The Kings' Patron

Game Master Mardavig

A fairly straightforward Kingmaker campaign, with emphasis on the relationship with the patron.


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Lorald Orlovsky wrote:

@Lelouch

Lelouch's background kinda cuts him off from the Orlovsky family for most of his life, up to the point of the start of the adventure. Big obstacle to overcome. Also paints them or at least the current head, which is not official PF, as somewhat evil in my opinion. Conflicts with a lot of things concerning the Orlovsky family, seems like it is more suited to House Surtova really. Throw in the fact that Lelouch worships himself and seems bent on leadership, that could be an issue with Lorald considering his faith and own backstory.

Haha, well I created his backstory long ago and wanted to go with a "not all Orlovsky's avoid conflict" approach. His father is evil but his whole entire family is something I've added into the universe to give decent plot hooks with. Lelouch walks a fine line between good and bad because he knows what he wants and needs to do, but doesn't let evil acts stop him if it means reaching a greater good.

It's unlikely we'd be in the same campaign, but if we were, not all of his relatives are evil. You could even be a cousin for all I know.

I've been looking at getting into Kingmaker for a very long time now, so was eager (one of the 1st to post in this thread - under Apollo Randasian) to apply. As a cousin you might not know much of Lelouch's side of the family and if you did indeed discover Charles' intentions, perhaps you'd also like to aid in bringing him down?

Lelouch may be arrogant and prefers to achieve his own goals over anyone else, but first and foremost in order to achieve that, he needs a group of allies who'd aid and fight for him while he commands from the back with clever tactics and manipulative mind games.

He messes with all who oppose him and heavily supports all those who he sees as allies. I guess you could compare him to V from V for Vendetta. He has a cause and he wants those he selects to follow his cause, convincing them to see the world as he does.


Im currently applying in another kingmaker. Their recriting closes tomorrow night. When are planning to close your recruitment?

Lantern Lodge

Recruitment for this campaign will close when I get about 15 characters. If that never happens then I will probably always be willing to add people in. The stolen lands are pretty big.

On a matter of clarification about traits.

[b] Campaign traits [\b] I expect everyone to take at least one of the campaign traits.


Using this guy.
Just need minor touch up work.


Mardavig wrote:
Campaign traits I expect everyone to take at least one of the campaign traits.

At least one? My current build for Josef uses one Campaign Trait because of the stock limit of one Trait per type.

If you are willing to allow multiple campaign traits, then I would LOVE to replace the Noble Trait with the Noble Born (Orlovsky). The campaign traits are more powerful than "standard" traits, though.

Lantern Lodge

I'll allow, get ripped on campaign traits if you want.


Alright, putting Kazz on the radar of the thread proper.

I've updated his crunch as appropriate. I will be writing up his patron ties either tonight or tomorrow morning.

As per our discussion, Kazz will be operating discretely as a direct agent of the Swordlords, working to create a strong foothold within the Stolen Lands and further their interests.

It's possible he could easily have a connection with any of the other characters with close ties to Restov.

Minor Grip : I really wish there was a campaign trait that worked better for Kazz than simply being raised in southern Brevoy.


All done, hopefully I didn't sign up too late and I'm not like the 16th person or whatever.
You allowing archetypes, if not, I'll just simply change it.

Grand Lodge

I'd like to propose Hithil, a divination elf wizard who is in the service of Aharon Lodovka, the first son of Duke Lodovka. Hithil has a crush on Aharon and is doing just anything he wants her to do, and Aharon has big plans for the House of Lodovka.

Since Hithil grew up near the Lake of Mist near the Nobles of Lodovka, she's taken the Issian campaign trait. Hithil's background, character sheet, spells and personality are all in the profile.

Thanks in advance for your consideration.


Also, I just have to add a patron, I can't find the list of patrons for kingmaker anywhere. I will include ties to him/her in my backstory.


Alexio would like to join the adventure.

Mechanically he is ready to go with 1 campaign trait, the correct starting gold, and established background. The anything goes nature of alignment and sources makes this a good fit for him.

I need to develop Alexio's patron. It will be somehow related to a Chelaxian house, trying to expand their influence and get back some of the more imperial grandeur that has been lost since the death of Aroden. I will add that to his profile over the next few days.

Thanks for the consideration!


