Vaylen - The Precipice of War

Game Master Kibeth


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Game Name: Vaylen-The Precipice of War
Theme: Open World in a unique and diverse homebrew setting.
Flavour: High fantasy player-driven adventure, action and intrigue.

I am looking to run a campaign in my homebrew setting found in the campaign info tab. I plan to have the story driven entirely by the whims and decisions of the players rather than any intricate premeditated railroad. “Roll play” and combat will happen as often as the players make it happen; I have not listed a percentage breakdown because I expect that the player’s roleplay skills and decisions will be the deciding factor. The world will continue to go on, and the decisions of the players can and will affect the direction and order of events they are involved in greatly. Even where we begin will be based on the backgrounds of characters that will be playing. I’m aiming to get 5-6 players to play, posting 4 times per week at minimum. Take a look at the world under campaign info. Looking forward to receiving apps!

Characters
Character Background:
I would like players to use the “Ten Minute Background” system. It includes examples. As I’m expecting this game to be driven mostly by the RP of the players, I will be using this background as a judge of your RP ability, both for content and style. Be thorough and creative.
As far as the content of the background, the information in the world is presented, as mentioned previously, within the campaign info. I want to strongly encourage players to feel free to make up their own story elements within the world including but not limited to deities, locations, races, organizations and histories. If you have any questions that cannot be found within the campaign info, just ask!

Character Creation:


  • Power: Level 8
  • Abilities: 20 pt buy
  • Bling/Cash Money: Standard Wealth
  • Race: All pathfinder races are permitted. You may create your own race not exceeding 15 RP with the advanced race guide, just make sure there’s very good roleplay associated with it. If you choose to play something half-construct, feel free, but expect adjustments to your back ground – that race is extraordinarily rare, experimental, and secret. You may exceed the 15 RP limit to create cooler races, but you will be subject to LA. The same applies for characters hell bent on using templates (because werewolves are cool). Pathfinder has some rules on the matter. Check out the SRD under monsters as pcs. It also contains the info from the ARG
  • Class: All pathfinder classes and prestige classes.
  • Alignment: I don't give a damn, just make it work RP wise. It's more of a guideline anyway in terms of your character's personality and behavior. Know this: if you can't feasibly get along in a party, it obviously won't work out unless you can convince me to let you in as a campaign villain or opponent because your RP is that good. Heath Ledger RP'd hard in The Dark Knight.
  • I ain't even mad about third party or homebrew, but run it by me first. For the record, I'm allowing Gramarists.. You can find the Gramarie disciplines and prestige classes here.

We have a few house rules. My apologies, there are more than a few of them, and therefore I've used a spoiler.

House Rules

House Rules:


  • We will also be using the Elements of Magic magic system; you may still use traditional if you prefer or do not have access to EoM. If you want to play a warlock, let me know. As a point of information, I have a homebrew spellthief magus archetype that I will allow as well. If you want to use EoM, let me know; there are a few changes I am making to that ruleset simply to have it be coherent with pathfinder. EoM versions of certain classes will still retain their pathfinder class features. If you haven't heard of EoM, check it out when you can. - Elements of Magic
  • Bonus RP Feat (you must present a good reason for this feat within your background)
  • I do not believe in feat taxes. To that end, if you have a dex of at least 16 and it is 4 greater than your strength, you gain Agile Maneuvers and Weapon Finesse for free. If you have a strength of at least 16 and it is 4 greater than your dexterity, you gain Power Attack for free. All classes with greater than half base attack bonus gain combat reflexes for free as well. If you have greater than half bab and you cast spells as part of your class, you may gain a feat called Spell Combat Training which grants +2 to concentration checks made when casting spells. Dervish Dance applies to all one handed weapons, not just the scimitar. Extra traits and the leadership feats are banned, but you may take the same trait twice, if you so desire.
  • Item creation feats are banned; let the NPCs handle the crafting. Based on the quality and content of your background, I will grant 1 related item bonus item related to your backstory that does not exceed 10,000 gold or a second RP feat.
  • For any of you brave souls who want to sword and board specialize, the Madu and Buckler are the same item in this world.
  • Those with ranks in knowledge skills will be receiving additional information from be based on those ranks.
  • (HP is max at every Level) * 1.5
  • Armor as DR and Called Shots variants, The CD DC is the threatening attack roll + (total attack bonus + Attack bonuses to confirm)/2 + 1 for each critical feat + 1 for each size category larger. CD bonus is unchanged. You gain a bonus to saves against called shots equal to 1/2 DR.
  • Slashing weapons of equivalent hardness to the armor they are striking bypass 10% of DR. Piercing weapons that meet the same requirement bypass 20% of DR. Keen weapons add 5% to this. All weapons bypass an amount of DR equivalent to the amount by which they exceed an objects hardness. For example, my +1 Adamantine mace has a hardness of 22. When I hit the mundane Adamantine Full plate with a base DR 9 and hardness of 20, and deal 12 damage, 5 of it will get through.
  • Firearms are early in most of Aeonar, in some places they are advanced. Everywhere else, you'd be hard pressed to find any; they're pretty rare. I only mention this for anyone wanting to be a gunslinger. I don't care where you are, but your backstory should include something involving Aeonar or a gift from a friend/family/bandit from Aeonar. Firearms bypass 25% of DR.
  • - Every character with greater than 1/2 bab can parry. To do so, a character may hold any number of available attacks when taking a standard action or full round action involving attacks. At some point prior to the character's next turn, he may deflect a number of melee attacks directed at him equal to the number of attacks held by making an attack roll opposing that of the attacker. This attack roll is made with full bab at a -4 penalty when using a light weapon, finesse weapon, or one handed weapon with the dervish dance feat, a -6 with a one handed weapon, and a -8 for two handed weapons. If the attack roll equals or exceeds that of the attacker, the attack is deflected. These penalties are reduced to 0, -2 and -4, respectively, for a character fighting defensively. A mithril weapon lessens the penalty to parry by 2 as well, but does not confer any bonuses to parry. Thus, a character fighting defensively with a light weapon still takes 0 penalty to parry attacks. Each successive parry attempt made prior to the defender's next turn incurs a cumulative -5 penalty (like iteratives.)
  • Homebrew Feat: Improved Parry (Prereq: Int 13, Combat Expertise) --> +2 bonus to attack rolls made when parrying. You may now parry melee attacks directed at other targets within your reach at an additional -4 penalty.
  • Homebrew Feat: Greater Parry (Prereq: Improved Parry, BAB +6) --> +2 bonus to attack rolls made when parrying. This stacks with Improved Parry. You may now attempt to parry ranged attacks directed at you at an additional -4 penalty.
  • Homebrew Feat: Riposte (Prereq: Improved Parry, BAB +6) --> Whenever you successfully parry an attack, the you may take an attack of opportunity against the attacker.
  • Homebrew Feat: Ricochet Riposte (Prereq: Greater Parry) --> Whenever you successfully parry a ranged attack, you may choose a new target, including the attacker, for the attack using your attack roll.
  • Those playing the magus class may take a bonus feat with their magus arcana if they desire. Barbarians may take a bonus feat with their rage power. You still have to meet the prereqs.
  • Passive checks: "For Sense Motive and Perception checks, unless you state you wish to make such a check, I will take a 10 and add your check to it. That means that any time you walk into a room, your Passive Perception check will be made. Now, if you want to roll a check to see what remains unseen, you can make it yourself. I also do Passive checks for Knowledge as well. As long as you have the Knowledge check appropriate for a situation, I'll give you the nitty-gritty. If you want to make the check yourself, the same applies as above."
  • "The following Knowledge checks can be used Untrained: Geography, History, Local, Noble, Nature, and Religion. These can be justified in that everyone knows a little about each topic, but that doesn't mean they're particularly proficient at it. Other Knowledge checks may not be made Untrained."

Applications
Applications will be closed on May 17th at 12:00 AM.

Application Format:
Name - Duh. What do they call you. Even if it's "Nothing." Hell, they could call you tater salad for all I care.
Race - If you're going to do something crazy, but still within the guidelines I mentioned above, please RP well. I'm talking a concise history.
Class - Well it wouldn't be fun without the ability to, y'know, do stuff.
Alignment - As I said, this is more of a guideline, and I expect slightly more than "LN." I mean, definitely mention that too. It's a requirement. But I'd like to see a short sentence or two on your character's philosophy on morality. You can even answer it as if your character was asked directly what his alignment is.
Appearance - Ah, yes, the first impression. What do you look like, what do you wear, and are you rockin' a phat grill. Pictures are nice.
Personality - Well, I wouldn't want you to completely eliminate content from your background, but I'd like to see a short description of what your character is like. What drives your character's decisions, what are his/her fears.
Ten Minute Background - This is it. The Real McCoy. The Big Dawg. This is what it all hinges on. This is your background, an often under-appreciated portion of character development. Given that I just asked for your character's personality, I'd like to see the first section filled with some creative concepts that aren't redundant with the previous requirement. At the end of this, I should know your character pretty well; I should know where he came from, why he's level 8, how he got to level 8, what his accomplishments are, who his friends, enemies and frenemies are, what his short/long term goals are, and a secret or two. You don't have to be verbose; just be thorough and creative (I know, I've said this a million times).
RP Sample - Short narrative to get a feel for your writing style. The world is an open sandbox. To play in a campaign is to be a character in a larger movie, but I am letting you drive your own plot. Tell me what you're doing when the "camera starts rolling," why, and how you got there. Alternatively, you could write an rp sample of a portion of your background. Up to you.
Have Fun - Enjoy this. I know I will! :saros :D

I will post applicants (with a completed application) here:

Applicants:

The Pool:

Questions:
I'll answer questions here:

  • Q: When deciding where to place ourselves in this world, how high up the different hierarchies could an 8th level end up? A general? Master of an order? Head of a college? One of the monarchs of Erasmus?
    Answer:
    A: I don't really have a concrete answer for you. Much of that is more dependent on gear and feats, which I've been known to grant independent of actual level. Also, it's something I want you to decide; I'm trying to keep things very open-ended. As a loose guideline, I'll give you some facts:
    The most powerful mage in known Vaylen is The Archmage, Wizard-King Aeomon, and he is level 18.
    On average the rulers of the world are roughly 15.
    Domri Rade and Tirin Vaxfell, the Tempest - responsible for (almost) single-handedly liberating and uniting major tribes within the Vax region from Rayne, and marking the official start of the current Vax Wars - are level 13.
    The Headmaster of Academy City is level 12.
    The Archon of the Nethan, the specialized arcane guard that serves as enforcement and crisis/risk prevention for Academy City since it is a high population of mages-in-training, is level 10.
    In Academy City, one is not permitted to become a full time professor of the arcane arts on staff and direct magical research until they have obtained a Magister's degree. That is typically caster level 9 at the earliest, coupled with a significant contribution to magical knowledge/study and a display of mastery.

