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Rolling out stats as well. Can't see any reason not to.
4d6 ⇒ (4, 5, 1, 4) = 14 That'd be 13
4d6 ⇒ (3, 1, 4, 5) = 13 That'd be 12
4d6 ⇒ (3, 1, 2, 2) = 8 That'd be 7
4d6 ⇒ (6, 6, 3, 4) = 19 That'd be 16
5d6 ⇒ (5, 4, 3, 6, 6) = 24 That'd be 17
5d6 ⇒ (2, 5, 5, 3, 1) = 16 That'd be 12 - Dropped
5d6 ⇒ (3, 6, 5, 6, 2) = 22 That'd be 17
Final stats are 7, 12, 13, 16, 17, 17

monjebleu |

Rolling seems to be all the rage right now, so I guess I may as well join in.
4d6 ⇒ (3, 1, 2, 1) = 7 Lucky me, a 6!
4d6 ⇒ (2, 3, 4, 4) = 13 11
4d6 ⇒ (5, 6, 4, 6) = 21 17
4d6 ⇒ (6, 2, 5, 1) = 14 13
5d6 ⇒ (5, 3, 5, 2, 5) = 20 15
5d6 ⇒ (5, 3, 6, 3, 1) = 18 14
5d6 ⇒ (1, 4, 5, 4, 5) = 19 14 Drop!
17, 15, 14, 13, 11, 6

imjohnnyrah |

I'd like to play a Bard in this campaign. It seems like a really great choice for this style of play since general combat seems to be taking a backseat to role play and interaction.
4d6 ⇒ (3, 3, 1, 6) = 13 12
4d6 ⇒ (6, 1, 5, 1) = 13 12
4d6 ⇒ (5, 3, 1, 1) = 10 9
4d6 ⇒ (1, 6, 5, 2) = 14 13
5d6 ⇒ (6, 6, 3, 6, 5) = 26 18
5d6 ⇒ (2, 4, 6, 2, 5) = 19 15 Drop
5d6 ⇒ (5, 1, 6, 6, 2) = 20 17
Attributes:
18, 17, 13, 12, 12, 9
Edit*
I found this while poking around through the Variant rules on d20pfsrd. For what it's worth... Adamant Entertainment: Backgrounds & Occupations.

Terquem |
I've been thinking that a lot of pressure is going to be put on the various Bards of this setting, as they are going to be the peace makers, for the most part.
I am about to put a huge piece of material in the campaign description thread. Please read it, I know it might be dull, but please, and if you have comments or questions, go hit the Discussion thread.

imjohnnyrah |

I've been thinking that a lot of pressure is going to be put on the various Bards of this setting, as they are going to be the peace makers, for the most part.
I am about to put a huge piece of material in the campaign description thread. Please read it, I know it might be dull, but please, and if you have comments or questions, go hit the Discussion thread.
Looking forward to it!
I've been putting together the crunch for my Bard. You can check my progress here if you'd like. I can just save it and set it aside if you're going with NPC classes for the beginning of the story.
Starting Gold: 3d6 ⇒ (3, 4, 4) = 11 * 11 (10% increase) = 121

Terquem |
Well I took a look at the NPC classes and the only ones that fit the setting are Commoner, Warrior, and Expert (there's a slight possibility for Adept, but not likely).
There would be no Elven or Halfling commoners, not in Woodbridge anyway.
Other than that, there is a possibility that any player can create a Commoner (Human, Maetaur, Gymnaga), Expert or Warrior (any race) for this campaign if that is what they want to do.

Terquem |
As something of minor interest, I created this thread, back in December of 2011, that introduced the first character I thought of when creating the Gymnaga.
There are some descriptions of Melianami's movements, limitations, and mannerisms that may be of help to people who want to play a Gymnaga
The current campaign setting Gymnaga race does not, necessarily have to conform to the character in this story, but this is where it started.

Terquem |
We'll use the basic starting wealth presented in the Core Rules, and see if that works.
The village is POOR, but let's let the Player Characters begin a bit above that.
Over the next day or so I hope to get some details up about the exact number of Humans, Elves, Halflings, Maetaur and Gymnaga who are part of the Woodbridge environment.
I'd like to see some characters posted to this forum, if any are ready.

monjebleu |

monjebleu wrote:Rolling seems to be all the rage right now, so I guess I may as well join in.
4d6 Lucky me, a 6!
4d6 11
4d6 17
4d6 135d6 15
5d6 14
5d6 14 Drop!17, 15, 14, 13, 11, 6
I think a reroll of the 6 is called for. Go ahead.
let's just say that any roll of 7 or less should be rerolled
What if I want the 6? Can I still keep it? I enjoy characters with some fatal flaw.

