The Kaer Magan Stories (Inactive)

Game Master GM Idyll

A city of outcasts. A city of strangers. Welcome to Kaer Maga.


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No one knows who carved the cyclopean faces that perch on the cliffs below the city of Kaer Maga, gazing sternly upon the lands of Varisia below. Some say these visages depict the legendary Runelords of Thassilon, while others claim they represent deities far more ancient than the upstart gods of modern Avistan. Their depths are still unplumbed, their mystery still unsolved, for when you venture inside the mouth of a god, who knows what you might find?

Hello, all. I'm back again another recruitment thread for a PBP adventure. This will be set in and around Kaer Maga, The City of Strangers. We'll be starting with the Godsmouth Heresy Module, then moving into an primarily Urban-focused, homebrewed/hybrid adventure that will take us wherever we want to go.

This is the second group I'll be hosting in Kaer Maga as the setting is ripe for some incredible fun.

To apply, create a character using the criteria below and write a short backstory/character profile answering the questions below.

Character Creation:

1) 20-Point Buy, 1st Level

2) Core races only.

3) Choose two traits. You can't have more than one of each type of trait (regional, combat, faith, etc.) 

4) I'd prefer no evil alignments, but if it makes sense for your backstory AND you can play relatively well with others, I'll allow it.

5) Max HP at first level

6) Max starting gold for your class

Any 3pp material must be approved and linkable on the Interwebs. I apologize if that causes any character development issues.

Backstory/Profile:

If you don't know anything about Kaer Maga, that's ok. You just need to know that it's an incredibly diverse, ancient city in Varisia. Do your best with your backstory and we'll tweak it as necessary post-selection.


1. Are you from Kaer Maga or a visitor there? 

2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices. 

3. What will your character contribute to the party mechanically?

Miscellaneous Information:

I'm looking for 4 or 5 players. Because of this small number, it's important to have all four roles filled - martial, arcane, divine and skills. If you want a better shot of getting picked, don't apply with a character that already has a lot of applicants in that role.

I'm looking for at least one post per day, more if possible. If you can't post, just let us know. During combat, if you go 24 hours without a post, your actions will be botted.

If you lower an ability score to 8, there will be roleplaying consequences and should affect how you play your character. No score may be lower than 8.

This last one is just personal, but I am biased against summoners and paladins. While submitting one won't keep you from getting selected, it's important for you to know that. Also, no Anti-paladins are allowed.

Recruitment will be open until I feel like I have enough characters/players to choose from - I'm not certain when that will be, so get the apps in sooner, rather than later.

I look forward to seeing what everyone comes up with!


Excited you're opening another Kaer Maga game, missed the first recruitment and I love the setting.

Quick question. You mention 3pp materials needing approval but I didn't see what Paizo stuff is allowed. Is anything from APG, UC, and UM fair game, archetypes etc?

Really excited for this.


All Paizo material is allowed, including racial guides, Adventurer's Armory, etc.


Dotting for interest. This sounds like a great opportunity to play an urban ranger. I'm thinking half-orc. I'll get one started up tonight.

Liberty's Edge

Dotting for interest as well. I'm thinking of taking the skills role and doing up a rogue. I know you said 3pp material was allowed but had to be linked on the web. What about homebrew? I have an archetype that I'd like to test and could provide you with a copy to look over for approval.


@Valkyn, I'm hesitant to incorporate homebrew archetypes. You can PM me with details, but there's a good chance I won't allow it.


dotting


Since poor Timor lost his campaign ;-) would it be OK to apply with him here (of course, reworking the background), or you feel it's better if I create a brand new PC?


nice to see you again Timor En'Anlaven


Azure_Zero wrote:
nice to see you again Timor En'Anlaven

Well, hello there, girl with big....oooopppps, I meant receptive ears ;-)


lol


"Achoo"

Someone's talking about me.


Here's my submission for Darius Palenthar, human magus.

