The Golden Pegasus

Game Master Sai Ling

Player's Map

Cueta's Resource Tracking Spreadsheet



*******READ ME*******:
Please only post in this thread with completed character submissions, using the alias you intend to use in the campaign. To dot, express interest, ask questions and so on, use this thread.

It's been a year since Free Captain Finn Blackstone discovered the new continent. He returned to Port Peril with grand plans of exploiting his discovery and keeping the place a secret for his own profit, but he returned to the Shackles. A week after landing, he was found floating face-down in the harbor, his throat slit, and his "secret" soon became public knowledge throughout Avistan and Garund. The great navies of the world were put on alert. A race was on

Over the past few months, word has reached each of you of a grand fleet leaving Absalom, sailing under the flag of The Golden Pegasus. Sailing from Absalom, but not of Absalom, the expedition was funded by a private consortium. Brigades of cavalry and infantry would set sail to conquer the newly discovered lands, and hundreds of men and women were wanted to found a new city, a shining light of civilization in the unexplored wilderness, the beginnings of a new nation. The call went out for volunteers, and you answered.

The Captain of the expedition's flagship, The Golden Pegasus, had been Blackstone's mate, and had selected an ideal spot for a new city along the new continent's coast. A place with a sheltered harbor, with access to fresh water, with abundant forest covering rugged hills and flats alike. A paradise was promised.

When the fleet set sail, it was a glorious thing, three massive warships guarding no less than a dozen smaller brigs and caravels. A thousand men and women would found a new town, and everything they needed was provided, materials and supplies to last them through the first year, seed and livestock to establish a farming base, skilled tradesmen and the tools they would need to take what was needed from the forest and hills.

The fleet sailed across the inner sea and through the arch of Aroden without incident. A week into the Arcadian Ocean the storm struck. It came out of the north, a terrible storm that battered the fleet for days, and when it was over, half the ships were gone, either sunk or blown away from the fleet and vanished in the open ocean. The remaining ships were becalmed. A week passed without a breath of wind, and the captains put out the boats, to tow the heavy ships.

That was when the kraken struck. First it took the ships' boats and the crew. It ate its fill, and disappeared, only to return that night, dragging one of the smaller ships down, devouring crew, livestock, and colonists alike. On the remaining ships, hundreds stood in horrified silence, listening to the screams until they were silenced.

The next night, The Golden Pegasus was ready. When the kraken attacked one of the ships, it fought, ballista and catapults firing. The kraken sank back under the waters and the foundering ship's survivors climbed into boats, racing to the other ships. They were still in the water when the kraken returned, attacking the Golden Pegasus this time, and in the morning, the great warship was gone.

At dawn, the sun rose red, and the captains of the remaining ships met. They argued. They fought, and one was grievously wounded when swords were drawn. On all the ships, despair and crowding had people near to rioting, and more than a few trivial disputes resulted in murder. When the sun set that night, the wind came up. Two ships sailed west, towards the new land. three turned east, heading back to Avistan.

In the night, the wind blew harder, and just before dawn another storm struck. The wind and driving rain made it almost impossible to see in the grey light that filtered through the clouds, but it was enough to see land. Enough to see the other ship, running to the starboard side caught on rocks, breaking up before it was lost to sight. The captain of the remaining ship, The Laughing Lillend, personally climbed the main mast with his spyglass as the ship ran before the storm. Eventually, he must have seen what he was looking for. He pointed hard starboard, and the ship turned, cutting across the wind and waves, in the direction of the rocks that had broken the other ship.

Instead of rocks, though, the Lillend found shelter. A bay calm enough to drop anchor in and wait out the storm. Night fell again, and dawn came, clear and bright. A wide, sheltered bay that ran almost 20 miles inland, fed by numerous streams, with rugged hills rising to the west, flat plains extending north and east, all covered by lush forest. To the south, two arms of land embraced the bay, and you could just see the narrow passage to the open ocean. Of nearly twenty ships that had set sail, only one had reached the destination. Yours.