Filios |

We'll use the basic starting wealth presented in the Core Rules, and see if that works.
The village is POOR, but let's let the Player Characters begin a bit above that.
Over the next day or so I hope to get some details up about the exact number of Humans, Elves, Halflings, Maetaur and Gymnaga who are part of the Woodbridge environment.
I'd like to see some characters posted to this forum, if any are ready.
Does that mean Average Gold for 1st Level or Max? I am assuming average.

bi0philia |

I'm interested, possibly as a Halfling rogue. Care to post some info on Halflings/ shoot me a pm regarding i.e. "detailing the attitude of the Halflings to the Locals in this setting
thanks!
in the meantime, dice rolls!:
drop the lowest: 4d6 ⇒ (2, 5, 5, 3) = 15 13
drop the lowest: 4d6 ⇒ (3, 3, 2, 3) = 11 9
drop the lowest: 4d6 ⇒ (5, 1, 5, 4) = 15 14
drop the lowest: 4d6 ⇒ (1, 1, 1, 1) = 4 3, yikes.
-REROLL-drop the lowest: 4d6 ⇒ (2, 4, 1, 6) = 13 12
drop two lowest: 5d6 ⇒ (2, 3, 3, 1, 3) = 12 11 dropped
drop two lowest: 5d6 ⇒ (3, 1, 1, 5, 4) = 14 13
drop two lowest: 5d6 ⇒ (4, 6, 5, 4, 5) = 24 16
alrighty, I'll probably end up going Oracle or Sorcerer for class instead.

TrueRepentance |

4d6 ⇒ (4, 5, 6, 4) = 19 = 15
4d6 ⇒ (4, 1, 2, 6) = 13 = 12
4d6 ⇒ (6, 5, 6, 1) = 18 = 17
4d6 ⇒ (3, 3, 3, 5) = 14 = 11
5d6 ⇒ (1, 6, 3, 5, 2) = 17 = 14
5d6 ⇒ (1, 2, 1, 3, 5) = 12 dropped
5d6 ⇒ (3, 1, 4, 5, 6) = 19 = 15
Still working on a character idea. Thinking a true neutral elf druid. Could likely be friends with the ranger already. But isn't incredibly 'in' with the elf settlers.
Stats 17, 15, 15, 14, 12, 11

Terquem |
So I am thinking of either a) alcolyte priest at the local Woodbridge church or b) wizard's apprentice for local crackpot arcane type. Which do you think offers better opportunities for development or do either exist in Woodbridge now.
Do you have any info yet on pantheon for this setting?
I will be getting more details up tomorrow, but to answer this question, there is no "Church" in Woodbridge. There is a priest and he goes about the village doing nice things for people and saying prayers at community gatherings. You could be his assistant. There is a "crackpot" wizard in town as well, and you could be her apprentice
There is no pantheon, yet, but the locals will have a variety of Deities and there is some crossover of beliefs between the Maetaur and the Humans, but the Gymnaga have their own Gods.
The Aladoans have a different pantheon, and the Elves have their own as well. I welcome any suggestions about how these can be developed.
I’ve been thinking about the setting, and as far as I can tell the best real world situation that compares to this one would be the Norman Invasion of Ireland in 1171 (not all that similar, but very close in some ways).
Also, there is no Inn, but there is a tavern, it's called the "Bucket and Board".

"Clothyard" Shaft |

Nearly every pantheon has these few types: supreme god(Zeus,Odin), sun god (Apollo), war/hunt god (Ares, Tyr), sea god (Neptune), death god (Hades) love god (Aphrodite), wisdom god (Athena) and others. Since these gods should be fairly ingrained is it easy/better to pirate the stories, but just rename or recombine them from Pathfinder or other mythos?
Also, wonder if one would be monotheistic (the elves?) or simple canon like Good (light), Neutral (judge or scale balance) or Evil (dark).
I am up for discussion but not nearly creative enough to flesh out all the backstory and interplay solo.