  • Q: I'm not familiar with Elements of Magic. How is the magic system changed from standard Pathfinder?
    Answer:
    A: Elements of Magic is a more versatile approach to magic that, to me, makes much more sense. Rather than spells/day and spells known/prepared, casters get a mana pool, a number of "spell lists" known and a limit based on caster level on how much mana can be pumped into a single spell. These spell lists are similar to the spell seeds of epic magic in 3.5 but much better balanced. They cover a variety of "action types" and "effect categories." The action types dictate what you are doing, and the effect category indicates what you are trying to do it to or trying to do it with. For example Evoke and Charm are both action types. Fire and Humanoid are both effect categories. Combining an action type with an effect category creates a "spell list," for example, Evoke Fire and Charm Humanoid. Certain action types are limited in which effect categories they can be combined with simply because it wouldn't make sense. So, the charm and compel actions types only allow the "Creature Type" effect category, whereas Evoke allows the "Element" and "Alignment" effect categories. You may use mana to increase the effects of these spell lists, their range, or a variety of other things. In order to prevent the super-long process of building spells every turn during combat and to adjust for the power level increase that comes with just increasing the raw versatility of magic, a spell takes two rounds to cast ( I rule it as triggering at the end of your second turn). However, every mage knows a number of "signature spells" equal to their caster level + relevant stat. These signature spells take a standard action to cast, more akin to traditional spellcasting. This makes sense; a mage may know a variety of spells and ways to manipulate mana, but in combat or high-stress situations will resort to the handful of spells he/she is familiar with. These signature spells can be changed. It's really a cool system. Ever since it was shown to me, I actually find that I can't stand traditional magic anymore. It's like the words of power system paizo attempted to do, but then it doesn't, y'know, suck. I can't link the pdf because certain images, the ToC and cover aren't OGC. Everything else is though as far as I understand. Regardless, I wouldn't encourage anyone to do anything illegal... but if you don't have it, try and get your hands on it whether you are planning on applying or not.

  • Q: Why is your world an entire material plane? Why can't it be a single planet in the same material plane in the rest of the 'verse?
    Answer:
    A: To that, I will respond with a question of my own: what is the difference between a plane and a planet, really? Especially in a non-existent high fantasy world in which space travel has yet to be accomplished. How can one be sure they are two separate and mutually exclusive entities? Perhaps you will be the one to find out.

  • Q: So are all dragons evil then in this world?
    Answer:
    A: Oh, absolutely not. I do think you'd be hard pressed to find mortals throughout the world who would be willing to believe that.

  • Q: Do you want character sheets?
    Answer:
    A: I'm not going to force you to make a character sheet before the "acceptance" portion of this process. I'd just like the background, rp sample, alignment, and what class/classes you'll be playing.

  • Q: Where, if anywhere, do psionics fit in?
    Answer:
    A: Shaping one's surroundings through force of will and fortitude of the mind is the axiom of magic in Vaylen; there is no separation of psionics and magic. Psionic classes and sources are not permitted. The versatility that a lot of psionic systems offer is instead offered in EoM, and the philosophies that come with many psionics classes can be done through flavor/roleplay.

  • Q: What is slavery like in Vaylen? I was thinking of a dwarf bard searching for a slave he once knew. Is it legal? Black market only, like modern human trafficking? Does it vary from place to place?
    Answer:
    A: Slavery definitely varies from place to place, but in most city-states, it is black market only. There are some other cultures in which it is an accepted occurrence interspersed throughout Vaylen.

  • Q:Is it rare to be non-magical in the world?
    Answer:
    A: It is not rare to be non-magical in the world. The world is not as heavy on magic as I'm sure the background makes it seem. This is subject to change, and a very rough estimate... but 25-35% of the world population is capable of manifesting at least a cantrip. Anything higher is obviously more rare. Not everyone is blessed with the arcane gift, and fewer have the time or money to dedicate to the rigorous study that would give them mastery over magic. Divine casters, usually requiring no innate talent, are about as common in more divine nations and more rare everywhere else. All of this is, of course, variable based on location.

  • Q: How would a bard be treated?
    Answer:
    A:The bard will be treated as the pathfinder bard with regard to class features. It will be treated as the EoM bard with regard to spell list limitations and spell list benefits. You will be a 3/4s caster rather than the 1/2 in EoM. If this proves to be horrendously overpowered, we can make some adjustments after the fact. At this stage, I'm much more concerned with the character than I am with the numbers.

  • Q: After we compile a 10 minute background, what do we do? leave it as bullet points?
    Answer:
    A: Well, you can continue to edit it and expand it as you see fit; the template they have is just the minimum. You can write the rp sample based on anything in it or based on what you're doing once the game starts.

  • Q: May we request a bonus feat or will you pick it?
    Answer:
    A: As far as the feat or item that I'm granting, you can hint at stuff or make direct requests; I can't guarantee that I'll oblige them, but you do get one bonus RP feat that you are completely responsible for without my direct input.

  • Q: 1 post in this thread or is there an applicant thread somewhere?
    Answer:
    A: A post here is fine!

  • Q: At what RP would you have an LA?
    Answer:
    A: I am upping the race limitation to 15 RP. If you are from 16 RP - 24RP, "LA = 1." 25 - 34, "LA = 2." 35 - 44, "LA =3." And so on. Sorry for the adjustment. Been trying to figure out the best way to do it.

  • Q:Do you want us to write about the built races?
    Answer:
    A: Yes, I would like you to write a brief background on your race if it's brand new or unique.

  • Q: Just as a question but is there any way to get Elements of Magic for free?
    Answer:
    A: I'm working on hosting a version on google docs that doesn't violate the OGL. Just have to get rid of the table of contents and the images. This would make it a pain in the ass to sift through. Alternatively, you could buy it or "find" it somewhere.

  • Q: You seem to suggest that this game will be played in a party yet you don't ask to make sure that we all wind up in one place. Are we to be part of a party or will we be starting out solo?
    Answer:
    A: You'll be part of a party pretty soon after the game starts. Some people may start off solo but will quickly wind up with the party. Let me worry about making sure you're all in one place; you worry about your own personal background, story, and what you're doing at the start of the adventure. As always, I might adjust that stuff for you once you've finalized it as needed.

  • Q: What changes are you making to the mage to update for pathfinder? You mentioned something about keeping class abilities.
    Answer:
    A: I'm allowing those with caster levels to take "Magical Boon" as a feat if you so desire, and once you reach caster level 9, you may take "Greater magical Boon." The mage will not be a class. Instead, you can play a wizard or sorcerer, keeping your class features. You are, of course, a full caster level progression as the mage is. For wizard bonus feats, since I have banned craft magical arms and armor, craft wondrous item (and the EoM versions), you may take the magical boon feats as part of your bonus. Sorcerers can also take those feats in place of any of their bloodline bonus feats. Also, as a point of clarification, the mageknight and taskmage do not exist either. The Magus class will be renamed to the Magenknight in this world. This is in name only.

  • Q: What casting stats are you using? Is it INT for signiture spells and CHA for DC's (As per the Mage) or will it be based off the class you select.
    Answer:
    A: IDefinitely the class you select. I don't really like what EoM does as far as the stats. You won't get bonus mana based on having a high stat though. Just more sig. spells.

    Either post questions or PM them to me.


  • This seems interesting, I'll come up with a character background shortly. Since you say you don't mind 3pp, is it alright if I submit a Psionic marksman? I would like to play a throwing specialist and the marksman is one of my best bets (due to their returning weapon actually working).


    Sounds interesting, I'll se about writing something up when I get home in a little while.


    Sorry, the OP was a little premature. The question about psionics is answered in the Q&A section.


    Fair enough I'll pull out then, as I don't think I'll be able to play the kind of way I want to. Throwing specialists just do not work with the base support in pf or in EoM by the looks of things.


    EoM is exclusively a caster document. There's literally no reason they would support any martial weapon style choice. Regardless, I'm willing to work with you on thrown weapon rules as I agree that the RAW in pathfinder are horrifyingly terribad for being a weapon thrower generally speaking. At least not without ludicrous feat taxes and even still it seems sub-par. I'm pretty flexible; I'm a lot more concerned with your RP than whether or not I have to make adjustments for the mechanics/combat aspect of what you're doing. This is, after all, a *roleplaying* game. I don't even want you to think about your character's stat block, aside from maybe skills, until after applications have closed.


    would you allow the magister class?

    Sovereign Court

    Very well-written. You have my interest!

    Question: What would you say the general feeling is regarding technology/"civilization" vs. nature in the setting? I understand it may vary from region to region. There are many mentions as to magic, but little in the progress of societies as a whole. With either magic or technology, I could see a potential conflict with populations on how much progress should be made into those areas given the cataclysmic history, something akin to The Great Convention from Dune.


    DM Kibeth, what impact can we predict from the "Armor as DR" rules on an archetype like the Invulnerable rager?


    @Reknarok - It would work exactly as the rules would suggest. The DR you get would stack with DR granted from armor as it says in the Armor as DR variant rule entry. This makes DR oriented archetypes stronger, obviously, but in some ways I like that. I want combat to be less about dealing huge numbers and more about finding clever ways to solve problems. If you're playing something like an invuln. rager simply to abuse armor as DR, I'm sure it'll reflect in the quality of your RP in your application, and I'm not here to accept people who want to only min-max for combat. Otherwise I'd do an arena/gladiator style game for that. Min-maxing is cool; It's not cool at the cost of the roleplay aspect.