After a week spent on repairs, the Laughing Lillend would sail back for Absalom. The crew was near mutinous at the thought of waiting that long, but they knew the necessity of the repairs. They would leave one hundred souls on the shores of the new world, to do their best to survive. The captain assures you that he will return.

What to expect:

This campaign will initially make heavy use of Ultimate Campaign's downtime and exploration rules, and eventually the kingdom building and mass combat rules. It will be extremely sandboxy, with players determining their own goals and setting the course of their own adventures. The colony will largely succeed or fail according to the players choices. If it succeeds, it will grow, and eventually the players can found a kingdom.

Until the players found a kingdom or discover native settlements, there is essentially no town. Nowhere to buy magic items, nowhere to sell their loot. No one to buy spells from. There will be little, if any contact with the old world, and what ships do come will be trading at a drastic markup, owing to the hazards of the voyage.

The new world is NOT a static environment. The colony will have an impact on the new continent, and the inhabitants will respond. Such is the nature of this fantasy world.

Simple survival is by no means guaranteed. Players should expect to face the wilderness with all its dangers, environmental hazards, etc. They should be ready to handle it.

Working together is going to be pretty necessary, and characters who seem likely to be able to do so are more likely to be chosen.

Character Submissions:

Again: Please reserve this thread for completed submissions. Feel free to post any questions or comments or wisecracks etc, here.

This campaign will use the P6 rules (slightly modified) found here to manage power levels and keep things gritty.

Crunch:
Characters will be built with 20 points.
All races, classes and archetypes are available, provided they are Paizo (non 3pp) and in the PFSRD. If you're unsure of something that is in the PFSRD and is published by Paizo, the answer is yes, it is available. I do have a personal preference for the CRB races and classes, but any strong submission will be considered.
All alignments will be considered.
Each character will start with 150gp in equipment, as well as 100gp worth of downtime capital (at purchased prices) ready for immediate use.
Emerging guns.
Each character will start with a "free" level of an NPC class. This will not count against your 6 level cap.

Languages: I've thought about this, and decided that the standard "terrestrial" pathfinder languages (elvish, orcish, sylvan, draconic, etc) have parallels in the new world. Any character with a skill point in linguistics can make a skill check to understand the Native version of a language that they understand. The check can be made each time that language is encountered. DC 15 will allow extremely simple (think toddler) communication, DC 20 will allow "broken" use of the language, and DC 25 means that you understand the native version of the language well enough to add it to your list of languages spoken. Languages associated with extraplanar creatures (celestial, infernal, auran, etc) will be the languages you are familiar with.

Background:
Be creative, but remember that this is the beginning of the story. While you do not need to be a complete neophyte, if you have more than one or two epic adventures worthy of Homer in your backstory, I'll be a little intimidated.
In addition to the standard character history, it is essential that you make it clear why you have chosen to join this expedition. You should also feel free to tell your character's experience of the voyage over.

Appearance:
Pretty self explanatory. What does your character look like?

Personality:
This is not a yes or no question. It's assumed that to a great extent, this will evolve during play, but tell us a bit about how we can expect your character to behave.

Connections:
Each character should have AT LEAST one personal connection with an NPC in the new colony. Think of them as having one level in an NPC class, but don't stat them out. Don't worry about stealing my creative thunder, I'll still have quite a few NPC colonists to play with, not to mention a whole continent to design.

Goals:
This is very much a sandbox campaign, and a certain amount of self-starting is needed. Your character should have goals, plans, hopes and dreams. You may be tempted to be mysterious about these things, to intrigue and arouse curiosity. Do not be fooled. I have all the native curiosity of a rock. I'll just assume you couldn't be bothered.


To clarify. You will start as a second level character, with one level in a PC class and one in an NPC class. You will have max hps in your PC class and half in your NPC.


Ok Garrak is (mostly) ready to go. I'll probably expand backstory later.


Doldri is ready to go. Though he isn't eager to do any meaningful work establishing this new colony, he is eager to reap the benefits of others' work, and hopes he is selected to participate in this adventure.


Belluan is ready to go, and make a profit off this little job.


Okay Ben Sandlock is ready.


