
El Ronza |

Okay, Haroun ibn Yusef al-Hasib is all done. Crunch and fluff seperately spoilered for length and rambling.
Haroun ibn Yusef al-Hasib
Male Human (Keleshite) Inquisitor 2
LN Medium Humanoid (human)
Init +6; Senses Perception +8
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 16 (2d8); judgement of sacred healing 1
Fort +3, Ref +4, Will +5; +1 trait bonus vs illusion effects., +4 vs. hot conditions, +1 vs. fire
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic;
Resist judgement of sacred purity +1, judgement of sacred resistance 2
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Offense
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Speed 40 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
Heavy mace +3 (1d8+2/x2)
Ranged Longbow, Comp. (Str +2) +5 (1d8+2/x3)
Special Attacks agile feet (5/day), judgement of sacred destruction +1, judgement of sacred justice +1,
judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities
At will— Detect Alignment (At will)
Inquisitor Spells Known (CL 2):
1 (3/day) Cure Light Wounds, Shield of Faith, Disguise Self
0 (at will) Stabilize, Detect Magic, Create Water, Read Magic, Light
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Statistics
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Str 14, Dex 18, Con 10, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Point Blank Shot, Precise Shot
Traits Desert Child, Eyes and Ears of the City, Hardly a Fool
Skills Acrobatics +4 (+8 jump), Bluff +4, Diplomacy +4, Disguise +4, Intimidate +6, Knowledge (local) +1
(+3 to identify the abilities and weaknesses of creatures), Knowledge (nature) +4 (+6 to identify the
abilities and weaknesses of creatures), Knowledge (religion) +4 (+6 to identify the abilities and
weaknesses of creatures), Perception +8, Sense Motive +9, Stealth +9, Survival +7 (+8 to track); Racial
Modifiers monster lore
Languages Common, Kelish
SQ domains (travel), judgement (1/day), track
Combat Gear Acid, Alchemist's fire, Alkali flask, Sunrod (2), Weapon blanch (cold iron), Weapon blanch
(silver); Other Gear Mwk studded leather, Arrows (40), Dagger, Heavy mace, Longbow, Comp. (Str +2),
Backpack, masterwork (3 @ 9 lbs), Bandolier (4 @ 4 lbs), Belt pouch (1 @ 1.38 lbs), Falconry gauntlet,
Flint and steel, Holy symbol, silver (Abadar), Silk rope, Spell component pouch, Tindertwig (5), Waterskin,
51 GP, 9 SP, 9 CP
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Special Abilities
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Hardly a Fool +1 trait bonus to save vs. illusion effects.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy
of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
The faithful of Abadar serve him in many ways. Some become bankers, others merchants. The most faithful become priests in his service, leading entire cities to the protective eye of the Master of the First Vault. Some, however, prefer a more “direct” approach to such matters.
Born in Katapesh to a merchant family, Haroun’s first years of life were relatively easy. He roamed the streets of Katapesh from a young age, always fascinated by the absurd wealth on display, the magical items, the exotic animals. He learned the art of haggling – facets of it anyway; while not so good at bargaining, he had a knack for reading faces and body language, and knew when to adjust accordingly. Some people prefer to see children as friendly and personable; some prefer them to be cowed and quiet, and Haroun quickly learned how to present himself in almost any situation.
Soon, however, family tradition took over, and Haroun’s father, Yusef ibn Malik, led him to the church of Abadar, just as the first sons of his family had always been. Though initially upset that his days of roaming the streets were at an end, Haroun quickly took to his duties. He learned how to calibrate the golden scales found in the markets, how to quickly and accurately count coin, and honed his skill at reading people to an almost eerie level. His training involved standing watch on the city walls, as with all young acolytes, and his keen eyes served him well many times. While he took to the faith like a fish to water, he didn’t quite have the dedication for a cleric’s trade. But what he lacked in patient dedication, he made up for with a burning, almost fanatical, zeal.
Seeing this, the church elders began turning him to more covert tasks – patrolling the Nightstalls, for example; weeding out less trustworthy merchants who tampered with their golden scales. Eventually, when rumours began to surface of a cult deep in the Sarengave desert, the church dispatched some of its most talented inquisitors to quell these rumours, and bring the heretics over to Abadar, teaching them the values of true civilization. Young Haroun al’Hasib was among them.
Setting out into the harsh desert was no easy task, and the former merchant’s son quickly learned how to work hard for his survival. Using the town of Voush as a base, the inquisitors set to work investigating the rumours of the Daiga cult, but found little more than whispers and rumours. Disheartened, they began to head back to Katapesh, one by one. Finally, after almost a year in Voush, Haroun found his chance – a caravan heading out into the deepest reaches of the Sarengave, promising to reach a land of fortune – Aridia.