"Clothyard" Shaft |

Thinking mine will be cleric acolyte of Aladoan descent. Church established in Woodbridge to help "civilize" the natives etc and convert to Aladoan faiths so lots of good RP prosthelytizing and condemning.
Dice rolls:
4d6 ⇒ (3, 3, 6, 3) = 15 = 12
4d6 ⇒ (6, 4, 3, 3) = 16 = 13
4d6 ⇒ (1, 5, 2, 2) = 10 = 9 DROP
4d6 ⇒ (5, 2, 6, 2) = 15 = 13
5d6 ⇒ (5, 1, 4, 5, 1) = 16 = 14
5d6 ⇒ (3, 1, 3, 3, 5) = 15 = 11
5d6 ⇒ (5, 2, 4, 6, 5) = 22 = 16
That's pretty darn average, right there. Will get back with build soon

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Like Monjebleu, I'm keeping my 7. With the rest of the stats, I should have a weakness somewhere.
I like the thought of one of the races having a simpler pantheon. Light/Shadow is fairly relatable. I'd kind of like to at some point run a race that feel that darkness=good and light=bad. Just flip everything on it's head.

little uke |

How big is your world?
What if it were smaller? What if your world was nothing more than a simple village, a few hundred people of mixed races, some familiar, some strange? There might be a wizard, but he is not powerful, and there might be a witch, but she is not someone to be afraid of, and there could be a few people who know magic of other types. There is a Village Leader, and she is a veteran of some long ago war, but she doesn’t talk about it much. There is a Priest, and he is friendly, and often more helpful than he should be, but he is well liked. There are farmers, craftsmen, and skilled workers of many kinds, but mostly it is a humble, little, quiet, village.
I would like to suggest a game, the rules of which will be drawn from the entirety of the Pathfinder Rules (including Pathfinder Society), but with a decidedly smaller feel.
This will not be a big city, or a large town even, but a simple village. There will be a limit on the races and classes you can choose from, in the beginning, and there may be other limitations, equipment and such, but this is my idea:
I want to try and create a campaign setting, not all by myself, but with your help.
As the Dungeon Master I will provide opportunities for you characters to exkplore the world around this small village, discover dangerous things, find adventure, and with your input we will shape a new campaign setting, as we play.
I would like to keep as many of the core idealizations of Pathfinder, intact, but I hope to breathe new life into those frameworks. Goblins will be Pathfinder Goblins, statistically speaking, but how they behave, why they do and what they do, we will develop as the game plays out.
Most importantly I hope to see the discussion thread of this game used as much as if not more than the actual game thread.
Characters will be created by a system that is a consensus of eligible player ideas. I personally prefer rolling ability scores, but am willing to explore options. If there is interest in this game, I...

Terquem |
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About Aladoan Halflings
This information represents what a local Human, Maetaur or Gymnaga, knows about the Halflings, if your character is a Halfling you receive more information
Halfings and Elves represent approximately 30% of the invading population, and are almost equally represented (Halfling are just a little less than half of this 30%). Until only very recently Halfings or Elves did not visit Woodbridge, though occasional Aladoan Humans did (and these were usually well armed but not aggressive, parties). Those very few people from Woodbridge who visited Castletown (while it was under construction, about 25% of the population of Woodbridge worked at the site at some time or another, either as laborers, animal handlers, or skilled craftsmen, this means that as many as 75 to 80 locals have had firsthand experience with the Alodoans) came back to the village with this information.
The Humans seem friendly, and interested in peace between them and the local populations. They have advanced building technology, and other sciences, such as medicine and agriculture. The Elves among the Aladoans are quiet and do not talk much and seem aloof. They are very strange looking, somewhat tall and thin, and appear fragile. The Halflings are almost the opposite, in every way. The, at first appear to look much like a Maetaur or Gymnaga except that they have very pronounced pointed and oversized ears, as well as larger and more round shaped eyes (both Maetaur and Gymnaga have normal sized ears for their heads and slightly almond shaped eyes). The Halflings seem to be very good at arcane magic and most of the Halflings that locals met were arcane casters of one kind or another. There was some tension, in the beginning, between the Halflings and Maetaur and Gymnaga, as it seemed that the Halflings were overly curious about these local populations and being that their mannerism could be described as forward and condescending, some negative interactions occurred. It was primarily the Human Alodoans who interceded in these situations and pressed for peaceful resolutions.
There is some kind of odd relationship between the Elves and the Halflings. Locals have told stories of how the Halflings speak in very abrasive and offensive tones when addressing the Elves and the Elves, mostly, are quiet and withdrawn around groups of Halfings.
It would appear that the Halfings are easy in being addressed as Alodoans, but there are some Elves who are uneasy with being associated with that Empire. Since Alodoans have only begun moving to homes built just outside the outer bank of the oxbow lake where Woodbridge lies, in the past year, little more than this is known about these people.