Build (Basics so far, I'll do a full character sheet write up if accepted):

Human Magus (Staff Magus)

Str 16 (human bump)
Dex 12
Con 13
Int 15
Wis 12
Cha 11

Traits: Focused Mind, Stargazer

Feats: Quarterstaff Master(class bonus), Combat Casting, Cosmopolitan*(human bonus)

Skill ranks: Climb, Craft, Fly, Intimidate, Knowledge (arcana) 1, Knowledge (dungeoneering), Knowledge (local)* 1, Knowledge (planes) 1, Perception* 1, Profession, Ride, Spellcraft 1, Swim 1, and Use Magic Device.

Backstory:

* As a note, I own the City of Strangers book so I'll try to tie things in where appropriate. If I overstep, please let me know.

1. Are you from Kaer Maga or a visitor there?
Darius was born and raised in Kaer Maga. The son of a prostitute, he grew up primarliy in Hospice district. Despite his mother's protests, he quickly yearned to see all the sights of the grand city he found himself in and would spend days at a time wandering the streets.

He often found himself drawn to the Augurs although he knew he shouldn't. Seeing the mysterious trolls around the city and their forbidden home, he often wondered what it was they saw in their divinations. Yet he knew enough to know that he could risk a swift and painful death if he overstepped his bounds. He admired them from a distance, not feeling the fear or disgust some of the other denizens of Kaer Maga felt at their practices.

2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
- Focused Mind stems from the constant conflict found throughout Kaer Maga. He didn't receive it through any formal training but once he started on the path of the Magus, he quickly found he had to learn to tune out the distractions that the dangerous city streets often provided.
- Stargazer is part of his backstory. Starting as a child, Darius would often sneak off in the evening and find a secluded spot to slip into the large lake in the city's center. Swimming out, he would then float lazily in the water, sometimes for minutes, sometimes hours. He couldn't help but feel a sense of peace and contentment gazing up at the stars, like he was floating in space. He knew it was dangerous to swim in the lake and that if caught he'd be punished but even to this day he still liked to escape to the waters when he could.

3. What will your character contribute to the party mechanically?
Being both a melee combatant as well as a reasonably potent spellcaster, Darius brings a level of versatility to the group. Also, if the group ends up being 5 members, his versatility will allow him to bridge the gap between various group members. Darius will be a potent force in combat with a number of skills, including knowledge skills like local, that will aid in the party's non-combat based challenges in the city as well.


"Greetings fellows," a cheerful voice calls from a diminutive black haired figure. "The name's Kellen Lightfoot."

Kellen Lightfoot:
Kellen Lightfoot (CR ½; XP 200)
Male Gnome Rogue 1
NG Small humanoid (gnome)
Init +4; Senses Low-light Vision; Perception +6

DEFENSE
AC
17, touch 14, flat-footed 14 (+3 dex, +3 armor, +1 size), +4 dodge vs. giants
hp 10 (1d8+2)
Fort +2, Ref +5, Will +0; +2 vs. Illusion

OFFENSE
Speed
20 ft.
Melee short sword +1 (1d4/19-20/x2)
Special Attacks hatred (+1 attack vs. goblinoid/reptilian), sneak attack +1d6
Spell-Like Abilities (CL 1st; Concentration +2)
1/day- dancing lights, ghost sound, prestidigitation, speak with animals.

STATISTICS
Str
11, Dex 16, Con 14, Int 14, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Skill Focus (Stealth).
Skills Acrobatics +7, Climb +4, Craft (Weapons) +8, Diplomacy +5, Disable Device +9, Escape Artist +8, Perception +6, Sense Motive +4, Sleight of Hand +7, Stealth +14, Use Magic Device +5.
Languages Common, Dwarven, Elven, Gnome, Sylvan.
Vitals Height: 3 ft. 5 in.; Weight: 40 lbs.; Hair: Black; Eyes: Cobalt Blue; Age: 56 / 295.
SQ gnome magic, obsessive (craft (weapons))
Combat Gear none; Other Gear short sword, studded leather (masterwork), thieves’ tools, Explorer's Outfit, Backpack, Bedroll, Dagger, Fishhooks (2), Flint & Steel, Pouch (Belt), Rations (Trail, 14 days), Rope (Hemp/50 ft.), Sack (Empty; 2), Sewing Needle, String (50 ft.), Sunrod (2); Thread (50 ft.), Tindertwig (2), Traveler's Oufit, Waterskin, Whetstone, gear & coins worth 6 gp, 9 sp, and 6 cp.