Haroun had heard whispers of Aridia, to be sure, but the promise of something more than just a rumour intrigued him. Perhaps, he thought, the secrets of this cult lay deeper in the Sarengave than he imagined. And so, as the last of the inquisitors headed back to Katapesh, Haroun signed up for a caravan led by a strange elf with a gem for an eye, all the while wondering where this journey would take him.
Haroun is a stern and serious young man. His faith in Abadar has led him to value law and order more than the grey moralities of good and evil, taking a neutral stance in the world. His faith burns furiously, but quietly – when your task is investigation and hunting, after all, subtlety is key. While he is a child of the harsh desert sun, and knows how to survive in such environments, he also values the comfort and security that only city walls can bring, which makes him prone to homesickness.
A true Keleshite, Haroun has a sharp tongue, though he has learned not to use it in most circumstances, adopting a distinguished, detached air. After all, it is only appropriate for the faithful of Abadar to appear civilized at all times. Haroun cannot understand the desire of some people to live outside city walls, and this has gotten him into trouble more than once. He is somewhat stubborn, and prone to moody silence when proven wrong.
Haroun stands just shy of six feet tall, and has a lean build suited to running and archery. His eyes are dark brown, and his hair is black, cropped short to mimic the hairstyle his god is often depicted with. His skin, too, is brown, and he has tattooed black lines underneath his eyes to protect them from the desert’s glare. His face is angular, and he has a short, well-groomed beard.
He dresses in light, loose, layered clothing, in a variety of cream, brown and gold shades, overlapping constantly and providing comfort in the desert heat. He protects the more vital parts of his body with studded leather armour, pieces strapped in place as opposed to whole garments made of the material. His left hand bears a thick falconry gauntlet; his right hand is always bare, though he wears a low leather vambrace to protect his wrist from bowstring cuts. He wears a large silver key on a chain around his neck that serves as his holy symbol, and the motif of keys repeats itself within his clothing.
His companions are Nasir, a large, proud bay horse; and Sahra, a small hawk with alert eyes and brown feathers. Nasir was purchased for the long journey from Katapesh to Voush, and Sahra is an older companion, purchased four years ago in the markets of Katapesh. Haroun has few friends, and while he isn’t the most gifted at rearing animals, both creatures have served him well as companions.
Nasir
Male Horse, Heavy
N Large Animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee Bite (Horse, Heavy) +5 (1d4+5/x2) and
Hooves x2 (Horse, Heavy) +0 x2 (1d6+2/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Come, Heel, Riding, Stay, Track, Watch, Work
Skills Acrobatics +4 (+12 jump, +8 to jump with a running start), Fly +2, Perception +8, Stealth +0, Swim
+5 (+9 to resist nonlethal damage from exhaustion)
Languages
SQ riding [trick], track [trick], watch [trick], work [trick]
[b]Other Gear Bedroll, Bird feed (per day) (6), Bit and bridle, Candle (10), Candlestick, Feed (per day) (2),
Holy text (Abadar), Ink, black, Inkpen, Journal, Manacles, Mess kit, Pot, Riding saddle, Saddlebags (44 @
57 lbs), Soap, Torch (10), Trail rations (5), Waterskin, You have no money!
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Watch [Trick] Stands watch over designated area.
Work [Trick] The animal pulls or pushes a medium or heavy load.
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Sahar
Female Hawk
N Tiny Animal
Init +3; Senses low-light vision; Perception +14
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Defense
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AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
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Offense
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Speed 10 ft., flight (60 feet, average)
Melee Talon x2 (Hawk) +5 x2 (1d4-2/x2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Tricks Bombard, Exclusive, Heel, Hunt, Seek, Watch
Skills Acrobatics +3 (-5 jump), Fly +7, Perception +14, Stealth +11; Racial Modifiers +8 Perception
Languages
SQ bombard [trick], exclusive [trick], heel [trick], hunt [trick], seek [trick], watch [trick]
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Special Abilities
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Bombard [Trick] Drops item on designated point or opponent.
Exclusive [Trick] Takes orders only from its trainer.
Flight (60 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or
animate.
Watch [Trick] Stands watch over designated area.
I'll make an alias if he gets picked. Any questions or comments, GM?