Here is Arumina yn Sabil, better known as simply Raven, displaced Keleshite princess turned adventurer.. I haven't finished purchasing equipment yet, but will by tomorrow. I will create an alias for her if she is accepted...

Raven:

Raven
Female Human (Keleshite) Monk 1
LN Medium humanoid (human)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 untyped)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +4; +1 trait bonus vs charm and compulsion effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) and
. . unarmed strike +0 (1d6)
Special Attacks flurry of blows, stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 13, Int 11, Wis 14, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Agile Maneuvers, Combat Reflexes, Improved Unarmed Strike, Snapping Turtle Style, Stunning Fist
Traits brigand, vagabond child (urban), veiled disciple
Skills Acrobatics +7, Disguise +3, Knowledge (local) +1, Sleight of Hand +8, Stealth +7, Survival +3; Racial Modifiers brigand
Languages Common, Kelish
SQ ac bonus, dependent, stunning fist (stun), unarmed strike
Other Gear dagger (10), stolen money (worth 100 gp, 2 lb), 10 gp
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Agile Maneuvers Use DEX instead of STR for CMB
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Veiled Disciple +1 on Bluff to pass secret messages and +1 on saves vs charms and compulsions.
--------------------
History:

Raven, or Arumina yn Sabil, is a princess of rather high status in the Qadiran empire. As is custom, she was to marry a prince of another noble house. Being strong-willed and free-spirited, she rebelled and ran away. Her aunt caught up with her and helped her escape, realizing that she may fit in well with a group of individuals that disliked the current ruling regime. After being kept hidden and trained in their ways, the Padishah cracked down on this organization, sending her and her new friends on the run.

Her aunt used her remaining influence to send Raven North to the lands on Brevoy to find someone that can hide her until they can regroup. Over time, they lost contact and Raven fell in with a group of bandits. These bandits were recently run down by the local law. Rather than face justice and possible discovery, she found a way into an expeditionary group headed to the Stolen Lands, as a "guide"...

Looks:
Raven is beautiful, with long dark hair and exotic beauty. She looks like she belongs in a palace far way. However her time on the road has dirtied her hair and skin and she does her best to hide her noble upbringing and stature.

Personality:
Though generally friendly, Raven sometimes forgets that she is not a princess to those around her...


Upon further inspection/introspection, I think that I'll gently withdraw my interest for this as I'm having some trouble getting enthused enough to create a character for Kingmaker. Good luck to everyone else and have a great time :)


Rouging this out. Poor Wandering One's candidate.

Half-elven Bramble Bomber/Preservationist Alchemist.
Campaign trait: Issian
Drawback Hedonistic
Trait, Magic: Pragmatic Activator
Trait, Regional: Alchemical Prodigy (new version) +1cl to extracts duration only.

Feats: Skill focus
Elven Spirit: Envoy

Patron: Complicated. Green Faith by way of Houses Medvyed and Lebeda. As far as Ignatius knows he is working on behalf of his mentor Tulius. Ignatius views the expedition as more of a research trip to learn more about the area and less a political or military jaunt.

Crunch and full background to follow.

Lantern Lodge

@Hunter the patrons for this are the nobles houses of Brevoy. Give the Kingmaker players guide a browse and you'll find them. There's also plenty of other players in Golarion who might have an interest in the stolen lands.

If anyone needs a hand coming up with a patron I can lend a hand.


This is still a work-in-progress, and I'll eventually have an alias set up, too. I'm just posting this to save my spot.

Valkus Lebeda, Taldan bard and rondelero practitioner.


I will only be at my PC by Tuesday evening. Will get a proper stat block as well as a history for my char then :)


dotting


May I present myself, Matsu Miyuki, at your service and humbly ask for your permission to join this expedition, looking for a chance to gain recognition and fame.


May I introduce to you, Zoufbal Tashidar (here)

Gnomish Druid closely tied to House Medvyed for his father is the steward of Lord Gurev Medvyed's (Head of the House) manor.

He is the family oddball, with his elder sister training to eventually take over their father's function. He himself dove into the noble family's history and beliefs and considers himself somewhat of a scholar on the matter of fey and the natural world.

His companion, which isn't in his profile yet, is his pet allosaurus whose egg he bought thinking it was a dragon egg.

The guy has ambition to eventually make Grand Druid of the River Kingdoms and as such will most likely take the Green Faith Acolyte PrC.