Terquem |
1 person marked this as a favorite. |
It seemed like this was too much information to send out as a personal message, and I am making a HUGE request here that players who are not Alodoan Halflings, please, do not use this information to metagame. There is a lot here about the people who have invaded the land the people of Woodbridge call Home, a land they call Finra Oluun, and Players who are playing members of the indigenous population should not read this post, beyond this out of character message.I am putting this here for players who are thinking about playing Halflings and it is repeated in the discussion thread. Again, please be prudent with this information. Remember we are all supposed to be working on this campaign setting together and this post has things in it that were suggested by some players, and embellished by me to help us get some of the setting established. Thanks.
As a Halfling Player Character you will know the following information. Halfings, as a race, were abducted in great numbers from their homelands over six hundred years ago by sea going Elven raiders from a country called Irishea. After four hundred years of bondage there was an uprising, initiated by a group of Halfling Wizards calling themselves the Liberators of the Garalee (though no Halfings who are in this area at this time can tell you exactly what that means, most understand that Garalee was the Halfling homeland). The uprising of Halfling slaves was brutal and short, and the Elves, unable to match the Halflings in Arcane Wizardry (even though they considered themselves masters of Arcane magic), granted freedom to all Halfling slaves. However, few Halflings were able to make the journey across the sea back to their homeland, and this naturally led to a dramatic change in the makeup of the country of Irishea. One hundred years ago (after one hundred years of Halfling freedom) a mad queen of the Elven people (Queen Arosebelle) declared war against the Empire of Alodoan, a primarily Human Empire. The war was a disaster, and resulted in the Queen being dethroned by leaders of the Elven church, and capitulation to the Alodoan empire. Since Irishea became part of the Alodoan Empire conditions and opportunities for Halflings improved.
Fifteen years ago the Empire of Alodoan invaded the lands of a large island country known as Orimar. The invasion was prompted by an attack on Alodoan shipping along the eastern Alodoan seaboard. Orimar lies to the south east of Alodoan, approximately two hundred nautical miles, and the increase in pirate raids on Alodoan ships forced the Empire’s hand. Fortunately a long protracted war was avoided when the Alodoan people learned that Orimar had no unified government and was, in fact, a land of many waring kingdoms beset with many internal struggles. Everywhere the armies of Alodoan landed warlords and petty kings of small tribes surrendered or fled in ships never to be seen again.
Initially not very many Halflings were part of the Alodoan invasion of Orimar, but once it became clear that the land was easily concurred and that the Empire of Alodoan had big plans for settling and farming of the fertile land, and when regular passage, at no cost to anyone wanting to resettle to the new land, was available, Halfling took an interest in the land of Orimar. Initially this seem like a perfect opportunity to finally get some distance between the Elven people and the Halfling people, but strangely enough a large number of Elves also took an interest in Orimar.
Now it is no secret that there is a separatist movement among the Elven people that seeks to create a new homeland away from the country of Irishea (which was devastated by the war and subsequent natural disasters, the worst of which was a period of fifteen years when Irishea, which lies at the north along the coast of Alodoan, was subjected to several hurricanes). The idea that these Elves would think that they could just leave their own suffering populations and expect the Halfings to get the country back on track is offensive to most Halflings and most Alodoan Halflings will accuse any Elf they meet of being a separatist, even though the separatist movement is quiet small and only about one in ten elves actually supports the movement.
So you (and your family if you want to include one) have taken the voyage to Castletown, one of the more promising settlements in the Alodoan expansion into Orimar. After living for a few months in Castletown, you heard of a small, peaceful, and quiet lovely little village of indigenous people called Woodbridge, just to the southeast of Castletown. The Lord of Castletown had negotiated a peace with the village leaders and a settlement agreement was initiated that granted citizens of the Alodoan Empire the right to build homes, establish trades, and farm up to ten acres of land, if desired. After saving money for a while, you paid the fee, 200 gold pieces, and moved into a little cottage, very sturdy, with four rooms, and a modern all metal wood burning stove, that is just a few yards from the banks of an oxbow lake. There is a little wooden bridge, some twenty feet wide and seventy feet long, at the southwest bend of the oxbow lake that crosses the lake at a narrow point and connects to the land in the center of the oxbow, and this is where the Village of Woodbridge proper lies. To the northeast of your home is a little wood, the locals call it the Maple Wood, and within this wood there is a settlement of very strange little centaurs like people who call themselves Maetaur, and to the south of the oxbow lake, following the river, there is another settlement, of even stranger folk, a sort of half snake half Halfling people who call themselves Gymnaga.
Life in Woodbridge is simple. The locals are good people. There is plenty of food, and the weather seems nice (it is early spring).
Alodaon Halflings are arrogant, and confident. Most of them know some arcane magic (it is considered a sign of respect to the people who liberated the Halflings from slavery to at least try to learn some magic). And every Alodoan Halfling knows two O-level arcane spells and can cast them a number of times per day up to their Intelligence score (unless their Intelligence score is 10 or greater and then they can cast those spells as often as they want). When dealing with Elves, Halflings show little if any respect, and often are dismissive of the problems Elves have. Halflings are mostly non religious, though they do have a Patron Goddess (Kiiroan Gehr, the Goddess of Halflings is a goddess of mysteries and Arcane Magic). Alodoan Halflings are easily enthralled by Maetaur and Gymnaga of the opposite sex.