Shanosuke |

I half expected as such since it is the desert land of Golorion. It's just the Kataphesh desert wasn't big enough for me but I wanted to keep all the Golorion themes and deities and such.
Besides, it adds a nice theme to the backstories and works for a lot of the characters, so I'd say Sarengave is probably pretty close to Kataphesh.

El Ronza |

I go with what I know. I haven't read up on all of the Golarion lore, but the two areas I'd say I know reasonably well are Katapesh and Korvosa (which is why Horatio's from Korvosa, and Haroun's from Katapesh), because I ran Legacy of Fire for my home group, and simply devoured Curse of the Crimson Throne. I'm trying to read more supplemental material, but there's just so much of it!
I can see some interesting role-playing potential already. And damnit, Choon, what is it with us making characters that won't play nice together? :P

Faelyn |

All I have left to do is to pick up one last trait, debating on which one... Also, I will make up an alias and put all the character sheet info in the profile shortly.
His power manifested early, Wyldyrn discovered he could create light with a thought, fill cups with fresh water, even makes sparks by a snap of his fingers. Wyldyrn's abilities came to him with an ease the astonished most, including the tribe's priests. It was obvious to his tribe that Wyldyrn had been touched by the divine and as such, he was chosen to be a Fire Dancer. The current Dancer, a cleric of Daiga, took young Wyldyrn into his confidence and helped to cultivate the young oracle's power and knowledge.
He learned the history of his people, passed down through the stories and legends. He was taught the Dance of Dawn, a mystically dance taught only to those talented few whom were chosen to be Fire Dancers, the holy leaders. He was taught how to wield a scimitar in a deadly dance, by combining the steps of the Dance of Dawn and his natural grace. The years drew on and Wyldyrn's power over fire continued to expand; he learned to wreath his hand in flames to be used as a weapon.
Wyldyrn had always been drawn to the legends of the hidden, some say lost, land of Aridia. His people believed Daiga waited for them within Aridia with a land they could once again claim as their own; a valley filled with lush forests, fields of golden wheat, and rivers and lakes brimming with fish. He believed he had a destiny to one day find this hidden land and to deliver his people to Aridia.
So it was that when word reached his tribe of an elf claiming to have come from Aridia that Wyldyrn gathered his belongings. He said his farewells to the tribe, and set out to either fulfill his destiny... or die trying.

Cinabre |

Here is Draahzin the kobold, I did the mechanics but am hesitating between a normal Cavalier or an archetype like the Beast Rider.
'Why?' was the question, which haunted him ever since. So much wanton destruction for what? Oh they had taken some loot: a wood and copper idol, some piece of shiny metal, an ox hide. But was it worth his tribe life?
He decided to follow their tracks and ended in town. So much noises, strange odors, big people! He lost his tribe's killer, but having nowhere to go decided to stay. He hid their living on scraps and sleepling in holes. Until one day when he was bullied by a street gang someone stepped in and talked their way out of the fight.
That man was Balan Sarnechat, he was a cavalier of the Order of the Blue Rose, dedicated to peace between the sentient races. Somehow Draahzin ended as his squire. They travelled the land, fighting monsters, helping local governors, guarding caravans, etc. He learned how to mount, how to fight and more importantly how to talk: drawing blood is always the last option.
Four months ago Balan died. Without money and searching to further train himself in the art of fighting, Draahzin heard about [NPC_name]. Remembering the tales about Aridia he decided to join, gain fame and gold in order to come back and make Sarengave a better place for the lesser races.