Aleister Crumb is ready to explore.


Kal'Tos LN Dwarf Cleric of Abadar

I am reposting the blurbs on his personality, appearance and brother.

appearance:

Kal'Tos looks very dwarven, he wears practical clothes of any earthy tone. He is in his late 60s. He has the look of one used to hard work and long days. He has a relatively short but well kept black beard; his hair is kept short. There is a prominent holy symbol of Abadar hanging on a chain around his neck. If he is travelling between towns (which he does frequently) he will be wearing scale mail over his clothes and have a heavy shield and warhammer ready to protect himself.

personality:

Kal'Tos is less dour than many of his race and is used to dealing with several of the more common races in his travels. He is level headed and normally takes time to think problems through, but once his anger is roused he finds it difficult to control. His first career as a miner has given him an appreciation for hard, honest work and gives him something to fall back on if he needs to make ends meet.

He works a travelling cleric helping dwarven towns negotiate contracts and agreements with outsiders often for things like prices of materials the dwarves are selling from their mines. He ensures that both sides are treated fairly and that there is a neutral party that can witness the agreement.

NPC:

Horn'Tos is Kal'Tos' younger brother. He has recently become a journeyman smith and is eager to explore the world. He somehow found out about an expedition to strange far away lands and has decided to go. Kal'Tos is worried that his brother will be unable to properly take care of himself and has agreed to go on the trip with his brother. This has been a somewhat controversial decision with his parents, his father unable to believe that 2 of his sons are willing to do something so crazy (to his very traditional dwarven mind). His mother on the other hand realizes that Kal'Tos is skeptical about the expedition and is just trying to keep his younger brother safe.


Cueta Guiding Star has decided to forgo a ride back to the Shackles aboard the Laughing Lillend, and stick around this new world a bit, if her skills are desired.


Young Makandal, third son of an Earl, could easily imagine his future. He could choose from the Army, the Navy, the Priesthood, or working for his oldest brother. The only alternative, making his own fortune as an adventurer, was looking more and more appealing every day.

The only thing holding him back at this point was Cicely. Her beauty and wit had him bewitched - and a little confused. On the one hand, he wanted to go make a fortune so he could win her and live in the lifestyle to which they were both accustomed; on the other hand, he did not want to leave her for fear that some other rake would steal her away. She assured him that that would not happen; she had already made her choice - him. Her sisters agreed that he was a hunk whose charisma was almost irresistible.

Makandal reluctantly signed onto a privateer ship, one contracted to exploration. He had just returned from his second voyage brimming with news of a newly discovered continent, when Cicely trumped him with words of her own; those dreaded four words, "We need to talk!

"I have to level with you. Your love for me is un-natural. I wanted you, and put a hex on you. I feal guilty, and need to come clean."

"Wow, that is the last thing I expected you to say", Makandal exclaimed with relief.

C: "You don't seem upset. How come?"

M: "I don't believe you. How is it even possible?"

C: "Oh, it's very possible. That is another thing we need to talk about. I am a witch."

M: "Yeah, right! If you are a witch, then I am a sorcerer. How is it that I never had a clue?"

C: "I'll get to that last part later. The truth is, my mother is a potent witch, and she is training her daughters. I did not believe either, until she learned of my desire for you and helped me create the hex.

"While you were gone, my father died in a suspicious accident. His enemies are trying to divert attention from themselves by accusing my mother. If WE don't do something, she could end up being burned at the stake.

"The irony is, they don't know that she really IS a witch, but if the truth were to come out...."

M: "You know me. I want to help, but what can WE do?"

C: "My mother, my two sisters and I need to leave town - or something - until this storm blows over. Their husbands will help my sisters, but will also have to deal with the kids. It's up to you to help my mother and me. My brothers needs to stay behind and protect our estate."

M: "Let me think. A new continent has been discovered, far across the ocean. Do you think that is far enough? Your family can sign up to be settlers, under the guise of hoping to expand your businesses."

C: "We can make that work! You are literally a life-saver.