    @Stratos - The variation is just so enormous depending on where you are in the world. The City-States listed are simply the furthest progressed of all of the societies in the world. They are the superpowers; the "first world." There are plenty of smaller societies with varying levels of advancement, cultures and beliefs strewn across Vaylen. For example, there the Wildlands, a region of forest that separates Drakomaar from Valan and Rayne is home to a variety of druidic, fey, and barbarian cultures that aren't mentioned in the campaign info. Even the opinion of how much magical/technological advancement should be made varies greatly from region to region as well - obviously many of the mage-ruled superpowers see magic as a tool that can be held in check, while regions such as Erasmus view magic and its associated technologies as the very cause for prior cataclysmic events in history. I hope this rambling wall of text answers your question; I'm at a meeting doing this from my phone. The tldr is there is no "general feeling." Just depends completely on where you are. Nomadic druids and barbarians in the Wildlands are going to feel very differently than prominent professors in Academy City, Valan.

    @Viluki - SGG classes are not allowed. Most of the classes I've seen from them are too strong comparatively, and can be done well simply with an archetype or prestige class from paizo's stuff.

    Sczarni

    Is this the same as "The Elements of Magic - Mythic Earth" or a different book? a URL would be helpful for me.

    I've got the idea of a construct wizard out of Caer.

    it's a bit scattered but here's the background bit so far.

    I'll figure out the stats and magic based off the magic system you're using and also any input you have.

    Spoiler:
    background

    Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

    Designed as a construct, the mad wizard Maerdith was researching an “ultimate” weapon for the Whispering Queen.

    Constructs were the first thing Maerdith turned to, they were easy to control and easy to enchant, the power though was an issue. How to get something controllable and that could use magic, undead was of course the next option, and that failed things were too easily manipulated and wrecked by others magic. Also their desires and drives were just lacking. Having in the process learned of liches, their immortality seemed key to their progress and seeking of power. An idea was struck.

    Perhaps some mad forcing of souls to bind in a Golemn as a phylactery would work, or something of that sort. No one was sure beyond these scribblings, because all that was left of Maerdith after his experiments was a part mithral part wyrwood golemn. It spoke in the same irritable voice of Maerdith the mad. It knew all he did, but as the weeks wore on, whatever of Maerdith that had been there, was gone. The magical Imprint that was a bright glow upon the creatures skin was faint now.

    Regardless of how it happened, Maerdith was gone and a new entity was behind those glowing eyes. A creature with a hunger for power, a will to live, and no clear direction. It had no sense of right or wrong, only of what was needed to achieve it’s goals. It fed on the wizards notes, both figuratively and literally. It soon mastered magic, and literally ate the magic in the room, some adapted process of dispelling that fed and strengthened it’s fading imprints, it’s spark of life...

    Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

    Obtain Penultimate power. Become the weapon it was designed to be.

    Serve the Whispering Queen

    Garner respect or fear for the power obtained, Maerdith was a wonderfully smart wizard who was underappreciated and writhed internally about this, the golemn will not make the same mistake.

    Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

    -Maerdith is partially alive and regenerating, unfortunately the memories that let him cast magic are fragmented and trapped within the golem. He desperately wants these fragments back, his magic manifests in unpredictable bursts, the power of his magic seems to have diminished, but it seems to grow as the golem does.

    -The Whispering Queen personally approved and funded this project and to this day keeps tabs on him, and gives him orders. As of yet though she has let the golem run free while only giving “whispering words” of encouragement and hints.

    Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

    -Maerdith is obviously hostile and an enemy as he regenerates/grows/etc (flexible concept)
    -Thieves guild makes frequent use of him, and the golem makes frequent use of their information. The cut throat operative, Talon, was one of the first people the golem met. After Maerdith stopped making appearances he came to spy and collect rumors for pay from the Queen and perhaps make off with some wealth. He came while Maerdith was still “attached” to the golem and left satisfied in how things were, but as he would check in he was the first to notice Maerdith was increasingly discordant and not there. Eventually he became friends and taught the golem how ruthless efficiency was the real power and ability to get things done. He was formative, and they formed a bond (as much of a bond two psychopaths ever have!) of mutual belief in each others ultimate usefulness.

    -He is very attached to the idea of Maerdiths brilliance and is the closest to anyone that he cares and adores beyond the thieves guild operative, Talon.

    Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

    -Personality Manifests as classic Psychopathic behavior. Cunning and self serving towards his goals. Others simply do not matter beyond the ability to achieve the goal it has in mind. This doesn’t manifest as unnecessary cruelty or an avoidance of kindness, but as a deliberate method of doing exactly what’s best regardless of what it is.

    -Sometimes is haunted by fragments of Maerdiths personality, a clever and impotent wizard. loved by women and distracted by women constantly, the only thing that would and did override his lust was his lust of power and respect. His projects were the means to it, and this creation was his ultimate pride, sure to garner him respect and prestige... if only he had lived and not been partially tied into the golem himself!

    -He carries standard construct traits, while detached from emotions, the lustful desires have stayed, an imprinted motivator left by Maerdith that is the only thing he hates about his maker, specially since he made no ability act on those desires!

    Liberty's Edge

    Ok, I like this. Freeform, mid level start, fun requirements for firing up a character. Yeah, I'm feeling this one.

    First reflex: A human barbarian with (if I can put it together) a modified half-dragon template. There are features I would purposely like to subtract while keeping the overall flavor and power of the template, level adjustment and all.

    The background is already established, and I'm transcribing some material as we speak, but I'd like some suggestions on how I would best modify this. Based on the OP, I have the feeling that a custom race might simply be suitable to replace the whole affair, yes? The RP/LA scale seems like a good place to start.


    I'd be interested in seeing your Spellthief Magus archetype. Was always something I wanted to play but the 3.5 class just wasn't what I had hoped.

    Liberty's Edge

    OK, got that ten minute background done, though ten minutes was a generously short estimate. I'll work on the crunch later, but for now, feast yer eyes.

    BACKGROUND:

    NOTE: Locations, organizations, and events specific to this world are left undefined so that they can be implanted later, and because this character is also part of my own homebrew world. Final details can be posted in the Alias if/when accepted, but are not included here in the first draft.

    NAME: Dracona
    Race: human (Half-dragon)
    Class: Barbarian
    Alignment: Neutral. She enjoys too many things, some gratifying and some altruistic, to truly fall to one extreme or another. Also with her aging falling outside most humanoid cycles, she doesn't always see things in the typical perspective of human morals.
    Appearance: Dracona is tall and massive, cutting an imposing figure head and shoulders above common folk; the natural might of her ancestors is unmistakable. Her scales are a deep crimson, though her general skin tone is a smoky gray. She prefers fitted clothing that prevents anyone from forgetting just how much muscle mass she carries, and that does not interfere with her tail and wings. Despite this, her face is not only human, but quite striking, perhaps made even more so by her powerful presence and her piercing gaze, focused through eyes like smooth rubies. Wide, frilled ears, a head of crested horns, and an untamed mane of blood red hair complete her memorable visage.
    Personality: Honest, yet ambitious; empathetic, yet frank and earnest. Detached from society emotionally, yet intellectually drawn to it, Dracona is a creature torn by opposing urges, constantly trying to reconcile her dual natures.

    CONCEPT ELEMENTS

    1. born from an experiment between dragons, Dracona carries a mix of bloodlines from red and black dragons. She is humanoid, but figure is augmented with much of the tools and features of her ancestry. Her red blood provides her dominant features, but her black heritage shows through alongside it, especially in her skin.

    2. Dracona has long been a survivor and a runaway, after escaping her tyrannous creators in her youth. She has learned to hunt, to fight, and to address her draconic instincts in the wilds, and only recently has learned to deal with humans. Like all dragons, she still carries strong instincts of hunting, hoarding, combat and lairing; these urges are at times in conflict with her surprisingly humane nature and her desire to be accepted by others. Though she is quick to retaliate against any danger or challenge, she is quite empathetic to the human condition, and does not relish the deaths of bystanders.

    3. In conversation, Dracona is brutally blunt, and somewhat disdainful of petty matters, especially those that lack integrity or real value. Though she knows that humanoid civilization is mercurial compared the long lives of dragons, she cares little for decisions that make no real, meaningful gains for one's community or one's self. She is also older than most humans, bearing the logevity of her Draconic heritage, and she sometimes dismisses the value of temporal things when they do not interest her directly.

    4. Dracona's physical behaviors are as much dragon as human; when she speaks, it is because words are needed. If a growl, a roar, or a display of might will do, she saves her speech. When she fights, she tries to remain disciplined, but when pressed, will sometimes act like a dragon: she may run on all fours, flaring her wings and baring her fangs to terrify her enemies when her rage overtakes her.

    5. Dracona would be very much an imperious red dragon-child, were it not for her encounter with a peasant family in her youth. She was scavenging for food when she was caught by a farmer in his food silo. Rather than chase her away with a pitchfork, as had happened to her many times, he grew curious about the strange child, and in the end, he and his wife learned to accept her and began to raise her as their own. Their empathy and tolerance seeded a soft spot in her otherwise survival-hardened young heart. They met their end when her dragon parent tracked her to the farm, decades ago.

    GOALS

    1. Acquire treasure, build a hoard, find a place of leadership and power for herself, and find greatness through a combination of her might, wealth, and integrity, likely by founding her own city or even country.

    2. Seek powerful opponents to challenge her strength, allow her to grow, and satisfy her simmering urge for battle.

    3. In the far future, find a worthy mate, likely half-dragon himself, and sire her own brood. (Not counting on it.)

    4. Meeting her draconic parent would be an interesting opportunity to either get on his good side, get some answers to his motives, or put him down once and for all (maybe even all three in some order.)

    SECRETS

    1. Unknown to Dracona, due to an astronomical unlikelihood caused by the nature of her creation, she is actually genetically incompatible with virtually all specimens, draconic, humanoid, or otherwise. Siring a child will be nearly impossible for her without exactly the right mate.

    2. Dracona knows the burial site of the only potential mate she considered worthy and that might have been capable of giving her offspring. It is located in a snow-capped, cloud-swathed mountain, and camoflagued by mundane and magical means. She checks it regularly to ensure it is not disturbed.

    PERSONAL TIES

    1. Maiev, an ancient wizard of unusual origin, seems to be a cross of elven and naga blood, and while she and Dracona were at odds over the aforementioned mate for many years, his death has left a void they eventually filled. While they still couldn't be considered close, since their reconciliation, they are much more comfortable around each other in recent years.

