, yet..."
"No, I do not know it. I know the kapenia, the art to dress it, to wear it, to weild it like a sword, like a claw, like a spear. I know the shield, to cover, and strike, and tumble, and throw. And to combine them in the dance, so a turn is a strike, and a strike is a turning, and I am not where I was, but where I need to be next... I can dance, it was my first memory, the Dance. The shields you have made me, or made myself, are stacked like the wicker baskets they are. The kapenia, we must have a hundred of them, mine, and Mother's and Gran's, but I do not know why."
"You know. You do not yet understand." He had always said that.
"And you won't explain.", she pouted resignedly.
"I do not even know, let alone understand."
Asa sighed. This conversation always ended the same way, in unanswered question. She remembered the other question. "What of this Gohren, then?"
"What of him?"
"What can he know? What can he be shown that I know? What, of what I know, can I let him learn that I know? And how, am I supposed to keep such a secret from such a man, when he is teaching such things?"
Her father blinked at her. "I have no idea."

Viscount K |

Asa - Okay, that's...that's just very cool. Couple things - first, I'd like to know some more about this culture you're weaving, so I can incorporate it into the world at large. If you'd rather I just started making it up, I'd be happy to, but until I hear otherwise, let's call it your baby. I'd also very much like to hear more specifics about her early past (how she came to Danel, etc.). If you'd like to keep that sort of thing a mystery for the rest of the party, go ahead and PM me with it, but I gots to know. Second, Benalish is a Magic: the Gathering thing, so let's find a different name, if you don't mind. I can't think of any reason it should matter except that it bugs me when a name is already tagged in my head as something else, y'know?
Also - that's the most average set of stats I've ever seen, I think. That amuses me for some reason.
Caderyn - Work just got busy, but I'll get to reading that later tonight. Thanks.

Asa bint Aangul |

Running a bit this morning. Sorry if this is short. More later.
I don't feel a need to hide anything from the other players/readers. At a character level, I don't expect all is known, but I trust we're all able to RP that 'not knowing'.
Average stats? Well, she's supposed to 'blend'... :) Anyway, average is the new min/max. :)

Asa bint Aangul |

Ben Ali (Son of Ali), not Benalia. Yes, the MTG Benalish Hero IS an inspiration. But I don't intend the MTG Benalia. I am, however, very much enjoying my private joke of 'Benalish Waitress'. You see, when inflation hit MTG powers, I used to complain about it by saying my Benalish Hero can only get a job, now, as a waitress. "It's not a shield... it's a tray!" That Asa is a waitress, and the daughter of a Son of Ali, and a Skirnir... makes me smile. I'll scrub the bio of copywrong.
Asa's maternal line, I intend to have hidden some seeds or clues or such for the working of magic, in the 'crying bowl' ("I remember Gran crying over it, saying she'd lost something. Many times. I asked what, one time. She said she could no longer remember. But that I would. She... was very old.") So the bowl will be discovered as a shield and crypto key, and the kapenias will be discovered as a sort of spellbooks, and as a journal of the fading and forgetting of magic. Eventually. When it fits your plot.
I expect Asa bint Aangul and her father Mahmed bin Ali (and her mother Aangul, and her grandmother, who Asa only ever called grandmother, though I expect she knows her actual name...) came to Danel when Asa was a child. They have kept largely apart from local culture, though they are a part of it. That needs explaining. They run a tavern, perhaps a small inn, if there is any traffic to support such. This of course puts them into contact with people. But in their own time, they are largely private.
They explain this time with the beautiful decorated weavings Asa produces (taking 10 for 21), but much of the time is actually fitness and combat training. Mahmed is her coach, and no slouch himself, though he does seem so, when calling for Asa from behind the tavern's bar. Asa seems to do all the mobile work of the place. Aangul passed some years ago, during a time when Asa was curiously encouraged to 'see if you can hide under Gram's bowl...'. She could! But when she came out, her mother had died, fallen from a horse while riding. Asa has not yet learned to ride, perhaps as a result. She has also not touched the bowl, though it is prominent in their home.