"My mother truly IS a witch. She was teaching me how to read tea leaves, and fortold that the two of us would find untold riches in a place of limitless possibilities. I am starting to believe it now. Of course, she also said that you have the blood of dragons in you, and would one day become a great sorcerer; except your talent is latent, and you won't uncover it until you face a great crisis.

"So you were right. I am a witch (in-training), and you are a sorcerer -- or will be", Cicely said cackling.

----------------------

That is how the two young aristocrats, Cicely and Makandal, along with her mother Samantha, her sisters - twins Faith and Hope, and the sisters' families happened to be aboard the Laughing Lillend during the crisis that awoke Darren's power.

Tall, dark, and handsome is how Cicely would describe the teenaged human, Makandal. Seventy-four inches tall, he towers over the Sixty-four inch tall raven haired human beauty.

Like most young nobility, Cicely and Makandal are lawful neutral, as the law is what gives them their ranking.

((I don't know how to do the show/hide formatting.))


Alendrynari is ready to bring the law and chase away chaos in the new world.

Stat sheet:

Endryn
Aasimar Adept 1/Cleric 1
NE Medium Outsider(Native)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 18, touch 11, flat-footed 17 (+1 dex, +2 shield, +5 armour)
hp 13 (1d8+5)
Fort +3, Ref +2, Will +7
Resistances Acid 5, Cold 5, Electricity 5.
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Offense
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Speed 30 ft.
Melee Longsword +2 (1d8+2/19-20x2)
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Spellcasting
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SLA (1/day) Daylight
Command (Su) (6/day) Inevitable Subdomain Power
Inspiring Command (Su) Leadership Subdomain Power
Adept Orisons DC 13 (3 slots)
Adept 1st level spells DC 14 (2/day)
Cleric Orisons DC 13 (3 slots)
Cleric 1st level spells DC 14(5/day)
1st Level Domain Slot Protection from Chaos or Bless
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Statistics
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Str 14, Dex 12, Con 13, Int 11, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 13
Feats: Scribe Scroll
Traits: Deft Dodger, Ethical Leader.
Skills: 1 Diplomacy +8, 1 Profession(Diplomat) +7, 1 Sense Motive +7, 2 Spellcraft +5.
Languages: Common, Celestial.
Gear Scale Mail, Heavy Wooden Shield, Longsword, Masterwork Tool, Cleric's Kit, Scrivener's Kit, Small Tent(1 man), 100gp Capital.
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Special Abilities
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Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Weapon Familiarity Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities (Longsword).
Aura (Ex) Lawful A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Positive Energy (Su) 1d6 (5/day) A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Spontaneous Casting (Cure) A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Chaotic, Evil, Good, and Lawful Spells A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Inevitable Domain Command (Su): As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Leadership Domain Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.
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Racial Traits
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Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Abilities(Su) Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Favoured class(Cleric)[1 skill point] +1hp or skill point per level when you take a level of the cleric class.

Equipment:

Item - Cost - Weight
scale mail - 50gp - 30lbs
heavy wooden shield - 7gp - 10lbs
longsword - 15gp - 4lbs
MW Tool - 50gp - 5lbs
Cleric's Kit - 16gp - 32lbs
Scrivener's Kit - 2gp - 1lbs
Small Tent - 10gp - 20lbs

Total Cost - 150gp
Total Weight - 102lbs
Usual carried weight - 49lbs (without kits or tent)
Encumbrance - Medium = 59-116lbs

Goals:

1: Assist in the smooth operation of the expedition and it's exploration of the new world.
2: Encourage and influence a lawful way of life.
3: If possible discover why this land has remained undiscovered or hidden so long.
4: Become a leader or acquire standing to influence the leadership in the new world.
5: Find the answer to life, the universe and everything.

Appearance:
Endryn is a tall, silver haired Aasimar. He has taken to wearing a common explorer's outfit since beginning this journey. Blue eyes always looking around trying to take in every part of the new world possible. He walks around as if eager to get where he is going. He tries to look important, even though many of the tasks of setting up their first camp are rather menial. Sometimes dirt and ink smudges show on his hands from the various activities of the day. He is seen to carry around his scroll kit. Putting together his own little report of things as they happen from landing till now.