    2. Kakita Koji, a wanderer of foreign lands and culture, is one of Dracona's foremost teachers in hand-to-hand combat. He was the first person to endure the full fury of her rage in battle with calm and focus, and she was intrigued by his skills. In the intervening years, she trained under him in an effort to learn precision, control, and technique. While she remains draconic in her habits and style, she has developed much restraint under his tutelage and he remains optimistic in her progress.

    3. Alkaine is another half-dragon creation of Dracona's parents. Though he shares much of her draconic gifts, he has little of her humanity and compassion. He fully embraces his draconic instincts and brings his cunning to bear against everyone around him in his quest for power, often trying to influence Dracona herself with diplomacy, riches, and clever plays at her goals and desires. His physical might rivals hers, but he has never quite bested her in a fair fight.

    4. Miria Dremen is a young mercenary, and a descendant of one of Dracona's old friends named Telcia. the story goes that Telcia was once hired to assassinate Dracona by some upstart noble in retaliation for her thwarting his schemes, but she failed, and by some twist of fate, eventually came to befriend the dragonchild. Rumors abound that Dracona herself murdered the assassin-turned-companion, though this is far from reality. Sadly, the truth of Telcia's death has not reached Miria's ears, and the naive young warrior misguidedly plots against Dracona to this day. Dracona has made no move to attack her in return, since she made a promise to Telcia to protect her descendants.

    MEMORIES, MANNERISMS, OR QUIRKS

    1. Dracona vividly remembers the death of her mate; she could feel the life ebb from his blood-soaked body as he passed. She tends to stay away from mated couples, and takes pains to avoid scenes of romantic loss; the images only open old wounds.

    2. despite having hardened claws from her ancestry, Dracona shies away from using them in combat, preferring closed fists and grappling to the bloody swipes of her claws.

    3. While around people, or when indoors, Dracona folds her wings about her like a cloak to keep from banging into things or blocking eyesight.

    EDIT: Forgot the RP sample, but falling asleep at keyboard. Will update sometime tomorrow.


    @DM: Sent off a PM with a few questions.


    @lantzkev - It's not the same thing. There's a link to a version that doesn't violate the OGC in the OP. Under house rules.

    @Daynen - I like your style. I'm a big fan of the sandbox/freeform style of play for d20 gaming. If you do a half-dragon template, you'll be two levels behind, assuming your race doesn't warrant LA as well. Playing a half dragon in this setting though... bold move, sir. Bold move.

    @dunebugg - Give me today and tomorrow; it's my finals week - the last undergrad one ever for me actually. I'll PM you with the archetype soon.

    @Davachido - Sweet, I'll get to them asap.

    Liberty's Edge

    It's ok, I counted on the LA. It's a fair trade for wings, if nothing else, though you'll probably notice my lack of abuse with some of the features. My choice of race/template is almost purely dependent on an existing character concept I'm trying to actually make playable. I'm probably just going to stick with standard human/template though. Trying to figure out a custom race that even comes close to what I want to present skyrockets the RP cost, and I do NOT want a +4-5 ECL race, heh. Was trying to figure out how to make an equivalent human/half dragon that drops a few features though, since they're not only non-essential, but purposely absent in my original vision of the character.

    Sorry, tangent there. It's ok though, I can settle for existing stuff for now and just let some of my more unique changes emerge in game if appropriate.

    BTW, are you using the ruling about level adjustments eventually being "bought off" at certain level plateaus? I seem to recall some kind of rule like that, but I can't remember where it is, or if it was made obsolete in the current ruleset...Eh, I'll manage either way, your call.

    Now, I just need to figure out an appropriate RP sample...BRB.

    Liberty's Edge

    RP SAMPLE:

    "HALT!"

    The shout from the human male was unmistakably that of a soldier. Since her arrival, people had been whispering where they thought she couldn't hear, but her frilled ears missed very little. Now, it seemed, they had called their guards in a panic. Spears encircled her in the open street, but her wings remained folded. Picking out the leader of their number, her purposeful, measured voice sighed, and rumbled in query. "Is there a problem, guardsman?"

    "We've had reports of some kind of...demon strolling through town, in broad daylight. Your kind aren't usually so brash, fiend. What do you want?"

    Snarling at the description, Dracona's response was more a growl than a reply. Fiend?? Your tongue outpaces your mind, human. I am a Dragon, and I am here to trade with your merchants, not break your soldiers."

    The captain's surprise was evident, but he kept his composure. "I'm not taking chances with the safety of my town. You'll either withdraw at once or be bound for inquisition." The captain waved behind him, and a woman in grey robes stepped forward and began to weave signs in the air with a low chant. Dracona folded her arms with a smirk. As the caster finished her spell, a glowing rune appeared beneath Dracona's feet. Breathing a sigh of relief, the soldiers lowered their spears.

    "Amusing, how some people simply do not listen." Dracona dropped her arms and strode forward, stopping just outside the circle. The shock on the woman's face was quite plain, and the captain began to sweat. "Dragon. Not devil. Pay attention." Holding up the pouch tied at her belt, she addressed the unit as a whole. "I'm going to your market to shop, and then I will leave. Keep your weapons at your sides, and that's all I will do." She shot a threatening glare at the woman as well. "And keep your spells to yourself."

    As she moved to leave, the group of spearmen parted, save for one. Though he trembled, he kept his spear aimed high, at her throat. His eyes burned with anger more than fear, and his teeth were gritted to the breaking point. "You monsters took generations of my family from me. I won't let you do it again."

    Dracona raised an eyebrow at the young man, barely in his second decade of life. Slowly, she lifted a hand to the spearhead, closed her fingers around it, and squeezed. The splinters flew in every direction, and the steel point clattered to the ground. "Boy. Do not put me with the scum that tried to poison this world. I kill when I hunger and when I am wronged. I do not know your scent, and have taken nothing from you but this spear. Point your rage at the right monster, or your life, and your death will have no meaning."

    Pushing him aside, Dracona continued her stride, searching for merchants with interesting wares. The entire unit wiped sweat from the brows as they exchanged nervous glances. The young cleric turned to her captain. "Do we...pursue? Or..."

    "N-no," He stammered. "Just...make sure someone is watching her every move. I will alert the council and keep vigil. Issue orders: no member of the guard is to approach or engage her unless she attacks someone first. I only hope her intentions are benign; we may lack the means to stop her, regardless of her aims..."

    Kinda off the cuff, but hey, that's the best RP right? The kind that just pops up when you let it flow.

    Sovereign Court

    I've thought over the setting somewhat. While I don't have a map, I believe the following story may work with the setting. Please note this submission is incomplete at the moment. Perhaps most notably, I have not selected a class; I prefer to do that after I see if a story checks-out.

    That said, justification for Kly's ... odd ... nature is in the race section - it's a traditional background, the 10-minute format you requested follows as more an abridged version.

    Name:
    Kly Gladewalker

    Race:
    Awakened, alchemically altered conifer

    Kly’s story begins with a druid and an alchemist. Persecuted by Erasmus for refusing to go along with the totalitarian nature of their nation, they were forced to flee or be slain. Neither worshipped a god, and while they held no enmity towards those who did, they did not like being forced into stultified silence. The druid, Verana, procured many of the necessary components for the alchemist, Lillian, in her work. The ladies escaped harassment for a time as their elixirs were so potent, the city in which they lived would be hard-pressed to replicate them. Owning their own shop, they made their own way against the grain in the city. A change in leaders saw a more hard-line stance come, however, and witch hunts began. High on the list, they were made to answer for their “crimes “ of godless sorcery in a “fair” trial – which was anything but. Fleeing the nation, they ended up in Drakomaar.

    Its natural beauty a paradise, Verana’s thirst for experimentation only grew; stories held magic was in the very waters of the land, and so they set up camp next to a lake. A small island in its center held a small grove of pines. Theorizing the trees might be somehow different than others due to their magical nutrients, Verana pleaded with Lillian to have her grant sentience to one of the conifers. The druid had worked such feats before, but once or twice back in Erasmus when the need was dire. She did not like granting life, did not feel it was her place. Lillian was persuaded by Verana though, the merchant’s silver tongue winning over yet another person. So it was Kly came to be, spawning in the middle of the grove. Unlike its family around it, it was humanoid in shape, though with many plant characteristics. A timeless memory of the area stood in its head and somehow a working knowledge of his “mothers’” languages as well, but Kly was otherwise a novice in essentially every area. Even though it remembered having some connection with the trees around it, it could no longer communicate with them, and it felt out-of-place. Over the years, its guardian couple remedied that somewhat, teaching it the ways of the world. Stories of cities fascinated Kly, but since it had never been, they were whimsical fairy tales to it.

    As the years wore on, Verana grew disinterested with Kly, having gathered all the data she needed from her experiment. Though Lillian cared for it as her child, Verana responded with annoyance when Kly “bothered” her with questions. In secret, she was afraid of the creature: she’d found the lake contained a high concentration of dragonsblood, and the percentage was even higher in their creation’s sap. Verana knew the horrors the keepers of magic had wrought on the world, and she didn’t wish to see that come to fruition again. Unable to bring herself to admit awakening the tree was a mistake, she shunned it. Lillian became angry with Verana, chastising her for her treatment of Kly, and the two grew apart.

    While the ladies bickered, Kly felt the situation was its fault. At first, much of what was internalized was sadness, guilt for the conflict. This depression turned to anger though, Kly being upset at its guardians. Why didn’t they care about it? It had nobody else to turn to and lashed out against Verana and Lillian. Though Lillian regarded the upset for the frustration it was, Verana thought it was the creature’s draconic taint manifesting itself in a vile fashion. She decided then the creature had to be put down. That night, she created an alchemical bomb and snuck up on it from behind; though Kly did not sleep, he often gazed out across the lake at night, daydreaming in a sense. Lillian happened to see her, and the druid intercepted the alchemist, Verana’s intent clear. The two struggled, and the bomb errantly detonated – on them. Kly heard the explosion and rushed to the site, but it was too late; giblets of meat from their torsos and armors littered the grove. Kly was unaware the two meant to harm it, but the shards of glass told it the explosion was likely due to fault with an experiment. Weeping over its dead guardians, it gathered their bodies and took them to the lake – a burial of sorts they had told it stories about, something at least Lillian said she wanted when she passed. As their blood darkened the water, Kly pushed what remained of the bodies deeper into the water.