Viscount K |

Alright, folks, I think I can safely say that barring any further complications I'll be making at least a first cut, and ending recruitment, come Friday. A couple days later then I said, I know, but Halloween and...well, life, have slowed me down a little bit.
Caderyn, just for my brain's sake, what is Garanhir's holy symbol?

Baxter 'Basher' Ames |

Northerners
The Northerners practice a form of animism and ancestor worship they refer to as the 'Callings.' Each tribe has a specific Calling. Callings can be almost anything but are generally a kind of task or labour. For instance, the Owl Feather tribe adhere to the Calling of burial practices while the Perched Hawk tribe has the Calling of guarding a stretch of the southern borders. A Calling is pursued by a tribe to the best of their abilities for they believe that if the followers of a Calling die out then the spirits of that tribe will be exiled from the Lands of the Dead by Amuut, the owl-eyed lord of the dead.
Some tribes, such as the Owl Feathers, have a Calling that forces them to spread out among the other tribes. As such, many of the larger tribes may contain members of other tribes who supplement the client tribe with their various skills. Generally speaking, these divided tribes usually have an anual meeting to reconnect, trade information, perform rituals and make decisions. Depending on the Calling a tribe may be sedentary or nomadic and individual traditions and dogma varies from tribe to tribe but Amuut, the location of the Land of the Dead and the Callings remain a constant.
The landscape is also dotted with ruins of some manner of civilization that predates the Northerners by centuries if not millennia. These ruins are generally seen as sacred or cursed and not to be disturbed. The Owl Feathers make use of some as tombs and seem to know more than most about the ruins' true nature but jealously guard their secrets. Rumor has it that if you travel deep enough into the ruins then you will come across an ancient installation that links all of the ruins in the north to each other and might even stretch far beyond. Of course, you will then have to evade the various defenders of the ruins and essentially the entire population of the north to share any of the discoveries you may make down there.
Some occultists and scholars believe the Northerners to be either the degenerated descendants of the Urlanders or possibly a kind of servitor caste. The second theory states how the Callings each tribe adheres to complements that of the other tribes and serves to protect the borders of the north against an organized invasion and closely guard the ruins. Few respectable scholars put much value on the more outlandish legends and theories.
However, there is currently little love for the Northerners, since in the past hundred years there have been two great forays into the south by the Northerners that left large swaths of the nations along the southern borders decimated. Sporadic raiding has continued to the current day. Those Northerner families that move south, either due to exile or personal reasons often face prejudice or hostility.
Since the martial castes are generally the only ones the people of the south are exposed to, it is often assumed that the entire population of the north is made up of similar brutes.
(There, tried to move away from the typical northerner=viking trope)

Aylya |

The Great caravans, Along the highways and Kingways between the great city's and ports travel of the lands the Great Caravans move. Small towns in their own right they slink along some times over a mile in length. 1000's or more being and live stock lieving in on an ever moving snake of Carts, Wagons and other road travailing contraptions always moving at walking pace, day and night, winter or summer.
Fall behind and your left behind is the rule of the Great Caravan, but one good days ride and you can pick it up again.
The move at about 3 miles an hour. A slow walking pace, with large in some cases 2 and three story wagons being pulled my teams of Oxen, The Odd large blood can be seen pulling a cart or two. Small bloods move around, selling and stealing what they can. The caravans ever stop in a town or city they just seem to slow down wile some get off and some get on. They say some of the Caravans have been on the move for 100s of years lead by the same family's who over see there movements and take most of the profits. each family of travailing Nobles oversee the upkeep and laws of the road. Collecting taxes ready to be paid as they go in and out of very citys state and realm. The rules who let the Great caravans into their lands, like this as it saves time and costs wile adding to bank.
Should how ever a state upset the rules of the great caravans none will grace such a state with their prescience, trade falls off and the despot who upset the Caravan rules soon find themselves poor and often headless and the hands of their own subjects. Money is power and Trade is money, that's how the Noble Caravans get to be who they want and go where they want.