Personality:
Endryn is the sort of man that fathers warn their daughters about, charming and persuasive. He isn't one to share many personal details but he likes to talk to others. Even discussing and finding out the different things that people believe. He is dilligent to do the jobs he is given with the hope that he will get more responsibilities and a position of importance with the expedition. He does not have alot of patience when people get in his way. He doesn't let too many people get close to him easily.

Then and now:

"We made it Lithlar! We made it! Not even all the wrath of Nature or the Gods themselves could stop me from being here. Whatever secrets this new land holds are ours to discover!" He laughed as he looked at his cousin. They both looked like they had gone through a tornado and been spat out the other side. "The gods must have answered our prayers. Only those that deserve to be here have been granted life in this place. Abadar has smiled upon us." Endryn smirked, "Abadar? Perhaps you mean Besmara or Pharasma. They have more sway over the sea do they not? hahaha. No. WE have made it cousin. No one cares about us being here. The gods didn't stop the Captain who found this place and they didn't try to stop us." Storms, Krakens, rocks and cowardly Captains had threatened the voyage and not once did he see the hand of any god in it. No if they didn't want him here he would have drowned already. I should have drowned...

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"Endryn!" Lithlar grabbed hold of his arm and pulled him back onto the boat. The rope that they had used to keep themselves onboard had frayed somehow and his end had snapped when the beasts tentacles had slammed the side of the ship. "We need to get to one of the boats!" his cousin said. He shook his head and pointed. One of the catapults was unmanned from the last strike. "We have to kill this beast!" Lithlar objected, "This ship is going down and you know it!" Just at the moment a tentacle crashed into the deck beside them and they were thrown into the sea both ropes snapping. They could hardly swim for the swirling of the sea created by the storm and the battle between monster and ship. "Hold on!" As Endryn started to sink beneath the waves he reached out desperately. He felt himself moving through the water, pushed by something he couldn't see behind him. Suddenly he could breathe again and was being pulled into another boat by his cousin. "Learn to swim next time ok."
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"We made the right decision Lithlar. They are all cowards for going back when we are so close." Lithlar wasn't so sure, he pointed to the horizon, the sun was going down and they could all see more storm clouds coming their way. The Laughing Lillend and her sister sailed through the night ahead of the storm but just before the sun was due to come up it struck. Endryn was below decks sleeping when he was thrown out of bed and onto the floor. At first he thought the Kraken was back and rushed up on deck to find the ship in a heavy storm once again. Lithlar was right behind him and grabbed his shoulder. "Get back below and stay out of the sailors way. This storm isn't as bad as before, we'll be fine." They went back below, waiting and hoping until several hours later the ship stopped heaving and swaying. Cheers could be heard from above. "It's over. C'mon!" Endryn ran up onto the deck to see that they had come to rest in a bay and though the storm still raged it acted as a damper for their ship. "We made it!" They both laughed together and hugged.
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"Can you believe it! They are allowing me to sign up to go on the expedition. I have waited for an opportunity like this my whole life." The cousins were just outside the council room of one of the temples in Absalom. He had pleaded to go and they had made the decision only after a lengthy discussion with Lithlar. "There are and always will be troublesome students that disobey go astray but Endryn, he follows all the rules and gets others into trouble when they don't. THen he turns around and disregards the gods. We cannot have that sort of attitude here and everything we have tried to do has failed. We wonder why they still continue to empower him even though he is but the weakest of clerics, barely an adept in the faith. We want you to go with him. There will be danger in the new world but perhaps he will listen to your guidance. You have always been more mature than him Lithlar. See to it that he returns with some proper respect in him." Lithlar nodded. He would try, he would pray. But he couldn't make Endryn be something he wasn't.
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He had made it into one of the first groups to land, so eager to begin discovering whatever secrets might be hidden here and why this land had not been discovered sooner. Or had it been lost thousands of years ago? As Eldryn sat on the shoreline meditating that first morning he suddenly felt his connection to the divine realms strengthen, more power had been made available to him. He had been faithful and not given up his firm beliefs and he was being rewarded. The gods might be divine but the did not control everything in the universe. Power was there for those like him. A different sort of power. He likes to think that the universe was itself allowing him to access it's divine properties. What else could it be? He finished his meditation and opened his eyes to see others on the beach. All the supplies were being carried to a makeshift camp were they would begin their incursion into this land. His cousin was already working. He stood up and stretched. One of the women carrrying something reminded him of someone from back home. Just a coincidence.
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"It's over Caitlyn. I'm going on a trip far away and I have no idea when I will be back. Posssibly never if everything goes well." He was lying in bed with who he thought was one of the most beautiful women in the city, Caitlyn. A merchants daughter who he had been seeing for almost six months. "But I could come with you. When are you going?" "Tomorrow," he said behind closed eyes, "You can't come. There are no spare places for anyone. Your place is here, in your families business." He pushed her away and got out of the bed and began putting his clothes on. She had tried to argue with him all morning and he was tired of it. He felt slightly bad for leaving her. But it was not like she wouldn't meet someone else. Soon. You'll have someone else in that bed with you before the week is out... He closed the door and left, hearing quiet sobs coming from the room. Why do they do that. It doesn't change anything... He didn't understand women at all, every one that he had been with had made his life way too complicated and he had ended leaving every one of them. He had lost count of how many. At least several dozen over the decades since he was thirty. Maybe there would be one on this expedition that would be different. There had to be. He had just been unlucky so far.
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He was helping get some of the last things unloaded from the ship. It would still be here a couple of days still. Undergoing repairs from all the damage it had sustained on the journey here. He hoped it made it back. He even wondered if anyone would likely to come and find what happened to them if it didn't. The captain was barking orders again. There, it was done. He hopped down into the boat next to his cousin and they began rowing back to shore. "Are you excited cousin?" He looked back at the boat. Once she was gone the last connection to the old world would be gone. They would truly be on their own here. One hundred brave pioneers. Finally away from Absalom and it's endless amounts of people and their problems. He had been born there and had lived there his entire life, almost never leaving the city except for the odd journey to one of the ports that she traded with regularly. Business was his life, mantaining various relationships with many different temples and companies in differrent cities. He did it because he was told to. One day he would be telling others to do these things. This new world give him that chance. He knew it.