    The women had told it stories about a place called Eralan, one of those seemingly mythical cities (to Kly) where people could live how they wanted. Kly knew the general direction of the settlement, but not the distance. It decided to go there anyway, the island of its awakening filled with sorrow now. It took Kly some time, but it stumbled onto the nation, a relative utopia. Buildings – something Kly hadn’t seen before its journey – filled the landscape, a plethora of people walking the streets. The wonders of the advanced world abounded, and it fell in love with them.

    Not so long after its awakening though, Kly still had no purpose in life. However, after entering Elanar, it felt a duty to spread message of civilization, for Kly believed itself surely forsaken to nothingness without it. Therefore, it joined the church of Abadar, pledging itself to learn the ways of furthering the progress of the thinking races ? which it associated itself with, subconsciously. Over time, it began to dislike those feeling differently about what it saw as the inevitable direction of humanoids - bettering themselves through innovation and ingenuity. Bondage to antiquated ways stirred ire in it, and those refusing to accept such advancements were rejected by it as simpletons. Though it did not understand the foundations of alchemy or engineering with any degree of excellence, Kly was superb at communicating their boons to the church's congregation and others. Part of what made Kly able to strike a chord in large portions of the populous with such success is it did not care so much about the secular or religious divide in its nation. Though a member of the faithful itself, it lauded the scientific advancements of the secular community. Initially distrustful of their alien convert, the upper clergy decided to make use of Kly as they could; sponsoring it for political office, they successfully overrode many of the conservative dissenters' opinions (which held Kly's viewpoints on technology were heretical) and had it appointed to a secular position. Even as one so different, Kly was able to have a hearty amount of public support, and the polarization between the factions decreased with its presence.

    Over time, its rhetoric became more extreme with regards to the “progress of civilization”; Kly insisted it was not good enough to promote such industry among themselves, but they also had an obligation to do so in places where it wouldn't happen without their help - notably his “birth”place of Drakomaar. Ironically, the people who'd brought it to life in the wilds to escape the trappings of their community had created a zealot bent on bringing “the freedoms of society” to the Wildwood. Putting its martial and magical training in the church to use, it led a few sorties into the lands as part of what is known as “Civilization's Crusade.” Conquered populations are forced to become literate in a year's time, adopt a form of government similar to that of Eledar, open schools and orphanages run by the state, and construct both a functioning temple to Abadar and school for the arcane arts. The parties must also pay Eledar a so-called “liberty tax” for the cost of their “freedom”.

    Alignment:
    LN. Kly's upbringing (described later in the application) gave it a very intense mindset, dogmatic and draconian. Its intense and unforgiving disposition for both others and itself has earned it a reputation for being exacting and to-the-letter; to deviate from an edict of its church may be a good way to earn its wrath, but those able to follow procedure with regular success can earn its tacit approval - even without being acquainted with it personally.

    Appearance:
    Again, the story of Kly's manifestation is key to understanding its appearance, but it was brought about by a humanoid mind yet made to retain the essence of its original form. The autotrophic nature of its heritage clear on its surface, varying shades of green cover Kly's body, a light chartreuse on its face, deepening to a medium green on its limbs and then again to an olive hue on its torso, abdomen, and groin. Those three areas are mostly indistinguishable though, for apart from longitudinal ridges caging its center section from collar to its anus, there are no differentiating features - no navel, no nipples, no hair, no genitals. Its exterior texture resembles that of a very resilient vine covered in a scale-like pattern, and injuries have shown its interior to be at least partially wood on the central axis. Its “hands” are three thick, strong, vinelike “fingers,” positioned so one would be opposable, perhaps considered the thumb. It seems elbows and knees are present, the joints existing perhaps in absence of wood within about halfway down its limbs. Tendrils resembling those of ivy are present where a mane of head-hair would be, and two slits replace the nose. Kly's mouth has dark green “lips,” a complement of hard wooden teeth - canines and molars both - with acidic saliva secreted from some appendage analogous to a tongue within to aid digestion. Its eyes, coming to a point on the edges closer to the sides of its head, are an eerie yellow. Internal anatomy largely unknown, Kly remains much a mystery.

    Personality:
      Kly enjoys being around people, for though it is asexual, it still has the very human longings for belonging and companionship. With no friends or mate however, it relies on crowds for surrogate social satisfaction. While Kly's work as a priest and politician makes it a good speaker, its rhetoric can be quite blunt, not sugarcoating unless it’s means to an end it can see directly.

    With a fondness for meat, Kly has great respect for artists of the kitchen, and gluttony is perhaps the deadliest of the sins for it after wrath; its patience is quite short, and its deep, stentorian voice can rumble with little provocation.

    Cleanliness, neatness, and punctuality are high on Kly's expectations of others and itself. It has a great respect for those able to master their fields of study - magic, alchemy, smithing, etc., and shows deference to experts accordingly.

    The Ten-Minute Background:

    Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

    1) The only one of its kind (to its knowledge), Kly’s original status as a plant manifests itself obviously across its body – green in shade, an almost rubbery texture, vine tendrils instead of fingers – but does not detract from its quite human-like curiosity and appreciation of modern conveniences.

    2) A leader in its church and the community, Kly is a testament to the possibility of reconciling the religious and secular factions of Eralan; though a person of faith itself, it holds no grudges against those seeking to discover the mysteries of the arcane – and, in fact, encourages them. This has earned it the scorn of some more conservative members in Abadar’s clergy though, holding peoples’ progress should follow the god’s divine authority to provide direction instead.

    3) A proponent of “Civilization’s Crusade”, Kly has recently been involved in creating vassals of Drakomaar’s outlying regions to force “progress” upon them, earning it accolades as a brave leader and stalwart fighter. This is ironic in a sense as the land Kly conquers is that of its awakening.

    4) It has no true friends (though many acquaintances) as many find it too strange to consider a companion, and though it desires no mate (it is asexual), the need for social connection is strong. Kly can be given to dally for conversation and pleasantries perhaps longer than it should if it feels it can make a positive connection with the people involved.

    5) Kly is envious of those with minds acute enough to master topics such as magic and architecture. Though it deeply respects them, it resents its lack of talent in these areas – perhaps due to its biology or perhaps due to its lack of formal education in the wilds of its youth.

    Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

    1) One of Kly’s goals is to bring a victorious end to Civilization’s Crusade, leaving Drakomaar an organized, educated, and fully-utilized nation, contrary much to what it is now.

    2) Kly also would like to make a group of people whom it could call friends, but it has failed to do so thus far. Its very public life means this is a goal not many would expect, but the plant creature is actually rather lonely at the end of the day. Many shallow connections do not a friendship make, and Kly is not skilled in that regard.

    Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

    1) Kly is aware of – but does not tell anyone – about how it was brought into the world. While it reveals the general area of its upbringing, it keeps completely silent regarding Verana and Lillian, preserving their memory from erosion by others. It also does not disclose the location his birth-grove. It is concerned it would be even more unacceptable as a personal friend if people knew of that queer creation.

    2) Unaware of Verana’s findings, Kly is unaware of the copious proportion of dragon’s blood in its xylem. While its biology is yet plant-dominated, scrying, alchemical trials, and other litmus tests can discern it as dragonkin. The only physical manifestation of this composition at present is the scale-like patterns on its surface, but perhaps it is not truly the power of prayer wholly responsible for its greatness…

    3) Also secret to Kly is deep knowledge of the lake surrounding its birth island. The enchanted waters have no creatures living in them yet are equally averse to things dying or dead in them. One of the reasons the dragonsblood is potent inside Kly is because of the preserving nature of the lake. Immersing the dead then in such a body of water before they go cold could provide interesting results, though this was an experiment Verana never tried. Ironically, she and Lillian became the subjects in the lake. As such, their final fate is unknown.

    Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

    1) Bishop Callon is the chief detractor from Kly in Abadar’s church. The bishop’s belief is major societal decisions should have divine guidance; to do so without is akin to heresy. While he is not quite so extreme as to wish to outlaw such practices (a la Erasmus), he believes they should be kept out of the spotlight, an emphasis placed on “traditional” values of their religion to the tacit exclusion of the secular types in power. Kly’s stance is too progressive for him, and they frequently spar over it – verbally, that is.

    2) The other major people in Kly’s life were Verana and Lillian, but their history is a bit more complicated than a bullet can justify, so do read the background (in the race section) to get a fuller idea. In short, they brought Kly into the world, but their opinions on it remaining diverged after discovering more of its nature. They lie dead of their own doing at Kly’s awakening grounds. Kly feels nostalgia for them, misses them, though this wasn’t always the case.

    Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

    1) Kly remembers the first wedding it witnessed in the Elanar; it was the first time it felt truly alone among people. Though the newlyweds had but coppers to their name, the sense they had something it never would gnawed at it.

    2) Kly has a somewhat disturbing way of acquainting itself with new people. A usual handshake with it is a tactile trek, its vine-like “fingers” feeling the person at hand. Similarly, judging quality of fabric or fruit involves much touching, and many vendors turn their noses up at it.

    3) Memories of his birth-grove and the lake around it visit Kly frequently, particularly the burial it performed. It subconsciously has an urge to revisit the site, but the goal-oriented part of it clashes with this desire, yet it persistently remains.


    Any chance at using the Words of Power system detailed in Ultimate Magic? I was thinking of rolling a WoP sorcerer


    Hello,

    I would like to throw Norgana into the mix - she is both a concept and a personality I have been toying around with for a while and would like to see come to life :D

    10 Minute Background:

    Name - Norgana
    Race - Peri-Blooded Aasimar (Emberkin)
    Class - Magus/Witch
    Alignment - Chaotic Good - Well... Norgana has developed her own sense of right and wrong and she sticks to it because it hasn't failed her yet - since she is a raging girl (and also see background below), she gets drawn a lot into aggressiveness, taking upon herself to punish those she feels deserve it. She means well, but her ideals are still slightly askew.
    Appearance - Norgana carries herself confidently wherever she is. She has a lithe image but solidly built, and moves in an unmistakingly predatory manner. Her most noticeable features are her unbeliavably pale blue eyes and her white hair that reacts to her mood. She wears a deep red silk vestment consisting of several layers of cloth and an outer layer of silk intricately woven with gold brocade designs and covered with metal studs.
    From a small leather bag always carried at her side, it is sometimes possible to spot the pincers from her familiar companion - a King Crab by the name of Jaws.
    Personality - Norgana is very quick to anger, and almost always reacts violently to those she believes are taking advantage of, or preying upon the weak. she is capable of small talk and deception, but she usually avoids so, as it bothers her to no end.