Hi Cuan, hope you do not mind me reading through your profile? Having Medvyed family as Aran's sponsors, it might make sense to develop at least some casual knowledge of each other, if not some deeper connection. Anyway, druid and range go hand-in-hand, so I do not see much issues there.


Just looked at campaign traits. Orlovsky is best for my char idea


No problem Aran. Zouf's profile is still rather lacking though, am still busy with a more detailed background.


Mardavig:

Would it be beneficial to have a horse in the beginning of the adventure? Initially, I chose the Pioneer trait for this reason. However, I am wondering if that would be a drawback, having to worry about the horse running off or being killed while we are off tackling other problems.


Mardavig wrote:

@Hunter the patrons for this are the nobles houses of Brevoy. Give the Kingmaker players guide a browse and you'll find them. There's also plenty of other players in Golarion who might have an interest in the stolen lands.

If anyone needs a hand coming up with a patron I can lend a hand.

I downloaded the PDF guide, why don't they have them?


Its in the Kingmaker guide. The families of the area.


Tulius is my patron, working him into backstory now.

Done, it might not be great, but I've not one who knows how to write up great backstories.

I can get into campaigns, but AP campaigns are hard for me to get into.


@Gareth - I took the mule. From what I understood of the campaign setup, horses and/or mules would be very valuable. But GM might have other ideas, let's see...


A mule? What kind of king rides a mule?


So here is mine submission:Anton Medvyed, a urban druid representing the Church of Erastil.

I made him as second generation half-orc with a lot of alternate racial traits, but if the GM wants I can remake it as a more standard human.


Here is Raven again, this time reimagined as a ninja. Makes more sense for her character...

Raven:

Raven
Female Human (Keleshite) Ninja (Scout) 1
LN Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2; +1 trait bonus vs charm and compulsion effects
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d4+1/19-20) and
. . dagger +1 (1d4+1/19-20) and
. . dagger +1 (1d4+1/19-20) and
. . shortsword +1 (1d6+1/19-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 11, Wis 14, Cha 15
Base Atk +0; CMB +2; CMD 13
Feats Agile Maneuvers, Combat Reflexes
Traits brigand, focused mind, veiled disciple
Skills Acrobatics +0 (-4 jump), Bluff +6 (+7 to pass secret messages), Craft (alchemy) +4, Diplomacy +6, Disguise +6, Knowledge (local) +4, Perception +6, Sense Motive +6, Stealth +0, Survival +3 (+4 to navigate in the wilderness in Stolen Lands); Racial Modifiers brigand
Languages Common, Kelish
SQ dependent, poison use
Other Gear lamellar (leather) armor, arrows (20), dagger (8), dagger, dagger, shortbow, shortsword, area map, backpack, bandolier, bedroll, belt pouch, blanket, camouflage netting, chalk, flint and steel, poncho, pot, rope, sack, soap, torch (10), wrist sheath, spring loaded, wrist sheath, spring loaded, 11 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Area map (Stolen Lands) A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Focused Mind +2 to Concentration checks
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Veiled Disciple +1 on Bluff to pass secret messages and +1 on saves vs charms and compulsions.
--------------------

History:

Raven, or Arumina yn Sabil, is a princess of rather high status in the Qadiran empire. As is custom, she was to marry a prince of another noble house. Being strongwilled and free spririted, she rebelled and ran away. Her aunt caught up with her and helped her escape, realizing that she may fit in well with a group of individuals that disliked the current ruling regime. After being kept hidden and trained in their ways, the Padishah cracked down on this organization, sending her and her new friends on the run.

Her aunt used her remaining influence to send Raven North to the lands in Brevoy to find someone that can hide her until they can regroup. Over time, they lost contact and Raven fell in with a group of bandits. These bandits were recently run down by the local law. Rather than face justice and possible discovery, she found a way into an expeditionary group headed to the Stolen Lands, as a "guide"...

Looks:

Raven is beautiful, with long dark hair and exotic features. She looks like she belongs in a palace far way. However her time on the road has dirtied her hair and skin and she does her best to hide her noble upbringing and stature.

Personality:

Though generally friendly, Raven sometimes forgets that she is not a princess to those around her...

As before, if selected, I will make an alias for her.