Vallen is ready. I plan on doing an equipment gold/weight/spells audit later, and making it look nicer, but all the important bits are done. Sorry it took so long and thanks for your patience Nerk!


Vallen Silverclasp wrote:
Vallen is ready. I plan on doing an equipment gold/weight/spells audit later, and making it look nicer, but all the important bits are done. Sorry it took so long and thanks for your patience Nerk!

Edit: Fixed a bunch of embarrassing typos! Added a few more tidbits to personality to guide my rp. Performing an equipment/spell audit now.


Wow, alright I think Gair is finally ready for full consideration on this expedition.


Gnome Sorcerer Adept botanist, chemist, and scholar at your service...
From the lands of ice and snow...Medvedarin Irrisenovich


gnomes and dwarves could be tolerated in the new halfling homeland, but all you biggies are gonna have to go.


The crunch is in the profile The RP elements were eaten by the post monster...

description:
The gnome staring up at you is less than 3 feet high, and his mis-match eyes (one blue one green) give you a feeling of uncomfort...yet his outstretched hand and cheerful smile set you at ease.
I am Medvedarin, native or Irrisen, and glad to meet you...He says is Skald, the common of his province. He wears a black robe of Tian Xia design, but one that was clearly designed for a larger person, and the sleeves and trailing gown make him look even less threatening, covering his hands and shoes like a child playing dress up. Add in the neatly trimmed blue-white imperial, and glasses and he looks more like a child's plaything than a sorcerer, let alone an enchanter...