TRAITS
Rapscallion (Race):
You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.
Vagabond Child (Region): You gain a +1 trait bonus on Disable Device, and it is always a class skill for you.

Back Story/Traits:
1. Are you from Kaer Maga or a visitor there? 


Kellen through some bizarre twist has found himself in the strange city of Kaer Maga. Last thing he knew was that he was in Roderic's Cove on the Varisian Gulf trying to outrun the guards when was jumped from behind. When he woke up he found himself in what he learned was the Bottoms District of Kaer Maga. He's since been trying to find out who it was that jumped him, and brought him several hundred miles from home.

2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices. 


Rapscallion: Kellen has always had a knack for getting in to places others couldn't. People would often challenge him to get in to various places not believing that he could, and many times he'd return with a grin firmly in place to make them eat their words.

Vagabond Child: Kellen was forced to grow up on his own after his parents were taken from their home. The only reason he wasn't taken was that the small lad was hiding under his bed. As time passed he discovered that not only could he get in to where some couldn't; he also had a modicum of skill for the tinkering of devices. With his skills with devices, and escape artistry, Kellen found himself contact for work as safe cracker for the local guild in Roderic's Cove.

3. What will your character contribute to the party mechanically?

Kellen will provide the group with the skills portion that the party needs. He's reasonably good at disabling devices, escape artistry, sleight of hand, and a few other skills that most groups would find useful.

This is Valkyn's submission to the game.


@Jonasty, your knowledge of Kaer Maga is more than fine. We'll make sure that it's balanced appropriately with the rest of the group, but I doubt you'll overstep any bounds. Also, I love staff magi.


@ GM
I sent you a PM


Character crunch under the profile

Here's the pertinent fluff


1. Are you from Kaer Maga or a visitor there? 

While not originally from Kaer Maga, Ogrim as been living there for well over a decade, renting a room in modest inn. Gruff and more than a little surly, he is mostly left to brood alone in his favorite corner of the inn's common room. While the adults are more then happy to leave the scarred dwarf to his brooding, it's a different story with the street rats of Kaer Maga. When there is trouble, they know that the dwarf can be counted on to help when the no one else will. With copious use of his greatsword 'Mercy', he has helped carve out a small safe have lost children of Kaer Maga.

2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
Reactionary: Orphaned at a young age, Ogrim was forced to make it on his own. Though the elders of his clan, treated him with kindness, his peers teased and picked on him mercilessly. It wasn't until an aged priest of Gorum took him in and taught him the value of strength and power did he learn that when pushed, you must push back.

Veteran of Battle: When he was older, Ogrim left his clan and joined the 9th legion, a company of Dwarves dedicated to protecting the remaining dwarven strongholds. After many years in the legion, Ogrim left over a disagreement of philosophy. The legion fights only in defence, while Ogrim feels that the best defence is a crushing offence. Though no longer in the legion, he still keeps the lessons he learned fighting with his brothers close to his heart.

3. What will your character contribute to the party mechanically?
Being a cleric of Gorum, Ogrim brings all the buffing and healing power of a traditional priest, while still being able to meet out justice from the end of his big nasty sword.


Ogrim Orecrusher wrote:

Character crunch under the profile

Here's the pertinent fluff


1. Are you from Kaer Maga or a visitor there? 

While not originally from Kaer Maga, Ogrim as been living there for well over a decade, renting a room in modest inn. Gruff and more than a little surly, he is mostly left to brood alone in his favorite corner of the inn's common room. While the adults are more then happy to leave the scarred dwarf to his brooding, it's a different story with the street rats of Kaer Maga. When there is trouble, they know that the dwarf can be counted on to help when the no one else will. With copious use of his greatsword 'Mercy', he has helped carve out a small safe have lost children of Kaer Maga.