Since my wife is still in bed, I decided to spend some time looking around at who has provided what. I built the following lists. Character and players are listed alphabetically by family name (when available) as the primary sort:

Submissions/Expressions of interest:

Character Name - Sex/Race/Class (Archetype/specialty) - Patron
Kazz D'Avore - Male Fetchling Summoner (Master Summoner/Shadow Caller) - ???
Hunter Deadeye - Male Undine Ranger (Freebooter) - ???
White Eagle - Male Human Shaman - Swordlords (?- "Mayor of Restov")
Hithil - Female Elf Wizard (Divination) - House Lodovka
Aran Innatven - Male Human Ranger - House Medvyed
Valkus Lebeda - Male Human Bard - House Lebeda
Gareth de Lockhart - Male Human Magus - House Lebeda
Matsu Miyuki - Female Kitsune Sorcerer (Tattooed/Fey) - ???
Anton Medvyed - Male Half-Orc Druid (Urbamn/Erastil) - Church of Erastil
Josef Orlovsky - Male Human Fighter (Swordlord) - House Orlovsky
Lelouch Vi Orlovsky - Male Human Cleric (Self) - Self (House Orlovsky?)
Lorald Orlovsky - Male Half-Elf Fighter (Crossbowman) - House Orlovsky
Arumina yn Sabil (Raven) - Female Human Ninja - Swordlords (???)
Zoufbal Tashidar - Male Gnome Druid (Menhir Savant) - ???
Alexio Thraxas - Male Human Fighter - House Thraxas (his own)

Partial characters:

Ignatius Suli - Male Half-Elf Alchemist (Bramble Bomber/Preservationist) - Green Faith (House Medvyed/Lebeda)

Dotted but hasn't presented a character, yet:

Bathmat Djinn
James Kondolow
Seth86
Edward Sobel
Viluki
Tim Woodhams - Dregan (invalid link?)

So, I count 15 characters that are (at a quick glance) mechanically complete, and 1 additional character that a player has at least tried to get ready. I count another 6 potential players who dotted the thread but have not provided a character.

How many of what?:

From the 16 characters, I see:

Sex:
Male/Female 13/3

Race:
Elf 1
Gnome 1
Half-Elf 2
Half-Orc 1
Human 8
Unusual 3

Class:
Alchemist 1
Bard 1
Cleric 1
Druid 2
Fighter 3
Magus 1
Ninja 1
Ranger 2
Shaman 1
Sorcerer 1
Summoner 1
Wizard 1

Patron:
Church 2
House Lebeda 2
House Lodovka 1
House Medvyed 1
house Orlovsky 2
I couldn't tell 4
Self (?) 2
Swordlords 2


I will make a proper char when im home. Will be tuesday evening.


@ The Dread Pirate Hurley

Question:
I had a similar build, but it didn´t work because of Exotic Weapon Proficiency (Combat)
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Prerequisite: Base attack bonus +1..


Florian, thanks for the catch. I always forget that EWP requires a BAB of 1. That's annoying, but I guess I can just use a longsword for now.


Tulius is my Patron, so whatever house that puts me in.
Also the way the GM stated it, I think he meant first come first serve up to 15 people, but I could be wrong.


Sorry to be a little rulepicker. But on the otherside...
It would be rather awesome that for the first 2 levels you use the falcata. And you get better by the day. I just imagine the roleplaying flavor when you miss and just yell and scream. The chance that the more martial chars go on and show you tricks ;-)

Lantern Lodge

Everyone who has posted above this is accepted. At this time no further admissions are required.

As for everyone else I'm not terribly interested in mules or horses. I assume everyone will either have one or be given one by their patron in order to participate on the expedition. I have no particular interest in robbing anyone of a basic conveyance. In the stolen lands you will only be riding half the time at best. The terrain is too rough to ride constantly. If there's a risk to your mounts ill give you fair warning.


Sweet, that makes like 18 characters by now, though I wonder how many will last as like mardavig said, people do get busy.
I'm use to large groups. I've played online mafia party games from 2009-2012. With group sizes 15 to 35 for each game. And anyone who has played mafia party games, knows how fast they can move. Mafia, the mafia know each other, the innocents do not.


With dignity and poise Miyuki looks at her patron and waits for him to introduce her companions for this little adventure!


Anton is ready to begin this adventure! Good luck to all of us!


Awesome. As mentioned, will have proper alias and crunch by tuesday evening


Sorry gave Dregan a family name and forgot that would make the link bad. New link


Mardavig wrote:

Everyone who has posted above this is accepted. At this time no further admissions are required.