Terquem |
Religion in Woodbridge
The humans that live in Woodbridge worship a Pantheon of Deities that is a combination of Nature gods and ancient ancestor kings and heroes. That is as far as I’ve gotten with this. I would like help from Players in identifying a set of Gods to represent
The God of the land (an earth god, with focus on growing things and strength)
The God of protection (an ancient King, Queen, or Hero, someone who championed the people long ago and was elevated to Godhood)
The God of the home (a hearth god or goddess with ties to the Maetaur people possibly
The God of secrets (a god over strange magic and prophecy, possibly with ties to the Gymnaga people)
The God of passion (a god or goddess of irrational behavior, chasing after dreams, wealth or love)
A Saint (a local ancestor who overcame a huge obstacle and has ties to Woodbridge)
This should be enough to get our little human community started.
The Gymnaga have a Pantheon of traditional Gods and Goddess similar to the mythology of ancient Greece and Rome with the exception that the Chief Deity is a Female who is the protector of the Gymnaga people. The Gymnaga will claim that their religion, their rituals and beliefs, is centuries older than the beliefs of the humans and Maetaur.
The Maetaur worship a small family God set, a principle Father and Mother who are the creators of the world, and their children who have dominion over aspects of life (protection, healing, planting, animal husbandry, and the elements, air, earth, fire, and water). It is important to note that the Maataur have a firm belief that Elemental Manifestations (creatures and such from the elemental planes) are good aligned.

"Clothyard" Shaft |

I had started to write a post about Mithras the Lame God who is a wanderer, god of the seasons and crops, the chief intervener in men's affairs with the true pantheon who may be farther removed from them. The other gods (of natural phenomenon mainly in my mind) would've been more random. In my post, Mithras would've been the Intercessor (like Christ is the Redeemer in Christianity or to some extent Prometheus the fire bringer in Greek) and the people would've prayed to him most and many churces would've been in his name. He would often appear as a lame traveler in person on this Plane and if folks were hospitable to him then they would receive good weather, good fortune and good harvest, if they were rude the opposite. In this way, there is a culture of acceptance to strangers and offering of charity and alms that might not otherwise exist. This could help explain the more open acceptance of the Aldoans in the midst of Woodbridge where the peoples social mores are accepting of strangers rather than suspicious or hostile as you might expect.
Mithras carries a wooden staff to support his lame leg and has 2 black raven familiars who act as his messengers. His domains would've started with Community, Weather, Protection, Good, Plant, Luck, Travel.
In this way, clerics of Mithras use quarterstaff weapons and the holy symbol is the Raven or Raven feather or quarterstaff. I was thinking of using the Raven's to carry messages similar to Ice and Fire mythos, but up to you.
Not sure how that fits your pantheon above or if you want to drop it, feel free to "wiki" tihs idea if you want.