2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
Reactionary: Orphaned at a young age, Ogrim was forced to make it on his own. Though the elders of his clan, treated him with kindness, his peers teased and picked on him mercilessly. It wasn't until an aged priest of Gorum took him in and taught him the value of strength and power did he learn that when pushed, you must push back.

Veteran of Battle: When he was older, Ogrim left his clan and joined the 9th legion, a company of Dwarves dedicated to protecting the remaining dwarven strongholds. After many years in the legion, Ogrim left over a disagreement of philosophy. The legion fights only in defence, while Ogrim feels that the best defence is a crushing offence. Though no longer in the legion, he still keeps the lessons he learned fighting with his brothers close to his heart.

3. What will your character contribute to the party mechanically?
Being a cleric of Gorum, Ogrim brings all the buffing and healing power of a traditional priest, while still being able to meet out justice from the end of his big nasty sword.

:-(

I was just finishing a half-orc cleric of Gorum, a battle-medic of a sorts, when I noticed you posted this character. Since the chance to have two so similar concepts in one party is extremely thin, I will leave Hagar Silug (my half-orc cleric of Gorum) for some other time, and try to apply with Timor.

Btw. congratulations on the character concept, I really like to grumpy dwarf :-)


Timor, are you updating your background? Don't forget to answer the three questions.


Definitely interested. I'm finishing up some details on a halfling gendarme cavalier. The background might take me a bit to write up.


Timor En'Anlaven wrote:

:-(

I was just finishing a half-orc cleric of Gorum, a battle-medic of a sorts, when I noticed you posted this character. Since the chance to have two so similar concepts in one party is extremely thin, I will leave Hagar Silug (my half-orc cleric of Gorum) for some other time, and try to apply with Timor.

Btw. congratulations on the character concept, I really like to grumpy dwarf :-)

Sorry for scooping your character concept :(

I just had a flash of inspiration.

Good luck with applying with Timor.

Sczarni

Interested in this PbP, here's the #s of the character.

Google drive link

Will have more in there shortly (bkgd/etc).


Book is a little buried under stuff right now. Oh there it is. I was considering Elizabeth Ardoc. Apprentice golem-crater of the Ardoc family who is estranged from them since she feels she can't be around the oft ruthless family(Her Lawful Good ways clash with the mafia-types and she wants to make her own way.) Sound like a good idea?


GM Idyll wrote:
Timor, are you updating your background? Don't forget to answer the three questions.

For sure, I will be changing/updating parts of Timor's background, in order to have a darker, grittier version. Should be done in a few hours.

@Ogrim - thanks mate, best of luck to you as well.


Vigan
Human (LG)

Backstory:

Vigan and his newlywed wife were constructing a homestead in a remote region 3 years ago when a dark series of events occurred which changed everything. One morning, a misty portal manifested itself inside the structure, eradicating all matter, including a portion of the house, the ground it stood on, and his wife.

The incident was investigated by regional powers and attracted a few mystic scholars. The most common explanation provided was that the energy was the result of a planar influx. However, Vigan began to suspect that he was not being given the full details, perhaps being dismissed as a non-academic peasant. This frustration turned to public outrage and desperation, and finally violent crime against the investigators and the local government. The judiciary was not without sympathy, and so Vigan was exiled rather than imprisoned.

Vigan joined the Order of the Red Star initially hoping that his emotions surrounding the loss of his wife could be tamed. As time within the group passed however, he started to note certain passages in the ancient writings which he thought resembled the bizarre incident. The source of this dedication to study is unknown to his fellow monks, and would be frowned upon as a passion driven obsession.

The Order was recently employed as a source of cheap labor to construct a watchtower on the outskirts of Kaer Maga.

(Traits: Exile, Scholar of the Great Beyond)

Mechanics:

Fairly standard monk mechanically. Similar to a two-weapon fighter in combat with grappling capability, good saves, perception, sense motive, and knowledge (planes). Lawful good human. Character sheet is complete.