Am very glad I posted earlier, as this is turning out to be a great twist on the usual campaign and would have hated to miss it!

Natalya Artemisa, dhampir ranger. Patron is the church of Erastil.

stats:
Natalya Artemisa
Female Dhampir Ranger
N medium humanoid (dhampir)
Init +2; Senses Perception +5, low-light vision, darkvision 60 ft.

DEFENCE
AC 17, touch 12, flat-footed 15 (+2 Dex +5 armor)
hp 12 (1d10 + 1 con +1 Fave class)
Fort +3, Ref +4, Will +2; +2 vs disease and mind-affecting effects

OFFENCE
Speed 20 ft.
Melee great club +5 (1d10+4) or greatclub PA +4 (1d10+7)
Ranged shortbow +3 (1d6/x3)
Dhampir Spell-Like Ability (CL 1st; concentration +3)
(3/day)—obscuring mist

STATISTICS
Str 18, Dex 14, Con 12, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats power attack
Skills (6 class) handle animal +4, knowledge (geography) +4, knowledge (nature) +4, perception +5, stealth +2*, survival +5 (*incl ACP -4)
Traits bastard (+1 will, -1 to dealing with nobility), undead slayer (+1 trait bonus to attack and damage versus undead)
Languages Common
SQ Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it, Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects, Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw, Track (+1/2 ranger level to using survival to track), favored enemy (humanoid(human)) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and +2 to attack and damage


Gear:
explorer's outfit, shortbow, scale mail, greatclub, arrows (common) * 20, Ranger's kit, longsword, shortsword; 30gp

fluff:

Backstory
Natalya was damned before she ever came in to the world. Her mother was a minor noble daughter of the Surtova family, constantly scheming to better her position in the family pecking order. Her desire far outstripped her capabilities, and desperate to find some angle of advantage no-one else had, she unwisely began trying to ally herself with a powerful undead. She came to the attention of a Moroi, who was amused enough to string her along as his current plaything for a few months, before abandoning her without a second thought. He left her with worse than nothing, no powerful trinkets, no secret knowledge, nothing except the child growing in her. Distraught, she confided in her sister and they hatched a plan to be 'traveling' during the last few months of pregnancy, before she started to show she was with child. She gave birth in a roadside inn, before abandoning Natalya on the doorstep of the local church of Gozreh, leaving her wrapped in nothing but an old cloak.

The church took her in and raised her, understanding from a very early age that she was a half-breed. She took to her lessons about nature well anough though, understanding the part she played in the delicate balance of life. Partly to repay the church and partly to appease her own desires to eradicate evil, she became a hunter of undead. She has dedicated her life to removing these enemies of the natural order.

Personality
She has some self-esteem issues, being abandoned by both of her parents for different reasons, and maintains a healthy distrust and dislike of nobility for this reason. It is telling however that she keeps that old cloak she was left in, complete with the faded crest of Surtova embroidery, at the bottom of her pack. One day she might meet her mother again, and she wants to be successful enough to be able to tell her how she didn't need her and didn't want her either.

She favors melee combat whenever possible (as long as it has no negative strategic impact), and channels her darker side in to destroying her enemies, taking particular pleasure in going toe to toe with undead, and proving her dominance over them.

She doesn't make friends easily, but fits well in to a group of people that have a common goal, as she understands hierarchy and mutual-support better than most, having come from a self-sustaining monastery where everyone worked for the whole. She hasn't adventured with a group before, but she will be pleasantly surprised to learn that she welcomes the warmth of good company.

Description
Natalya looks human at first glance, however further examination shows how unearthly pale she is, even in full sunlight. Her hair is black as soot, and kept permanently tied back. She smiles rarely, but when she does it is easy to see her razor sharp canines. She is thin to the point of being gaunt, and despite comely features she looks unhealthy as a result of her parentage. She is very much stronger than she looks thanks to her father, with a subtle, wiry strength. She stands confidently, but always in the shadows if she has a choice, she is not one for large crowds.

The mission
She was selected by the church to represent Gozreh by 'assisting the Swordlords of Brevoy to bring back the natural order to the Stolen Lands', with the explanation that many unnatural and evil things have made the Stolen Lands their home, and the local church representatives have pulled some strings to get her on one of the 4 teams. She understands that this 'church mission' is likely something they have created to give her some constructive purpose, and is going to do her absolute best to represent her faith and complete the mission. This means working with the other members of the group to both achieve the goals of their sponsors, and to survive in this inhospitable frontier.