Marko |
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Hey there! Sorry for getting in so late. I had planned on replying a lot sooner but I was in the part of New York hit by the hurricane and only recently regained power. (I don't even have internet yet, I'm on a neighbors). Hopefully I still have a chance to apply.
Here is a question. (I had others but after reading and re-reading I found some of the answers I needed making the rest moot). Does this world have crossbows yet? Is the technology level ahead of that or behind that?

Marko |

Also, here's my first concept. (I have a bigger background written up but I'll wait to post it.)
Arthur Grayson is the somewhat eccentric son of two scholars who spent their life studying cultures of the past in the hopes of preserving them. He was taken in and adopted by Durn Grayson when his family did not return from on one such trek. He is a highly intelligent and somewhat eccentric young man focused on furthering man kind through technological and engineering feats. His first goal was to try and create a weapon that would surpass any before any keep his city safe. He continually works on and tweaks his musket, as he calls it. But despite his focus, for the moment, on this weapon he will forever look for other ways to improve life. In fact, his thoughts of technology were inspired by a man who, before the dark ages, created designs for a flying machine. Though such a thing is obviously fiction, it is a dream for Arthur, his star to reach out and attempt to grasp. (Sort of like Da Vinci's machines. Since this is a dark age, I thought perhaps there might have been a renaissance in the past).
I have a few more idea's but it's rather late for me and my mind is working quite right. XD I'll get the next one up soon, just in case this one (being a gunslinger) doesn't work.

Viscount K |

[b]To answer your first question, yes, there are crossbows. Not everywhere is still able to make them, but Danel is, and there are plenty around in the world.
Gunslinger...hm. Hadn't thought about it too much. Most of the world, of course, isn't anywhere close. Before things started to go to hell, most advances were made my magic, not science, and there hasn't been a lot of progress since then. But in Danel, I think we're sitting just behind Very Rare Guns (as detailed here and in Ultimate Combat), I can transcript it if you like). I think I'm gonna have to disallow Gunslinger. Which saddens me, because I do really like your inventor concept.
No, y'know what? Spin me a cool enough story, and in game, make a point of putting in time on working on it, and I think I'd allow you to get away with Gunslinger, although your firearms will be at a penalty for a while, probably just an increased misfire chance, until you put in time and effort improving the tech. I think we can probably find some ways of mystic-ing up some help for you, but be aware that in the world at large, there is no support network at all for this kind of thing. If any advances are to arise, they're coming from you, which is going to require a massive amount of effort. I'll make sure the rewards for performing such a feat are worth it, but you're effectively trying to pull some mad science here, so I'm not gonna make it easy.

Marko |

Mad science you say? Why, could there be anything but?!
And would you mind ever so much if the increased misfire chance created more then just explosions? After all, a plume of smoke coming from his gun can be just as annoying, if not more so, then it simply become slag. It could be anything from a failure to dilute the proper oils or to refine the powder correctly. XD
As for his background, I am working on it now! I'm putting a lot of thought into the how of the gun and it's workings (while being vague enough that it could be possible, given my very limited knowledge of actual fire arms) Hopefully it will pay off!