Background

Spoiler:
1. Elizabeth has lived in Kaer Maga her entire life as a sequestered woman in the Aldoc's territory so her knowledge of the greater Kaer Maga area is limited to what news she gets from others. She does know it is a hive of scum and villany in many places and that is the main reason she has stayed in Aldoc territory for so long until she feels she is ready to strike out on her own.
2.Elizabeth's keen mind has always thirsted for knowledge and she longs to be able to craft golems like her elder brothers do but has run up against the chauvanism and ruthlessness of her clan. Still she has taken every chance to learn arcane skills and the craft of making constructs, along with the courage to keep learning despite any obstacles.
3. Elizabeth brings her arcane knowledge and several skills that can help in regards to construction, and earning money through various jobs. While estranged from the Aldoc clan, she knows the ins and outs of the clan and can advise if needed. Future development will allow her to make magical items and even constructs to aid the group.


Found a way to rework this guy into a fighter, char sheet mostly done, currently working on his background, so I will apply with him instead of Timor. Will fill out questions and such when I am done with the background and I "apply officially"


1. Are you from Kaer Maga or a visitor there?

Hagar is a visitor, he just came to Kaer Maga, being a deserter from the Chelaxian army.

2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices. 


Brute (as a half-orc racial trait, or it's equivalent Bully, social trait) are intrinsic part of Hagar's backround. He was raised as an orphan in the streets, and latter he became sergeant in Chelaxian army. Being able to Intimidate those around him helped him quite a lot, and he is natural in giving orders (as seen from his background).

Killer (or maybe Armor expert instead, both are Combat traits) are there because of his military career/life. Spending a better part of his life in a military, seeing a lot of action, it makes sense for a character to develop some more combat oriented affinities.

3. What will your character contribute to the party mechanically?

Hagar is a pure, efficient combat machine. He can put downs stuff quickly and easily with his Orc double axe, or he can boss them around (Intimidate) if need be. A typical tank of a sorts...

In order to better represent his background, and even with the fact that fighters only get 2 SP per level, I replaced original Swim skill with Profession (Soldier), I believe it makes more sense this way. Although I am thinking of lowering WIS to 8 in order to up INT to 12, giving me one more SP. Not the smartest move "mechanically-wise" but IMHO it would properly reflect his tactical acumen (INT used in the field of battle) versus his rash, ill-considered choices (like killing your commanding officer, a noble to boot!)

As always, much more information can be found in character's profile.


Madames and gents, I am pleased to meet your acquaintance, and wish all the best for you on your travels. Perhaps there are a few people you have not met 'round these parts yet? If so , please allow me to make your introduction.


Greetings my good man. I am Elizabeth Aldoc, wizard and hopeful future golem crafter. I amd hopful that this is just the first step on the path of a new life.


@Elizabeth - I like the tie-in and am fine with it, but the clan name is "Ardoc" - you might want to switch that up before you post too many times. ;)

Here's the current list of applicants:
Martial
Vigan - Monk
Hagar - Fighter

Arcane
Darius - Magus
Aldous Mor’esti - Diviner
Elizabeth Ardoc - Wizard

Divine
Ogrim - Cleric

Skilled
Kellen Lightfoot - Rogue

Let me know if I've missed anyone.


I'm currently whipping up a Monk(Martial artist)


Gunder the Halfling Oracle (lame/dark Tapestry)

Crunch:

Halfling Oracle (Curse: lame; Mystery: Dark Tapestry)
Chaotic Neutral

STR 8
DEX 12
CON 12
INT 11
WIS 10
CHA 20

Feats: Lucky Halfling
Revelations: Interstellar Void
Spells: Guidance, Read Magic, Spark, Virtue, Doom, Command, plus all cure

Background:

Are you from Kaer Maga or a visitor there?
Gunder grew up in Kaer Maga. He was still a little child, when his accident happened (he remembers very little of it himself): He and some other kids broke into a wizard's shop one night and played there. Someone tipped over an apparatus that drew energy from the void. It fell on Gunder and broke.

Gunder's life could be saved. But his crushed leg never healed - and he started to hear the calling of the void.