Fellow Erastil worshipers, I would like to have heard of you or visited you in the past. What say you?


Raven checking in...

Grand Lodge

As a divination wizard serving the grand house of Lodovka, I knew of my acceptance prior to being accepted! Now I get to have lovely interactions with that dreamy Aharon Lodovka. I just can't wait to do something for him.

Lantern Lodge

Go ahead and take a look at the campaign page attached to my name The Kings' Patron. I'll be responding to your messages and communicating to you on behalf of your various patrons tomorrow.

Thank you all.


The Reject:

Caireann once possessed a chance to escape the life of crushing, back breaking poverty that killed most Brevoy peasants by the age of forty... That chance slipped away, she was to be the apprentice of a powerful wizard who she would labor under in exchange for being taught the ways of magic. Caireann was to be free of poverty, she would finally be able to look forward to a fate that was not back breaking labor as she slaved away in the fields for her daily bread...

Then it unraveled before her eyes, like fate itself had decreed her life to be an eternal, living Hell. The Baron's dumb, lazy oaf of a son got to become the wizard's apprentice and Caireann was left to contemplate the rest of her miserable existence. Yet this would not stand, how could she have come so close to freedom and a better life to have it all slip away... Then a tantalizing thought entered her mind, there was another route to the power she craved. Myths and legends spoke of the terrifying power that the ancient warlocks of Brevoy, the Stolen Lands and the River Kingdoms had commanded.

The legends spoke of them as near god like, they had ruled these lands once through trickery, primeval magic and in many accounts through sheer force of will. Their deeds had become the stories told to children to alternately entertain them or terrify them into behaving. Yet so little was truly known of them, so little of their knowledge remained...either destroyed or long forgotten in the depths of the woods. Yet traces of their power still existed and Caireann sought them out, eventually Caireann found what she had longed for...

Deep in the untouched forests of the river kingdoms Caireann came upon a portal into the First World. She entered into this world a broken and battered being, desperate for even a shred of power and the taste of freedom. Caireann wander for what felt like years or was it hours... Finally she came upon the great lake, its waters were clear and like crystal they glimmered in the fey night. As she approached the shore she found a small boat, it was wrought of a strange wood and appeared to have no means of propulsion. Yet when she climbed into the boat it took her deep into the lake and then Caireann saw the Isle.

The Isle was foreboding, she could sense the primeval magics that swept out from the dark Isle like a hurricane. This place was ancient, it was something that not even the gods nor the Eldest could influence. The Isle was the birthplace of true fey power, it was the primal power that had fueled the might of those terrible warlocks of old. She then set foot upon the Isle and journeyed into the interior, ancient stone circles and forbidding barrows lined her path. Eventually Caireann arrived in the center of the Isle, it was a great valley which housed many ancient barrows. Wind enraptured her form as she entered, Caireann shivered not just from the cold but from what else she felt upon the wind...death. It was here that she sealed her oaths of power, it was here that Caireann took up the mantle of the fell warlocks of old...

Fey Patron:

When Caireann entered the valley of the Barrows deep within the Isle she explored the Barrows for many days and nights. Eventually she made her way deep into the Barrow of Nethendrial, an ancient archfey of the old fey realm before the Earthfall. Once the First world was ruled by the archfey, they ruled without contest for millennia as they ignored the mortal world and focused upon their own pursuits and designs. Then the Earthfall came, just as it affected the mortal world it affected the First World. For the two are so intimately intertwined that what happens in one will affect the other in some way. This was the fate of many archfey who were consumed in the resulting tumult that engulfed the First World. Those who remained would become the Eldest and those who perished disappeared into the Isle, the place that both had birthed the so long ago and the place where they would rest forevermore.

Yet these spirits were not comfortable with their rest, over the millennia they instructed countless warlocks in hopes of creating one who might undo their curse and allow them to live once more... Caireann had desired that power and the spirit of Nethandrial was happy to instruct her, all she had to do was ensure that her patron would come back from the dead...

gm I will get more up later on, what are your thoughts so far?


(I had told Mardavig in person I would be playing, sorry if I'm late!)

Marlani Orlovsky is a Female Bard 1

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