    The Ten-Minute Background

    Concept elements

    - “Her HAIR!! I tell you it has a life of its own!!”
    - Norgana travels bearing a weight on her shoulders – they had stoned and staked her, paying dearly for it with their own lives. Neighbors, former friends, acquaintances… All left behind in a smoking pile of ashes, amidst torn bodies and screams. No one would ever corner her again… EVER!
    - Her potential has come to be through the guidance of Tamisan, the head of the covenant.
    - Dissention and jealousy drove her out alongside many promises of pain and eternal damnation. She chose not to react this time, the memories of her burning hometown still carved in her head;
    - Moving from one place to another, more damned than blessed, never truly finding a place to call home, or where to settle but… Does she really want it?
    - Arrogant, cold and furious – take hold of your destiny if you can – if you cannot, step aside for those who can. No one ever gives anything to the weak. Grow strong and TAKE it.

    Goals

    - Personal growth is what Norgana is all about. She has been through a lot of bad experiences in life, and they have turned her into a cold blooded creature, living on her principles alone.
    - The biggest irony about her is the fact that she disdains those that outcast her, all the while not noticing that she has turned into one of them – arrogant, intolerant and not a complete ignorant simply because she is a smart girl.
    - She does not know it, but is looking for a place in the world, recognition and perhaps even validation for what she is, whatever that may be.
    - She harbors deep resentment against the elements of her coven that drove her out when she was starting to feel at home, most of all against Tamisan for having deceived her, pretending to guide her when the plan was to use her. She intends to return with a vengeance… In time…

    Secrets

    - Word of her atrocities when she left her hometown are not unknown in the region, but years have passed and she has changed dramatically, much different from the whimpering young girl that cried while her hair gained a life of its own and threw his abusing neighbor into the fires of his home. However, SHE knows that she is the responsible for the Ravuinen massacre – no matter how she covers it with hate and rage, beneath it there is guilt.
    - The massacre was not all Norgana doing – even though she has celestial heritage from the side of her father, he has long since fallen from grace totally in the opposite way – she hasn’t seen him since she was 5, and unbeknownst to her, he was the voice whispering in her ear while she destroyed the town, his were the dark whispers that awoke her powers, at the same time that they crept insidiously on the edges of her consciousness – he has plans for her.

    People

    - Her father – name unknown
    - Tamisan
    - Her mother – Fran – she was left behind, staring at Norgana with tears in her eyes for the destruction she wrought in Ravuinen – they haven’t spoken or seen each other since. Norgana does not know if she is still alive and she does not care, blaming her hard for not having protected her.

    Mannerisms

    - Norgana’s hair seems to move regardless of her will – this comes across as slight details like soft movement when there is no wind, looking sometimes longer and sometimes shorter, things that someone would notice if they were really paying attention;
    - At the same time, that same hair shows an unmistakable will that accompanies her emotions, coiling around her protectively when she feels sad or somehow shaken, flowing wildly, grabbing and smashing objects when she is angered, or simply unfolding its length when she is relaxed
    - Her eyes contrast with her otherwise stern appearance – huge soft deep blue orbs that contrast with her hard face and almost permanent scowl;

    RP Sample:

    From across the tavern, the two half drunken town guards were clearly whispering about her – she could feel their leering from all the way across the crowded tavern – actually she could even hear them, as her hair started discreetly twitching.
    - “There is something evil about that bit@& I tells ya!”
    - “Wouldn’t mind a go at her though!” – the other one responded as he rose his mug in a toast that brought a cheer from the remaining three, followed by huge roaring laughter
    Dropping a coin at the table, she stood calmly and headed for the door without a word. Just before leaving, a wink and a mischievous smile to the biggest man at the table were enough. Her mind did not actually register any of this – she was sitting idly back at the deep end of her own consciousness while the primal took over.
    Soon enough she could their footsteps behind her – three of the pathetic men had decided to follow her – she led them through the well-known streets to solitary area where she knew they would draw courage to approach – predictably they did.
    - “Evening Ma’am… Not a good place for a beautiful young lady to be walking alone at night, is it now…?” – she could sense the smile in his tone as she turned around, alluring and smirking, facing the three of them;
    - “Much better than that crowded inn back there is it not?” – Her voice dropped icy venom already, she knew she couldn’t keep up this façade much longer – “More privacy so that you boys can take advantage of someone frail like me right..?”
    Her words noticeably took them slightly aback, and they stammered:
    - “Well, huh… Advantage? What do you mean? We are simply…”
    - “Simply what..? Simply trying to have a nice pre supper meal before you return there to drink yourselves into a stupor?”
    - “Now wait a moment…” – one of them took a step forward
    Her hand reached casually for the pin that held her hair tied back, letting it unfold, impossibly long.
    - “I am waiting. You were saying..?”
    Turning to one of the others nervously he pressed on:
    - “I told you! That hair ain’t natural! Look here lady, best you run along your merry way while we…”
    The thought never left his mouth as a strand of icy cold hair wrapped around his neck, causing his belabored breath to come out in wisps of hot air, as if the temperature had suddenly and steeply dropped.
    - “While you what DOGS!? While you lay dead in the alley?!” – by now her presence was overwhelming, the flowing hair extending from her head, probing and poking the others, while her very voice shook them where they stood with words they could not fathom
    - “Or while you prey on those you perceive weaker?! Maybe just different?! Would that be enough?!”
    - “Wait! We…”
    - “Silence!! I don’t want to hear anymore! You die here and NOW!”
    From a distance, a shadowy figure witnessed the entire scene with a smile on its lips. He witnessed as the men begged for life on their knees, the frail, beautiful woman now alike a monstrosity towering over them. She laughed with glee, while she tortured them with pain, and an uncannily strong grip from her preternatural hair – they screamed, cried, and then it was over.
    It stopped as abruptly as it had started – the woman left the alley and behind her were left the whimpering fools – not dead, but broken – she would be in their nightmares for a long time – “Aaaah Norgana, you are not there yet, but how proud you make me…”


    @Berenzen - you can use words of power if you want. You might want to take a look at EoM instead. Words of Power is like EoM's fat, b+~@!y and slightly smelly second cousin. I won't stop you from using it though; I'm just a big fan of the more versatile magic system, and WoP disappointed me greatly. Then I found EoM, and hope was restored.

    Sovereign Court

    DM, did you have a chance to look over my background to see if it cut the mustard for you? If so, I'll begin to develop the mechanical side of the character.


    @DM

    I'm interested, and will be putting something up in a day or so. I'm specifically feeling bardic, if that matters.

    I'm a little confused about how you're handling race; if I want to play something gnomic, for example, should I just use vanilla gnome, or should I come up with a custom reflavored gnome with sprinkles and a cherry on top? Can I just write "Race : Gnome"?


    <litella>Never mind</litella>


    I am more than interested. I am intrigued. Writing up everything that you require now, I hope I'm not too late to jump on this bandwagon.

    Watch this space.

    Name:
    Stranger / William Mackay

    Race:
    Human

    Alignment:
    Lawful Neutral

    Appearance:
    Stranger has a bit of the soldier about him, even though he tries his best to hide it. His build is broad, his shoulders wide and his waist narrow despite the flab that has started to accrue now that time has started to get the better of him. He wears simple forest-green padding underneath armor that bears all the signs of being hand-forged by someone who has only an operating knowledge of smithery. It is crude but effective, covering all the vital spots that would be open to an average attack. An oddly-shaped blade lays against his hip and a weapon cord dangles from his wrist. He exudes experience, his calm demeanor never shifting behind a faceless black mask with eye-holes smoked to keep prying eyes away. He is a mystery. A faceless mercenary who goes where he is needed and does what he is ordered.

    Personality:
    When he is working, Stranger says very little. When he does it is often brusque to the point of apathy. But he pays attention. He watches from behind the reflective lenses of his mask and he takes notes. He may not be as fast as others when it comes to biting witticisms or rapacious counter-arguments, but he is purposeful. When idling his hand is almost always at the hilt of his sword, scanning the horizon for ambush. He is a fighter first and lover second, preferring the company of other soldiers to the comfort of women or wine or song. He also has a habit of praying under his breath after combat has ceased, an affectation most do not see coming. This is the only consolation he offers his foes, for when steel is drawn he makes quick work of all those that stand before him. Nothing cruel, nothing inefficient. Just clean, smooth strikes that wear down defenses to a point where the killing blow may be struck.

    Ten Minute Background:

    Concept Elements-
    The mask is important to Stranger. It reminds him of who he is and allows an element of disconnection to what can normally become a very passionate business. Dealing in death is not an easy thing. But the mask helps.

    He is a man that tries to prepare for everything. Every item on his person has a secondary and tertiary use. He hates being caught unawares or getting things wrong. He goes out of his way to understand those around him either to pinpoint weaknesses for future reference or to file away possible allies or contacts when the hard-times come.

    He is an ex-soldier. He has seen combat in all forms; sieges, trench warfare, singles tournaments. He may not talk about his past and may even actively try to forget about it, the way he carries himself betrays it.

    He has few friends when it comes to his mercenary work. The business has a way of killing off the weak or unprepared so he has seen many come and go. It is why he chooses the less passionate path, why he refuses personal connections and focuses solely on the mission at hand. He is pragmatic to a fault.

    The reason for his current profession is a secret he guards closely. He rarely buys new equipment, sending most of his coin away to what many believe to be a personal accounts manager. That is not the whole truth, but it is enough that people stop asking him prying questions.

    He is religious, believing heavily in whatever setting deity personifies redemption. His is a path that often leads him down dark roads and back-alleys, but he would like to think at the end of the journey there will be peace awaiting him. If there was any other way available to him, he would take it. But there is not.

    Goals-
    Stranger would love nothing more than to be able to retire. He is old and he is weary. He takes job after job, hoping that it will be the last. But it never is. If the score for whatever work was big enough, he would finally be able to hang up his blade for good.