Terquem |
Okay the Saint it is, do you want to write up a short description of how he has ties to Woodbridge? Remember that this culture (the Urandoman people) are not yet into the mode of building a lot of "churches" that is special purpose buildings for religious activity, but the priest of the people sort of move about and take advantage of community resources.

Wiscara Gresham |

This is what I have so far. Any help with making sure the backstory fits the area will be appreciated. Just working out animal companion stats now.
Wiscara was born to a single mother, a druid who lived on her own in the wilds near the river. Her mother, Garelda, had been driven there when she was accused of stealing. She had not done the crime. Garelda learnt the ways of a druid in the following years and excelled in druidic magic. Unknown to her a sickness had come on her village. She tried to help the sick but was accused of cursing them all after she was able to heal several. She was captured and threatened with death, tortured and beaten. They killed her hawk companion when it came to her one night. She was kept until the disease had passed and only because she herself had also caught it and almost died herself. The chief had called her to him and told her to stay far away.
Less than a year later she had Wiscara and cared for her new daughter, father unknown, one of the soldiers who had mistreated her during her capture. Wiscara was a beautiful child and had a wonder for nature. A natural with animals. She could imitate any animal sound she heard for the first time perfectly. One day when she was on her own a sick and starving leopard attacked her. She screamed and ran but the animal pounced and brought her down, sinking its claws into her thigh. Her mother had heard her cries and luckily not been far away for the next instant a spear pierced the creatures chest killing it. She learned to defend herself after that and her mother showed her how to use several weapons including spear, dagger, mace and sling.
Her mother was getting old and most of the gathering and survival was upto Wiscara. She was preparing a soup for her mother when a scouting soldier from her mothers country appeared. He needed sustenance and she gave him some of the soup. It was not enough and seeing this young girl alone with her mother reminded himself of how alone he was also. He harrased and then attacked her, angered by her refusal of him. She received his dagger, meant for her neck, in her right arm at the same time her spear pierced his heart. She had never killed anything before and was shocked for hours before she moved again. they buried him, hoping no one would come here looking for him.
After this her mother taught her of the druids bond and how she could have an animal companion to help protect her when she was gone. She agreed to learn and the first night of her attempt, as if waiting for this very moment a form emerged from the shadows. A young black panther she henceforth named Shadow, for the night he found her. Not many months after she got Shadow her mother passed away. After burying her and mourning for several days she decided to leave and find the village her mother came from, despite her warnings never to go there. She encountered a strange new being on her way who called itself an 'Elf'. It didn't try to harm her and told her why it was there and things that where happening. She went back to woodbridge to find things alot different that what her mother had told her of and she was able to enter freely.
Aparently a new force had conquered the land and the terrible rulers her mother had known were gone or dead. Her new elf acquaintance had been right. She spent a day there before going back to the forests, making a new home half a day downriver. Whenever she was not wandering the wilds she would be found there.
wooden armour = 15 gp / 25 lbs
healers kit = 50 gp / 1 lbs
club = 0 gp / 3 lbs
dagger = 2 gp / 1 lbs
spear = 2 gp / 6 lbs
backpack = 2 gp / 2 lbs
belt pouch = 1 gp / .5 lbs
spell pouch = 5 gp / 2 lbs
77 gp / 40.5 pounds
Wiscara has been a druid since she was a small girl. She learned from her mother. She has a great love for nature, serves the humans nature god and survive on her own. She has little trust for new comers, though she avoids only those that show little respect for the land. She treats all races or people equally otherwise and does not reject friendships. Unfortunately she does not make many attemps to create them. Her companion is the only one she believes she truly needs as a friend. Shadow answered her call the moment he left his mothers care and they have lived, hunted and travelled together ever since. He does not like to enter large settlements and will usually wait unless she forces him to follow. She does not enter towns often but lately, since the new invaders came and drove off the previous despotic rulers she has more often sought and traded information about the goings on in the world around her.
Wiscara stands at 167cm, light blue eyes and dark blonde hair. At only 16 years she has nevertheless experienced much and her eyes show her maturity despite her youthful looks. Her simple and loose clothing, covered with thin leathers, perfect for trecking through the forests is also coloured to match. Greens and browns fade together. Her clothing is thick enough to keep her warm in the winter though and covers from her shoulders to her knees as a shirt and pants. She wears leather shoes she traded for in Woodbridge. Her sack holds several components she needs to tend to any sick or wounded. A spear held in her hands, dagger in her belt and club on her side comprise her weapons. Her chest is protected by wooden armour on her front and back, held together and strapped around her sides by thick leather straps. This protects from her waist to her shoulders. She has several unfortunate scars. Three on her left thigh from a large cat when she was very young, it is hidden. Another on her right forearm, when she tried to protect herself from a knife attack several years ago.
Wiscara Gresham
Female Human Druid level 1
NN Medium Humanoid(human)
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13(+2 dex, +3 armour)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft
Initiative +4
Spear +0 (1d8)
Club +0 (1d6)
Dagger +0 (1d4)
--------------------
Statistics
-------------------
Str 11, Dex 15, Con 15, Int 12, Wis 19, Cha 14
Base Atk +0; CMB +0; CMD +12
Feats: Spell Focus(Conjuration), Aspect of the Beast
Skills(4+1+1+1 per level):
Handle Animal+6
Heal+8
Knowledge(nature)+7
Perception+8
Sense Motive+9
Spellcraft+5
Survival+12
Languages Common, Druidic, Sylvan
Other Gear: spell pouch, belt pouch, backpack, healers kit
Outfit: Explorers outfit
Remaining GP: 0gp
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Special Abilities
--------------------
Wild Empathy: Use Diplomacy on animals 1d20+druid level+cha mod.(magical beast 1 or 2 int at -4 penalty)
Nature Sense: +2 Knowledge(nature) and survival
Bonus Language: Druidic
Orisons: 3 slots. Infinite casts per day.
Spontaneous Casting: lose prepared spell to cast Summon Natures Ally of same or lower spell level.
Animal Companion: big cat(Black Panther)
Suspicious: +1 sense motive. Sense motive is a class skill
Bonus Feat - Humans get a bonus feat at first level
Skilled +1 skill point per level
Favoured class option +1/2 on Diplomacy & Intimidate to change creatures attitude.
Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Terquem |
Leopard and Panther are a bit of a stretch for the setting, the cougar is a better choice.Your back story is interesting. Her mother would have learned the Druidic ways from the Maetaur.
I see that there are two finished characters now, and both want to be characters who live "alone" some distance from the Village of Woodbridge. I don't know what the reasons are for this decision, and it is a little different from what I was imagining when I had this idea. Woodbridge is a place where people know each other, rely on each other, support each other, and yet we are starting with two "loner" types. We are possibly going to have an assistant to the local priest, so there is one character who lives among the community, so that's good. I've heard from three other players so we may have up to six when the game starts, and I would love to see more.
I will be working on principle NPC's for the village today, and hopefully we will see more characters.
Recruitment for this setting is still very much OPEN, and more players would be welcome.
Thnak you