What traits have chosen and how do they tie into your backstory
Fast Talker - Being a cripple, Gunder had to learn to rely on his wits and his mouth. He is friendly, outgoing and talkative.

Cheap to feed - Growing up as a Halfling in Kaer Maga has taught him how to survive: by talking his way into the hearts of people.

(If those two traits are too similar to each other, I could swap one of them for something else)

What will your character contribute to the party mechanically?
Gunder's charisma and social skills can talk the party out of trouble - and into a hot meal, if needed.

In battle, Gunder can cast various support spells - and also healing spells.

I'll create an alias and upload the full character sheet if and when chosen.

I have some roleplaying experience - but this would be my first PBP.
I'd love to play in Kaer Maga - best city ever!


GM wrote:
1. Are you from Kaer Maga or a visitor there?

"I'm a visitor to Kaer Maga as I traveling the land to discovery more about myself."

GM wrote:
2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.

Charming - she has some good looks and does have a kind personality.

Reactionary - she got to be quicker on her initiative with her teacher's training.

GM wrote:
3. What will your character contribute to the party mechanically?

"I am a strong women who can do as much damage as any man can. I can also scout ahead and I am perceptive."


Thanks for the alias catch. If We get too top-heavy with magic types, I could go as a rogue who focuses more on the hands-on stuff of crafting(eventually picking up the craft items without magic feat)


Updated list of Applicants:

Martial
Vigan - Monk
Hagar - Fighter
Tina - Monk

Arcane
Darius - Magus
Aldous Mor’esti - Diviner
Elizabeth Ardoc - Wizard

Divine
Ogrim - Cleric
Gunder - Oracle

Skilled
Kellen Lightfoot - Rogue


Here's Garuneh, a Vudrani druid.

crunch:

GARUNEH CR 1/2
Male Human (Vudrani) Druid (Swamp Druid) 1
NG Medium Humanoid (Human)
Init +6; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +2, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Scythe +0 (2d4/20/x4) and
. . Unarmed Strike +0 (1d3/20/x2)
Druid (Swamp Druid) Spells Known (CL 1, 0 melee touch, 2 ranged touch):
1 (2/day) Cure Light Wounds (DC 15), Obscuring Mist, Entangle (DC 15)
0 (at will) Flare (DC 14), Light, Detect Magic
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 10, Int 14, Wis 18, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Druid Weapon Proficiencies, Improved Initiative, Toughness +3
Traits Gifted Adept: Obscuring Mist, World Traveler: Sense Motive
Skills Acrobatics -1, Climb -3, Craft (Armor) +0, Escape Artist -1, Fly -1, Handle Animal +4, Knowledge (Geography) +6, Knowledge (Nature) +8, Perception +8, Ride -1, Sense Motive +9, Spellcraft +6, Stealth -1, Survival +10, Swim +1
Languages Common, Draconic, Druidic, Sylvan, Vudrani
SQ Barbed Vest, Druid (Swamp Druid) Domain: Oceans, Nature Sense (Ex), Spontaneous Casting, Surge (CMB 5) (7/day) (Su), Wild Empathy +1 (Ex)
Combat Gear Dagger, Leather, Scythe; Other Gear Backpack (empty), Barbed Vest, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Barbed Vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Druid (Swamp Druid) Domain: Oceans Associated Domain: Water
Gifted Adept: Obscuring Mist A chosen spell gets +1 CL.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Surge (CMB 5) (7/day) (Su) Create a wave that can bull rush or drag a target.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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background:

Are you from Kaer Maga or a visitor there?
Garuneh sees signs of the uncountable gods of Vudra in nature, and has followed their call his entire life, leaving his homeland in the vast mangroves behind. He has come to Kaer Maga recently, traveling upstream along the Yondabakari from the Mushfens, where he sensed a disquiet emanating from up the river. Showing no fear of the dangers of the Fens nor of the chaotic city, he is an island of calm in the bustling crowds.