    Barring that, one of the best things that could happen to Stranger is that he forms lasting bonds with his companions. It would be hard going, as the man is a brick wall when it comes to personality / history. But if it did, it would give him something else to fight for.

    And if none of the above occur, a heroic death would give him the redemption he craves. Saving the world, or dying so that the people he cares about (or not, depending on the situation) can live. Standard martyrdom scenario, wiping away the slate in a deluge of his own blood.

    Secrets-
    Stranger’s true name is William MacKay, and he was a soldier and he did some terrible things. After those times were over, he thought nothing of doing terrible things. He became a sellsword to support his family, a wife and a child who receive coin from him every week along with a touching letter. He keeps the wedding band on a chain around his neck so he does not forget them.

    Stranger has also gone out of his way to make sure nobody knows who he is underneath the mask. But if people want to find you badly enough, they will. So perhaps his family has been kidnapped or otherwise dealt with in order to slake some fire of revenge.

    Characters Tied to Mine -
    Vangard Broadcloak - Stranger’s old commanding officer back in his army boy days. They maintain a rapport to this day through letters and clandestine meetings in taverns best left unnamed. They have great respect for one another, despite being on different sides of the fence. Vangard working for a principality either as the leader of a local militia band and Stranger working for the highest bidder.

    Estavia Callenbridge - A mistake he made a long time ago. He allowed himself to get close to a fellow mercenary, a woman, and she wound up bridging the gap that he had purposely left unfilled. They talk from time to time and have occasionally worked together despite Stranger’s best judgement. (Romantic / Infedelity best left forgotten.)

    Nemia MacKay - His wife. A priestess who convinced him that redemption was within his grasp. Mother of his daughter and the single greatest thing Stranger has ever accomplished. She is the light in the darkness, the end of the trail where the wood opens into a fertile glade. She is his everything and he would be lost without her and his child.

    Character Quirks / Mannerisms-
    Stranger insists on keeping equipment until it has become too warped and broken to use. He hates spending coin that could otherwise be used to keep his family comfortable. This has marked him as a cheapskate with several outfits, especially when his hiring price is so steep.

    He has a fear of being paralyzed. He is getting old and his body is the only thing he has left that can keep money flowing in. If he loses it, he would be nothing and his family would have nothing. It is one of the only things that can make his hackles rise.

    He prays for the dead after a battle, placing their swords in their hands if there is time. If not, he mumbles quiet words behind his battle mask and moves on.

    RP Sample:
    The Mask sat alone on its dais, black and cold and unfeeling like the stone beneath it. No light touched it where it lay, hidden deep within the confines of a secret chamber only two had the means to open. Its lidless eyes stared unblinking at the wall that hid it from the world. It was a patient stare, one as old as its crafting. Time meant nothing to it, a stream that would always flow back upon itself. Even now it heard the drums of war beginning to quicken in their beating, joining with the pounding of feet and the keening wail of swords being sharpened. It was as sweet a melody as there could ever be.

    The dawn broke red over the mountains and spilled crimson into the valley below. On the edge of the city of Almas and beyond the grey stone walls of the city proper, a woman had begun the long walk home. This was a journey she made gladly. Her pace was slow but purposeful, her stride gimped partly by a leg wound that had not knit correctly. She wore the simple robes of a priestess and held in her hand a knotted walking stick that had been blanched at the top with iron the color of her greying temples. Her hair was short, lips thin and creased along the edges where her scowl had found permanency. Her eyes however, were bright and green and full of life. They took in the trees stooping over the dirt path she trod and made note of the foot-prints on the soil beneath her booted heel, foot-prints that she had made nearly every day for the past twenty-three years. This was no religious pilgrimage, there was no day to be won. She sought no glory save for what little could be achieved by the fireside when the sun had finally set and the stars had come out.

    The home that she turned in to was not a mansion by any means. It was simple and functional, with enough rooms to house a wife and her husband and even a child if the Goddess provided. And provided she had, for the second the priestess leaned her staff against the post that held up the doorframe, a small girl flew like an arrow straight into her arms.

    “Mommy!” The child squealed, her embrace as tight as a vice. “I thought you were never coming back!”

    “You’re an hour late,” came a voice from the living room. It was deep and somber, but had an edge that had not softened over the years. “I was beginning to think some other family had stolen you away.”

    She rounded the corner, daughter still clinging to her. The priestess’ face once dour and lined, became smooth and bright. It lit up in a grin that lifted all the burden from her person and left her fresh and new. Her husband, goddess bless him, was home. A single tear dewed her cheek and for once in a very long while, the three of them joined as a family while the quiet of the morning gave way to afternoon.

    All done. Hope this is up to snuff.


    Proposed character: Death Bredon (pronounced to rhyme with "wreath," not with "breath"), Gnomish bard.

    Character summary:

    Name: Death Bredon (Rhymes with "wreath," not with "breath.") He also has six other names that he doesn't use.

    Race: Gnome (male)
    Class: Bard (writer)

    Alignment: CG -- fundamentally a good person, but chafes under the social restrictions expected of him by his family, class, and the Valan/Acadamy society. Does a very good job of _acting_ Lawful Good, however, as that's only "good manners."

    Appearance: Dresses in a tasteful combination of fashionable and functional, the equivalent in this world of a Brooks Brothers suit with a classic Burberry trench coat, for an effect that is aristocratic without being attention-getting. Like many gnomes, he is a little more flamboyant in the matter of headgear, and will often wear an oversized, wide-brimmed cavalry-style hat with an oversized roc plume (the effect looks as much like a feather wearing a gnome accessory as the other way around). He often affects a walking stick (usually with some sort of masterwork tool concealed in it) and a monocle (which he uses as a discreet magnifying glass). Carries a well-polished snuff box (which he uses as a Sense Motive tool -- it's an old gambler's trick he picked up from one of his disreputable contacts).

    He has very pale, almost white, hair and piercing green eyes. Most of the time he acts like a stereotypical vapid aristocrat, making uncontroversial small talk and listening with little reaction to almost anything people will say. He's much smarter than he lets on and it's very easy to underestimate him.

    I'm not at all an artist so no picture, I'm afraid.

    Personality: Extremely polite, almost stereotypically so; very careful and guarded in his speech but still friendly and accessible. Very intelligent and well-educated but takes pains to hide it except among friends; when he lets his guard down, he's got a very quick sense of humor and an appropriate (if irreverent) quotation for every situation.

    He is a relative rarity, a bard who concentrates on the written word instead of stage performance; he has published a number of genre novels. This is considered to be relatively scandalous (scrivening is not an appropriate hobby for an aristocrat) by his family, as is his interest in 'adventuring.' He is very friendly (if reserved) and not at all prejudiced by class; his willingness when not 'on parade' to sit and have a quiet beer with a drayman or blacksmith also bothers his family and professional acquaintances. One of their fears -- and a well-justified fear it is -- is that he will someday bring home a thoroughly unsuitable woman (a grocer's daughter or something) with the intention of marrying her. He often longs to be free of the social restrictions placed upon him, but at the sometime would like to be able to settle down to an academic position in Academy City (which of course is likely to be even more socially restrictive; our wishes aren't always sensible. Or as he would put it, "all utopias are designed by those who aren't there").

    When not indulging his hobbies -- which also include more normal pursuits like music, art, and wine -- he is often called upon as an unofficial diplomat for the Valan government and/or the Academy, and although Death would like to admit it, he is an accomplished spy, being able to travel almost anywhere and talk to people about many subjects, carry messages, or arrange meetings between people who would not ordinarily have a chance to be in each other's company.

    TMB:
    Step 1: 1) He is an aristocratic gnome of good family (the younger brother of a high Valan noble with extensive holdings). He's also very wealthy in his own right.
    2) He is very intelligent and perceptive, but keeps it under wraps because "it's not done"; much of what he wants to do he feels he can't because it wouldn't be good manners.
    3) In private he's more open and unguarded; his personal hobbies include un-aristocratic pursuits such as writing potboilers, adventuring, wandering in the wild, and so forth.
    4) He often acts as an unofficial diplomat and problem-smoother-over, using his social standing and personality in conjunction with his lack of official standing to facilitate or observe events without drawing attention.
    5) He is extremely well-educated and interested in the arcane arts, but his interests and personality are much more bardic than traditionally "magician"; he finds arcane research deeply interesting but much of the tradition-bound atmosphere of Academy City to be stultifying. He is both pulled by and repelled by the idea of settling down full-time as a researcher or administrator in one of the colleges.
    6) He has an informal habit of "investigating" strange happenings, and an extensive network of contacts of people -- not "his type of people at all," but he rather likes that -- whom he's met during these adventures.
    7) Among these contacts is a young lady (gnome) whom he likes and respects very much, but he knows that his family would never approve of such a match. Which he doesn't care about this very much, he doesn't want to subject her to the ridicule if he tried to bring her into the family circle -- and she has so far been resistant to his (polite, restrained) overtures to her, although they are friends. (Basically, she'll join him for a drink or a concert from time to time, but has issues of her own she's sorting out, and is not looking for romantic involvement.)
    Step 2: 1) He would like to find a way to reconcile his own desire for freedom with a position working on magical studies in the Academy.
    2) He would like to persuade the young lady described above to marry him and to persuade his family not only to accept, but to welcome her.
    I think both of these goals would be cool not only in and out of character; I think heroic adventure is likely to be a good path to both of those goals.
    Step 3: 1) Basically, almost all of his public life is a secret:
    * He is a lot more intelligent and perceptive than he lets on
    * Many of his hobbies are the sort of thing he has to pretend not to be interested in
    * He can't really be open about his interest in his would-be girlfriend
    2) Similarly, as a diplomat, he knows a lot of stuff he can't talk about; even if it isn't some sort of military secret, it's often stuff that would be embarrassing and put someone important into a bad light.
    3) He doesn't know that much of the facilitation that he does is not on behalf of the Valan government or the Academy, but on behalf of various criminal interests using them as a front; the meeting he arranged between an Aeonar arms merchant and a Valan ship captain may be about smuggling or gun-running instead of arming the navy.
    Step 4:
    1) Deborah (more names available when I need to come up with them): a very pretty and practical but thoroughly middle-class female gnome whom Death met and rescued on one of his adventures. Death is very quietly and surreptitiously smitten by her.
    2) Chrystopeter, Earl of Divis: Death's elder brother, head of the Divis family and the associated trading cartel. A typical aristocratic country squire, much less intelligent than his brother.
    3) Elena, Countess of Divis : Death's sister-in-law, a total snob who insists that Death is a traitor to his class and family. Although she'd probably not kill him outright, she'd not be above trying to sabotage some of the things he does, and would be easy for a more malicious villain to manipulate.
    4) Magister Artibus, Master Illusionist: a high-ranking academic who considers Death something of a prize student, but is disappointed by his failure to knuckle down and do something "proper" with his talents (i.e. his adventuring instead of studying and working for the Academy in a more traditional capacity.) Again, not actively hostile but certainly someone who could be used to manipulate Death.
    Step 5:
    1) One of Bredon's most important memories is meeting Deborah in the lair of a lycanthropic ogre, then spending a week with her locked in a deserted barn, in case she showed signs of infection. He tried hard to treat her as a valued guest instead of a potentially psychotic mass murdering prisoner.
    2) Another important memory is his first experience casting spells (Dancing Lights) in his first year at the Academy.
    3) His first adventure is also important. While staying with a friend of the family over a vacation from school, a group of dopplegangers robbed a local marketplace. Bredon was "volunteered" into a posse to help track them down. During the hunt, he and a small unit of local rangers were separated and ambushed; Bredon and one other person were captured, but managed to escape using a combination of his magic and the ranger's woodcraft (and thus learned the location of the doppleganger hideout). Although the adventure was "successful," the loss of the rest of his unit hit him hard (especially when he met some of the families of the dead men), and he found the relative nonchalance of the aristocratic families of the region to be callous and heartless.