Marko |

Right! Here it is! Hopefully I did not get too carried away/had enough information. XD It could probably use another page or two to flesh certain parts out but... then I might not get it up before Friday.
As for Arthur, well, perhaps the people who speak of him are right. He was always odd, even when he was young. His parents, scholars the both of them, often tried to teach him their lifes work. Their goal had been to find and preserve the knowledge of old in the hopes that it could help the people of the present through the dark times. When he learned to read at the age of four, he would often try to make heads or tails of the books and scrolls his family had uncovered. Somehow, in only a few years, he would be moving through those books, those scrolls and other forms of literature at a pace ascribed to people a decade older. By the time he was eight, he was reading books of his own choosing whenever his parents were away on one of their treks. Most of the books he chose focused on mechanical marvels and engineering theories. A great many of these were simple drawings or ideas scratched into a book, simple feats of engineering such as forges, or complex ideas that often involved 'magic' of old.
As he grew older, however, his thirst for knowledge of such things grew as well. He began to visit the forges, at least until most of the smiths chased him away, and it was then that he happened upon Durn, who was patient enough to indulge the young lad by answering his questions. Through Durn, and through texts of so many cultures his parents had gathered, idea's began to flow from the boy. They were, however, cut short by the loss of his parents, who, when he was but nine years old, failed to return from one of their treks. He waited month after month for them to return, hoping that they were simply late for one reason or another. He often perched himself on the edge of the cities walls, hoping to see them crest the hill to the south that they had walked over a few months ago. He waited. And waited.
Durn quickly realized the reason for the boys absence from his smithy and only had to ask a few questions to find where the boy was now. It wasn't long before Durn took the boy into his home, not wanting the lad, who had barely been eating the last few days, to starve. As the months rolled on and became years, it became obvious that the boys family wasn't going to return. So Durn adopted the boy, took him in and began to raise him as his own. This meant a lot of physical work around the forge, which slowly but surely drew Arthur out of his depression. It helped that Durn encouraged the lad to pick up where he left off with his studies. Now, at the age of eleven, Arthur once more delved down the path of innovation. The loss of his parents hit him hard, however, and the path of his studies became far less whimsical now. The young boy, whose intelligence had always been the source of great pride for his family, knew that the dangers of the world would only continue to grow and that, to combat them, a new weapon must be created to protect what was left of civilization. The ideas of flying machines were gone now, replaced by this want to create something to protect others. He puts on hold his dreams of reaching the skies so that others might live to dream.
Given that most of his ideas came from stories or books that involved rituals of old, Arthur had to find a way to recreate a great deal of his ideas through science. Much of what he did had only barely been touched upon before the dark age that now shrouded man kind. It seemed that societies o the past put way to much faith in non existent magic and fairy tales so that technology never progressed. At least, in most cases. One city, a small mining town to the west that existed a few hundred years ago, found completely by accident a way to recreate some of the more explosive effects of the supposed rituals of old. This town, that sat near the edge of a mountain, had mistakenly come upon a vein of the mineral. The resulting explosion when one of the miners dropped his lamp caught the interest of those who ran the town. The investigation that discovered the results yielded an idea that supposedly let them break free from older traditions involving rituals and magic. How they had gotten long with such things, Arthur never understood, but then again he spent only a little time trying to understand the effects of supposed magic in the past. He only needed to know the intentions that such rituals would have, not the theory that drove them. Through the use of black powder, they were able to carve through the mountain. Unfortunately there town fell prey to an avalanche caused by an over use of said powder, but thankfully his parents had come upon the ruins and decided to dig. The exact refinement process was lost to time, but the name of the mineral was not.
Arthur, ecstatic at this discovery, asked Durn to acquire some for him. The smith had Arthur work off the payment for the mineral before ever placing an order, but when next the supplies for the cities smithy came in Durn made the request to go to the miners. Arthur was very lucky. The rock he asked for was not very common, but it wasn't seen as valuable since a use for it had yet to be discovered. Arthur, again with the aid of his adoptive father, learned how to break apart and filter the large chunks of the mineral until he had the finest of black powder. Then, often in the dead of night, Arthur would venture out of the city, outside it's walls, and experiment. It took him days to even learn how to get the minerals to explode. Fire, without any direction or control, simply created smoke. It wasn't until his seventh attempt, where he had used an old breastplate his father had discarded from his shop, and a long fuse that he was able to obtain enough heat. Unfortunately in this instance he had used a bit too much of the black powder and the rock he had hid behind did not protect his ears from the thunderous boom the explosion created.