Wiscara Gresham |

I can have her live closer. That's no problem. She will be interacting with the village more since the things she heard from her mothers perspective are different. Could easily become the village 'healer' though she is quite young perhaps she will eventually apprentice herself to the current one if there is one and learn healing from them.
How long ago were the previous tyrants driven out? Im not sure if I've made her too young or not.

Terquem |
Woodbridge, being a small village some 35 miles from the western coast of the land, has been "insulated" from most of the goings on over the past nine years. As far as anyone in Woodbridge knows, as they only have second hand information and have not had any interaction with any other local towns or villages for many years (in fact the nearest Urandoman village or town is thought to be over fifty miles to the north). The Alodoans invaded some nine to thirteen years ago. The castle, at Castletown, was constructed beginning just under nine years ago, was completed in over two years, and the town associated with it is only six years old.
Woodbridge is a village of Urandomans, and the ruling nobility of Urandonams have been absent from the land for just over eight years. In the past few years some people who are obviously Urandomans have settled in Woodbridge (less than a dozen new settlers in the past eight years have been Urandomans) and these people are very closed mouthed about where they came from, and most local Woodbridge people are understanding of their desire to not speak about the past (these new urandomans could be soldiers, who fled from battles where they were hopelessly outnumbered and instead of surrendering their leaders expected them to fight to the death, and they may now be afraid to let other people know who they are and where they come from). REMEMBER, regular Woodbridge people are mostly pleased with the changes that are coming about because of the Alodoan presence. There is a sense of stability and security that feels lat it could be lasting, so they don’t make waves or get too suspicious of anyone who moves to Woodbridge.