Cinabre |

And here are the mechanics.
Draahzin
Male Kobold Cavalier (Beast Rider) 2
LN Small Humanoid (reptilian)
Init +4; Senses Perception +, darkvision 60 ft.
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Defense
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AC 20, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 Size, +1 Shield)
hp 10+1d10 (2d10)
Fort +3, Ref +2, Will +0; +4 vs. hot conditions, +1 vs. fire
Resistance electricity 5
Weakness: Light sensitivity
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Offense
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Speed 20 ft., 40 ft. (mounted)
Melee Flail +4 (1d6+/x2) and
Lance +4 (1d6+1/x3)
Glaive +4 (1d8+1/x2)
Ranged Pilum +5 (1d6+1/x2)
Special Challenge (Ex) +5 (dmg +2)
Flat of the Blade (Ex) +4 (dmg +2 nonlethal)
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Statistics
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Str 12, Dex 14, Con 11, Int 10, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Mounted Combat, Precise Strike
Traits Desert Child, Child of the Streets, Reactionnary
Skills Bluff +6, Climb, Craft (trapmaking) +6, Diplomacy +7, Handle Animal +6, Intimidate, Knowledge (history) +4, Knowledge (nobility), Linguistic +1, Perception +2, Profession (miner) +2, Ride +6, Sense Motive, Sleight of Hand +8, Stealth +10, Swim
Racial Modifiers +4 Stealth, +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Common, Draconic
SQ Challenge 1/day, Exotic Mount (pony), Order of the Blue Rose, Tactician, Flat of the Blade
Gear [TODO]
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Special Abilities
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Dragon-Scaled (blue) electricity resistance 5
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.

Shanosuke |

BTW I would like to take this moment to let you know, Recruitment will End Saturday night. I will no longer take anymore submissions or requests.
There are a few folks who are still working on their concepts and I am willing to wait until Monday to see those.
As it stands, I have a method of picking players that I would like to take this opportunity to introduce you to. It is called, The Crucible.
It has happened too often where I have recruited players with good concepts but had poor party dynamics, slow posting times, or simply quit before the game begins. I want a strong long lived campaign with interesting and creative players.
Not to try and alienate anyone, but I really prefer these games actually go somewhere and not at a snails pace. So the Crucible works as follows.
Souls of Lost Aridia Crucible:
The Crucible is a mini campaign that features precampaign Roleplay. It allows players to flex their creative character muscles and warm up and get into character before the campaign really gets rolling.
A lot of times I come across players with good concepts but they just can't seem to get into character and drop out leaving me with holes to fill. This is a hassle as it was a lot of work to pick your characters in the first place and I had to turn many other good concepts down.
The Aridia Crucible will begin with your interview with the Caravan master, A little RP session with the NPC recruiting for Yalandere's caravan.
Once you've finished with him, you will move on to the Tavern of the town known as the Cold Moonshine and proceed to RP with the other players.
This will show me the extent of your creativity, possible character dynamics, posting frequency, dedication, and so on. You Needn't use an Alias for this one so you won't have to be stuck with it if your not taken.
This excersize will also help me pick the groups as I will be running Two Aridias at the same time, so Ten of you will make it in, and depending on what I see in the Crucible, I will likely pair you up based on Dynamics and interactions.
Hopefully this method of recruiment is acceptable. At base I am looking for at least a post a day As far as judging posting frequency goes I won't be too hard on this. I have games that are moving at a reasonable pace so long as people post at least once a day.
Really all this is, is me sampling your characters so I can be sure I have made the right choice.
Last time I ran Aridia three players disappeared early on without much warning and one guy quit cause he wasn't feeling it anymore. The last two were posting so slow that I myself simply lost interest and ended the game.
Long games can exist if people are able to help it happen. Thank you for hearing me out, I want to have a fun long term game where we all reach level 18 and win the day. Sound good?

Meriui bin Mircea |

Well, I appreciate the effort to keep us form "getting stuck" with an alias. This is already a re-purposed alias, though. The original was an Ossirian Pathfinder Chronicler. Only the name remained the same, to try to make the alias useful again!
I think every game I am in right now was started advertising a post a day.
One of them the GM is posting about once a week. Another takes about 3 days to get everyone to post once. In yet another one (posting in the evening after work only) I can end up responding to the thread three times a night, and stop specifically so I can go to bed and then get up to go to work the next day . . ..