What traits have chosen and how do they tie into your backstory?
Gifted Adept
The mangrove swamps of southern Vudra stretch for miles, a strange blend of ocean and jungle, and this is where Garuneh was born and raised. Garuneh has studied the changing ocean-borne mists of the mangroves well, and has tied this into his study of his domain spell.
World Traveler
Garuneh has traveled by foot and by ship across two continents, through town and wilderness, and has benefited well by observing the natures of others to prevent swindling, or worse.

What will your character contribute to the party mechanically?
Garuneh is a divine caster with an emphasis on spells over melee. He also is a good repository of knowledge, and his perception and sense motive skills will come in handy.


The man before you cuts an impressive figure, clad in shining armor, a two-handed axe strapped to his back, sitting astride a great shaggy beast of a wolf. It's not until you remember your surroundings that you notice that despite being mounted, this man still isn't eye to eye with the bar patrons surrounding him, but he's drinking in their attention even more than their ale. He catches you staring and motions you over to join the group.

"Lad, you look like you could use a good stiff drink. Come over here and buy me one and I'll tell you about the time I slew a dragon by choking it with it's own intestines."

The halfling is almost as hairy as his wolf, with the halfling's coat of fur two shades redder than the wolf's and just starting to silver at the temples. His face is reddened with drink, framed by shaggy muttonchops, and prominently features the bushiest moustache you've ever seen on a non-dwarf. He smiles as freely as he tells wild tales.

"M'boy, you have the pleasure of drinking tonight with Sir Durnolf Banderswel and his many friends. Let me tell you, lad, that friends are plentiful when the drink flows free and the stories are good, but they'll scarper soon as the weather turns dark. What you need about you is a good pack who'll stick it through, the true friends. True friends are a knight's true strength, lad, don't you forget it!"

His clothes and armor are bright and well-kept, scale mail topped by a white surcoat patterned with dozens of small blue flowers. But it's obvious upon closer inspection that the clothes are roughly spun and the armor is old and likely second-hand. If this man was ever a famous knight in high favor, those days are past, but he soldiers on in high spirits.

"You ask if I'm from Cheliax, lad? An accent, you say? Do I look like some sort of downtrodden slave to you? I won't hear of it! But I might have been there once, and I'll tell you about the time I tousled with that Queen Abby if you buy me another round, that I will! You're right though, I'm not from around these parts, but you set up where you feel welcome and that's where you plant your feet, that's what you do.

His stories continue and grow wilder still, but with enough plausible truth sprinkled in here and there that it's hard to tell where the line is between truth and tale sometimes. He presents it all with such enthusiasm that it's hard not to get swept up in the telling. Eventually he saunters over, gripping a chair for support once on the way over as he nearly tips over from the drink. His wolf is settled down happily gnawing on a soup bone.

"Now lad I hear from my friends that you might be looking to hire some protection, and if that's indeed what you're looking for then you've come to the right man. If your cause is right and your gold is good, I'm sure you'll find me to be quite reasonable. Now I can see from your face that you're concerned because of my size. Don't worry, I'm used to that, boy. He motions to the wolf. But don't underestimate Ruckus and I here, we're more than a match for any thugs that might mean you ill, and a bite or an axe from low enough can catch any of the big folk in a right sensitive area. We've got plenty of experience dishing out that, we do! So what say you buy me another drink and we can discuss just what it is you had in mind?

Crunch!:

Durnolf Banderswel
Order of the Dragon Gendarme Cavalier
Small Humanoid (Halfling)
Init +1; Senses Perception +1

Defense
AC 17 (+1 Dex, +5 Scale Mail, +1 size)
hp 12
Fort +5, Ref +2, Will +0 (+2 vs fear)

Offense
Speed 15 ft.
Melee Great Axe (power attack) +3, 1D10+6, x3 crit
Challenge 1/day (+1 damage, -2 AC against all attacks except from target, allies gain +1 to attack rolls against target while Durnolf threatens the target)