history:
A native of the fey-ridden province of the far north, the rule of the Jadwigas, and the evil fey gave Med pause...as a youth he fled south, into warmer lands, where he quickly found his gnomish knack for alchemy appreciated. He studied this craft before turning his fey heritage to an even more deadly one, sorcery. He has traveled around a bit, and given lectures at a few universities on herbalism and alchemy, as well as always being on the look out for rare books on botany.
-He signed onto the expedition as a "explorer, botanist, and fey-ocultist. "As a gnome, he constantly sets his sights on new things to avoid the deadly effects of the bleaching...

personality:
As a gnome, and a fey one at that, Med is given to humor and excess that defines his kind. However, he is far more at ease with word play, puns, and visual humor, and dislikes those who would prank or maliciously torture others for their own pleasure. He dislike the crude elves and the rude orcs, but otherwise gets along well with anybody, but he is far too cultured to be racist in general, and always willing to give anybody the benefit of the doubt.
-He lacks religious sense, being more considered with nature as a whole, and is more akin to druids in this sense. He has a keen sense of good, and dislikes evil, but feels that Paladins and Clerics are often hampered by their codes and dogmas. This being said, he finds evil revolting, and in particular dislikes those who would torture animals, or despoil nature
-He considers himself a scholar, but in reality he lacks the discipline to do any serious work, but he thinks this expedition will give him the opportunity to catalog new species of plants and mushroom.

goals:
Besides the already mentioned goals, Medvedarian has a secret goal, to encounter a proto-gnome, or whatever was before gnomes or became gnomes. He has a belief that a proto-gnome missing link exists in this new land. This is a rather out-there theory...but he thinks it will bring him fame...glory...and gnomish women...

connections:
On the journey Medvedarian has befriend a half-orc commoner called Gunther, who also hails from Irrisen. Gunther is moving to the new world to work as a simple farm hand, but has a love of nature that brought the two together. Gunther is also skilled at cooking fish, and the two spent much time fishing silently from the poop deck. Gunther is ulgy and taciturn even bu half orc standards, and so their friendship seems bizarre. But to Medvedarian this lack of words is to be expected from the 'big dumb good guy'.


Journey:

The ocean was the biggest thing the gnome had ever seen, bigger even than the mountains and snows of Irrisen. It was his first time at sea, and he had been forced to spend many of the first few days suffering from sea sickness. Now things were better, and the birds flying over the ship, landing to snatch fish bones, crumbs, and spilled grain were signs that land would soon be sighted....
...but all that changed...the ships that remained, the final two struck a storm that night, and only one sailed into the bay. Now it was time for action. A few survivors were left, and they were chosen for their skills, their pluck, their luck, or the size of their muscles and skill with weapons. It mattered little to Med. After all, he had survived and would rather take his chances on land, than return by sea...
...I'm sure that out of this hundred souls less than half will remain in a year's time. We have limited supplies, and half the survivors are wretched folk who have little experience with untamed wilderness. Do we even have enough supplies to last a winter...I wonderThe gnome mused, keeping his thoughts to himself. It would do not good to express such grim tidings to his companions...[/i]
--The fey-touched one pulled his robe tighter, and pushed back his sleeves. He grasped his walking staff, and trod off across the area where the tents were pitched, which housed the brave century, the 100 souls who would try to make a country. Hope we have enough shovels for the graves we will need he thought to himself. His thoughts turned to his own homeland...
-In Irrisen winters that killed men in an hour were commonplace, and who even knows what the winter is like here? What crops can be grown? What game can be found? Why haven't we got maps or scouts or anything? Is there anything that can be mined? Are their tribes? Are they hostile? I can't speak Elf...oh dear.
-With that he sat on a small barrel lost in thought...


Here's Morak... mostly.

I had more backstory, but then the messageboard ate it ("backtracking limit exceeded") and I don't have time to recreate it. I always forget to copy-all before submitting...


Morak Skandalor wrote:

Here's Morak... mostly.

I had more backstory, but then the messageboard ate it ("backtracking limit exceeded") and I don't have time to recreate it. I always forget to copy-all before submitting...

Updated with something approximating what I had before. I don't think it's quite as good, but it's done.

-----

If accepted, I'll probably want to tweak my gear a bit, and actually spend the 100gp worth of downtime resources (probably on 2 each of Influence and Labor) before starting.

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