Mia Rumsfield |

Signing up with the caravan master:
For convenience: Tobias "Toby" is the customer mentioned in Mia's bio, who under payment pretended he was her father, to take her along. Will ooc his lines.
CM: short for...yes, the caravan master. His lines in "b" "ooc" combination.
Mia's lines in "B"
Mia met up with Tobias the arranged day for signing up with the caravan.
Toby: [ooc]"Good morning Mia. have you everything you need with you?"
Mia looked at him with an expressionless face. "Mister, we are not friends, do not adress me in such a familiar way. And of course, i would not be here if i had not been prepared. Instead of waiting, we should go sign up with the caravan master."
"Ah, erm, yes well you're right. The line's over there at that building. Luckily we are early, so our turn should be fairly swift."
As they walked in, Mia took in the surroundings and the other people who wanted to sign up. Only 2 dozen others. Elves, humans. Likely others lateron, such a trip would draw massive attention.
Aside from the expected male lot, when looking upwards, she noticed a few women who were standing next to her as well. There was more than one line, so as to fit more people inside.
Toby:"Hmm, those ladies sure are attractive. I wouldn't mind sharing the bed with them"
Mia:"You are disgusting, is that the 1st thing men think of when they see a woman?"
Toby:"What? It's normal to say if they are beautiful."
Mia:"Keep talking like that and you'll be sorry."
Tobias got the message, Mia said it with a tone that meant he'd be in for a scene if he didn't shut up. For the love of the gods, this is a scary child.
Toby:"Ah, it seems it's going to take a while. Still 2 in front of us."
The two in front of them were a man, and the one at the desk was a woman firm woman who looked like she could choke a horse barehanded. She was appearantly argueing on the entrance fee. The man was picking his nose and throwing what he dug up down on the floor.
Ugh..at this rate it will take forever.
Mia , being of such small posture, snuck around the man untill she was just behind the woman and groped her rear. Upon this the woman turned around seeing the man, angry she punched the guy down in one hit. The guards took the two aside, clearing the way for Mia and Toby.
As they stood before the office table of the caravan master, he looked up after writing the previous application down.
CM"State your business concerning this journey. What is your interest?"
Toby:Good morning my good man."...Mia rolled her eyes upon the overly obvious sucking up undertone. Toby: "We are on a journey for cartography and documentation."
CM"We? Mind you, ALL applicants must be here today. I see only you"[/b]
As he just finished his sentence, a pair of small hands and head partially popped up from his desk with curious eyes looking back at him.
CM:[ooc]:"No children on this trip. Far too dangerous.
Toby:"I can assure you, my daughter is a quite capable. She is invaluable to me. You see she knows alot about herbal medicine, if anybody would get a fever or get sick she can treat them with ease."
CM:"Regardless, we can't play babysitter."
Mia:"Please sir, i don't want to be seperated from papa, i have only him as family. "I won't be any trouble, i promise."..she said with begging eyes.
The caravan master sighed..."Fine...i'll make note your are an exception. Now move along, all on the expedition have gathered in the "Cold Moonshine" Tavern"
Toby opened his purse and paid the man the fee for signing up. With a happy face, he looked with a smile down at Mia.
Toby:"Well that went well, didn't it?
Mia looked back up...Ugh...hopeless. "It is sad, you need help from a little girl like me to convince this man."
With the signing up stage behind them, they walked out through the other exit towards the Cold Moonshire.
The Cold Moonshire Tavern:
When they entered there were more people than expected, contrary to the small amount of people at the sign-up.
There was murmer and chatting all around. People of all sorts were standing near the bar and sitting at the tables. Some didn't look very much prepared
Toby and Mia came at the bar.
"Hello, what'll it be?
Toby:A tanker of ale for me and a mug of milk for my daughter here."
The bartender looked down over the counter; "What a cute little daughter you have there.
Mia just looked at him. Just give me a zombie and ill show you cute.
After getting their drinks, they looked around for a seat. There happened to be a table with 2 seats still vacant, despite a woman already sitting there. A palish elf woman with Jetblack hair and dark blue eyes.
Mia:"If you start flirting....."
She walked with her mug towards the table. Seemingly the woman didn't notice Mia untill she put herself on the opposing seat.
Mia:"You wouldn't mind, would you? This was the only seat left."
@Lilith: you wanted us to meet didn't you?
@Tolus, no i believe he meant us to start RP dialogue with the other players. And the elf i went to sit with...i think just one other player fits that description. If i was wrong i'll see so tomorrow morning.

Shanosuke |

Wait, are we RPing the elf? I got the feeling that he would be GM played somehow, though I see now that it could be read both ways.
No you will not be Rping the elf, that is my role. And the Caravan master isn't an elf he's human. Yalandere ie only funding the expedition not recruit men for it.
@Mia we are not starting the crucible yet but I do admire your enthusiasm and your writing style.
@Everyone: The Crucible will be held on a separate thread and will launch late Saturday night. It will last from 2 to 5 days. The time depends on how long it takes everyone to finish their builds and give me what I am looking for.