Statistics
Str 15, Dex 13, Con 14, Int 10, Wis 9, Cha 15
Base Atk +1; CMB +2; CMD 13
Feats Power Attack, Mounted Combat
Skills Bluff +7, Handle Animal +8, Knowledge Local +5, Perform Oratory +3, Ride +3 (+7 while riding Ruckus)
Traits Convincing Liar (Bellflower Network), Well-informed (halfling)
Languages Common (Chelaxian), Halfling
Racial Traits Fearless, Halfling Luck, Keen Senses, Outrider, Weapon Familiarity

Ancient History:
Durnolf was a Chelaxian slave for most of his life, an animal handler and then kennel master at a Chelaxian outpost. He read heroic stories about knights when he could get his hands on them, all the while surrounded by many knights who defied the descriptions in the stories and a scant few who came close to upholding them. He was eventually free by agents of the Bellflower network and spent a time repaying them by assisting more slaves out of Cheliax. At this point he considers himself semi-retired and ventured out of Cheliax to get some distance between himself and the persecutions of the Chelaxians, only to find him somewhat settled in Kaer Maga. He makes his way now as a low-level bodyguard for the downtrodden and any others he finds worthy of his support, accepting whatever payments those he helps are able to provide.


Oh my God! It is Brian Blessed!


"Lass if you're speaking of me, then alas you are mistaken. And probably want to lay off the drink for a smidge, if this be a man you speak of, as I venture I'd only come up to his belly, and fit inside it like as not. Not that that's a bad thing, mind. Girth's the measure of a knight, my dear, oho! Or at least 'round him!"


A dark skinned man with plain, though clearly foreign, features turns at the sight of the wolf and the assembled humanoids. His serene face splits in a smile.

"I would count a wolf among my many friends as well. Greetings and well met, Banderswel, Ardoc, elf. I am Lasandarman Garunehlaksmani, but please, call me Garuneh. The river's call has led me to Kaer Maga. I bow to you all."

He bends at the waist, palms pressed together, in a way not seen in Western kingdoms.


Wow, a lot of good candidates so far. Can't wait to see the final lineup.


This is ridiculous. I need to stop doing recruitment threads because they're way more stressful than is reasonable. You've all submitted great concepts. I really don't know how I'm going to choose.

Here's the latest list. Any of you have any suggestions on who to choose? ;)

Martial
Vigan - Monk
Hagar - Fighter
Tina - Monk
Durnolf - Cavalier

Arcane
Darius - Magus
Aldous Mor’esti - Diviner
Elizabeth Ardoc - Wizard

Divine
Ogrim - Cleric
Gunder - Oracle
Garuneh - Druid

Skilled
Kellen Lightfoot - Rogue


I've got a suggestion, and I'm inclined to think you may end up listening me - pick Kellen Lightfoot, he's the best Rogue you've got! OK, being only one helps being the best as well, but sometimes you gotta be lucky, not just good ;-)


Choose EVERYONE.


Well, best to have the basic four man band chosen first. I think Hagar is a good choice and while Durnolf is FABULOUS! I believe we will be heading into areas where a mouny can't really go.


Of course I'd advocate a vote for me! :-) Although as a pure arcanist, if we're being fair, I do lack the true versatility and power of a pure caster. I hope I'm not shooting myself in the foot but it's kind of true.

The above being said, I still stick to my original point in the submission that if it is a 5 man group, I'd be a perfect "jack of all trades" and would go well with the other class options.

Sczarni

Don't stress...games are supposed to be fun, after all.

I second the "choose everyone" method.

Then, have lethal encounters available. Some will certainly drop out, as it goes.


My friends, why should we exclude those who wish to share in the danger and profits of adventure?

Is it not said, "the more, the merrier?"

If so, I raise my tankard to you, one and all, and suggest we sally forth to bring glory, truth, and gold to one another!


Recruitment is closed.

Because you're all stupidly creative, I have decided to select all 11 of you - though you will be split up into two groups to be decided as soon as I leave the theater (I'm finally seeing The Avengers).

One change will be requested. Elizabeth, can you swap to a rogue character, as you mentioned?

Feel free to post your party requests/recommendations in this thread. I'll setup a seperste campaign for the second party this evening.

Welcome to Kaer Maga, everyone.

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