He was so excited, however, that he did not care when the guards came looking for him and found the scorch marks in the ground, nor did he care that he was unable to hear what they were saying. Without explaining he ran home to tell his father the good news. It would take another year of working for him to find the best possible way to recreate the explosion, given that supplies from the mines only came every few months and the rock was hard to find. Arthur spent the time not working in his fathers forge to pay for his experiments looking through different avenues of knowledge, through the many books and scrolls his family had left behind, for more answers. His answer came, oddly, from the seemingly more barbaric northmen. Their culture had been simpler and though their methods were crude and a great deal of their innovation supposedly came from the rituals of old, Arthur discovered one scroll his mother had procured. It was more recent, but it described ways to use the oils of more common plants to help create flames that would last longer.
This was not the formula that Arthur would use, but it was the inspiration that drove him to search through both his own library and the city/state's records for ways to create extreme heat through oils. To say that Arthur earned a few burns during the experimentation for this process is an understatement. It became clear that the general way of grinding the herbs up would not yield precise enough results, so Arthur set about finding more exact ways to get what he needed from herbs. His answer came from a scroll from the east. It described ways to distill the oils found on plants by evaporating them, then cooling them off in a separate container so that they became oil once more. For anyone else, the concept might have been to far fetched, but Arthur was willing to try anything. With the aid of his father and a local glass blow, Arthur had made three beakers. They were simple and crude things, but after countless days of trial and error he was able to produce viable results. Some side affects, such as the fact that he seems to have permanently burned away a line through his right eyebrow, were ignored in favor of finding what he needed.
The end result came at the beginning of his thirteenth winter. By treating the black powder with the oil he had distilled, then lighting it in a contained area, Arthur had achieved his goal. The unfortunate downside was learning how to harness the force of the explosion. Simple tossing a packet of the stuff with a lit fuse often came back with mixed results. To many things could go wrong and the expense of getting so much of the mineral he needed for the black powder would, by his estimation, drive Durn out of business within a few days. It was Durn, his adoptive father, who would give him further inspiration.
At the age of 13 now, Arthur was old enough and big enough to learn how to wield weapons. Durn, ever the responsible one, set about teaching Arthur how to use the most common weapons one was likely to find. He instilled in the boy the basics of such things, how to hold yourself and the weapon, how to move with the blade or to breath with the release of an arrow. He taught Arthur what he knew and the young man discovered he had a natural talent for bows and crossbows. Ever curious, Arthur studied certain books within the cities library and learned that the power of the crossbow, so focused, had once been enough to punch through armor and was among the simplest weapons to learn how to use. An idea formed in his mind then of how powerful a projectile would be with the force of his black powder.
The next two years were spent creating prototype after prototype. More often then not, he lost them in botched trials, whether because he made a mistake in forging them or because he made a mistake in his powder, which was far from perfect in it's own right. Design after design was tossed aside as Arthur spent every minute he wasn't sleeping or working trying to solve problems that arose. And he began to work more and more often as the materials he needed as well as the tools he had to purchase or create became more numerous. His designs ranged from massive to miniscule. It was near his fifteenth summer that he was able to create his first working prototype. It fired more then half the time and had the strength to punch through armor. He has spent the last year working, tweaking, and making adjustments to this device.
While this explains a great deal of what he has done over his short life, it leaves out a lot of information about Arthur. For instance, because of his near obsessive amount of time spent on this project of his, few know exactly what he looks like. Those that have seen him have seen a rather wiry young man moving about Durns smithy doing chores, often mumbling to himself. When he does venture out of his home, it's usually to either collect supplies or conduct tests, so aside from his father the people who have seen him the most are likely the guards at the cities gate. And even they do not know exactly what his project is as, more often then not, he keeps it hidden within a cloth wrapping, unwilling to reveal it until he deems it ready.
There are rumors abound of the eccentric youth, most of which claim he is touched in the head. The thunder that used to rattle from his room and now peals over the walls whenever he ventures outside confuses these people, however. He is still alive when he returns, after all, and he is obviously working on something. So it seems that he might be successful. But successful with what they often ask. What is he doing? Most who know him or of him simply choose to believe he is harmlessly mad. No one save him has ever received an injury from any of his machinations, so any attempt to quell his experiments have slowly died out over the years. But there can be no mistake, he does not think as others do. Wherever his mind is few people can follow.
Well today is the day that he reveals his invention to someone other then his father. Today is the day that he goes for his training with the descendant of the founder of Danel. Perhaps, he hopes, that with this mans approval and maybe even the aid of the city he could make even greater strides with his work. And perhaps, if he can create a way to make his musket effective, perfect the design even, then he can find support for other ideas. Though he had long ago given up such fanciful ideas as the flying machine, he still keeps with him the drawing and will, when he needs encouragement, take it out to look at it.