    RP Sample:
    -- "… but I keep coming back to the apple. I ask myself, would Lady Carlotta have dropped an apple after only one bite? And I answer, _NEIN_, she would not. Therefore, it was dropped by someone else, someone who wanted her to hang for the --- hmm, am I giving too much away in this chapter? Steady on, let's slow down and see how much to leave for the next --- damn it!

    The knock on the door repeated itself. In response to the expletive, a pretty young maid announced a visitor.

    -- Lord Bredon, my boy, how are you?
    -- Ah, your grace, how wonderful to see you! Sherry? And how may I be of service to the Lucky God?
    -- No, thank you -- all right, just a glass, then. Officially, I am here to offer the services of the Lucky God to you. Tonight is the first night of the Maibock festival, and we would be honored to have such a noted guest as yourself.
    -- I accept, with pleasure. And unofficially? No, that chair's uncomfortably small for you. Try the armchair by the fire.
    -- Unofficially,… well, I hardly know where to begin.
    -- May I suggest that you "begin at the beginning and go on till you come to the end: then stop."? As the King said to the rabbit….
    -- Unofficially, we have been approached with an interesting offer. A gentleman of mysteriously vague name and antecedent has offered to sell us the Poignard of Cayden Cailean.
    -- Isn't that one of the major relics you keep in the altar? Seen it myself. Why not sell you your own right hand?
    -- Well, here's the difficult bit. A little over a century ago, there was a break-in at the church, and some of the altar furnishings were stolen. Naturally, the High Priest at the time didn't wish to make it known, and so
    -- … the one I've seen every time I've attended services is a clever forgery.
    -- Quite clever, and, I'm told, absolutely undetectable. But, naturally, we would like to recover the original if it could be done. But there's
    -- … a bigger problem, which is how anyone would know of the theft in the first place. You may have already made a mistake by not sending the salesman packing. "Isn't it nice to think that tomorrow is a new day with no mistakes in it yet?"
    -- Have we? I feared as much.

    The prelate stared for a few seconds into his drink.

    Lord Bredon repeated himself.
    -- So, how can I be of service to the Lucky God?
    -- Well, your lordship is well known in social circles, and will not attract attention at the Feast.
    -- So is Sir Reginald, Captain of the Archers.
    -- Yes, but I,… that is to say, we,… we would like you to speak with this man. This dwarf, I should say. If he's just a common, vulgar reseller of stolen goods---
    -- A fence?
    -- My lord, I know not what thieves call other thieves. _If_, I say, he is just a common criminal, we will of course pay, and pay quietly. If there is a subtext, we wish to know it. We wish you to find it.

    Two hours later, Lord Bredon stood at his mirror, talking over his shoulder with his valet.
    -- … and I think I will want the Aeonarian stick with the concealed pistol. No reason to cause a fuss, but the criminal mind is unpredictable. I will also need the locket with the concealed Everburning Torch.
    The valet nodded.
    -- Very good, my lord. And the monocle as usual? And, forgive me, your cravat is too symmetrical. It makes you look too carefully dressed.
    -- Is that better?
    -- Perfect, my lord. That is to say, slightly askew.
    -- Very well. If I'm not back by sunrise, inform the authorities. And feel free to go through my rooms for loose change.

    [Design notes: Death is based pretty heavily on a classic hero of detection fiction, Lord Peter Wimsey, by Dorothy L. Sayers. He's an adventurer instead of a straight-up detective, and he's more heavily tied into the Academy than his inspiration -- and of course, Lord Peter wasn't a gnome.

    I've tried to tie him pretty heavily into a conservative social environment typical of a lot of post-war aristocracies (and the British aristocracy "between the wars" in particular); depending upon what happens on the brink of the next war, a lot of traditions are going to change and the people currently comfortable with the way things are will probably dislike the new order that comes from it. There's two ways of dealing with this: one is to take an active part in shaping the new order, and the other is to hide and pretend it won't happen. Death prefers the first choice, his family and much of his social circle, the second. ]


    i wana play but not sure how this works what time and day

    Sovereign Court

    Perhaps the GM fogot about the thread; odd to see recruitment go up and then have no posts for almost 3 days.


    I'm waiting for answers too with regards to my PMs before posting a background. I remember a bit further up though he said he's in finals week so I suspect that might be something to do with it. Also recruitment closes in something like 2 weeks from now.

    Sovereign Court

    True enough. We'll have to wait and see!


    @Stratos - I have not; applications close in two weeks. I'll get to it, I swear.

    @Davachido - I honestly only skimmed your PM. Last undergrad finals week ever, a 20 page thesis on my research, and I'm picking up MCAT studying after that. I have the application deadline two weeks out so I can get all of my stuff sorted out and actually devote time to looking at the apps.

    I really appreciate all the interest shown so far!


    DM Kibeth wrote:
    Last undergrad finals week ever, a 20 page thesis on my research, and I'm picking up MCAT studying after that.

    Well, good luck on the MCATs, and I hope to see you next time I'm at Harvard Med.


    @DM Kibeth: Ah don't worry it's fine I understand the hassle of exams, I just get to watch my own students worry about them oh so damn much. :P


    Interesting! I'd like to add a gunslinger to the mix - I'll throw something together today or tomorrow.


    Here we go!

    name:
    Raine Rathestin

    race:
    half-elf

    class:
    gunslinger

    alignment:
    CG - She believes in having choices. She follows her own code and is respectful and obedient to authorities she agrees with - and ignores and mocks those she doesn't. While she thinks of herself as pragmatic, she actually has a large soft spot for the underdog.

    appearance:

    Raine1
    Raine2
    Raine3
    Raine has an engaging grin and messy dark brown hair cut short, which nevertheless often obscures her slightly tapered ears. Her sharp grey-blue eyes miss little. She wears a brown leather trenchcoat with a rifle slung across her back, and a bandoleer of ammunition across her chest. She also carries a slouching satchel with her worldly possessions in it, but never seems too concerned about it.

    personality:

    Close-mouthed about her past, Raine is otherwise friendly and speaks her mind. She is unswervingly loyal to causes she believes in - and totally un-authoritarian with regards to everything else. The point is, as she likes to tell those who ask, that you have to have a choice. She is militantly atheist - not because she doesn't believe there are gods, but because she refuses to worship them. She isn't one to explain that, either. She tends to fiddle with things in her hands whenever she's thinking.

    10-minute background:

    It's never pleasant to wake up in the gutter. Raine has never forgotten the feel of opening her eyes in the predawn drizzle, her cheek pressed against the cold cobblestone, and no idea how she'd gotten there. She remembered the chill, and the sinking horror of being able to remember nothing leading up to her present circumstances. The faint ghosts of memory danced just out of her reach, tantalizing and frustrating.

    It wasn't just that she didn't know what had happened to her, though thankfully she knew well enough who she was. It was that she didn't know her _current_ circumstances. Was she in danger? _Where_ was she? Shivering in her wet clothes (not the clothes of a peasant or a noble, but then what?), she padded on bare feet down the thoroughfare she had awakened on.

    She had an answer to her most pressing concerns soon enough. People were beginning to fill the streets, and a kind soul answered her question with no more than a raised eyebrow at her appearance: she was in Aeonar, the mightiest of city-states. Not knowing what to do or where to go, she followed her growling belly to the market, hoping to steal a quick meal of something, anything.

    Before long, priests robed in white and gold appeared, looking at everyone carefully. Raine felt the faint flutter of some memory, something unpleasant, but it didn't occur to her that they might be looking for her - until they spotted her. They shouted and ran towards her, and she did what came naturally - she ran. Still, she was barefoot and had no knowledge of the city, and it didn't take them long to capture her.

    She was taken to their temple, told nothing of why they were after her or what they wanted; they didn't speak to her at all, instead speaking as though she couldn't understand them. Left tied in a cell, she only managed to gather that she had escaped their god's judgement, whatever that meant.

    More lithe than they had expected, she slipped her bonds in the night and laid her guard out cold with the chamberpot. She crept through the temple, looking for a way out but only seeming to get deeper and deeper into the massive structure. Hiding in a sumptuous room from approaching voices, she overheard the head priest murmur something about "all the escaped penitents." Waiting until he had retired, she took the beautiful rifle that hung above and behind his desk, grabbed a handful of documents from his desk and his boots, and ran.

    Somehow she knew she would never be safe in Aeonar. She fled to Valan in her stolen boots, offering to guard a stagecoach to get there. It was in Valan that she first met the resistance army, and the man who would become her lover. She met him on her third day in the city, while looking for a place to stay. He saw her draw away from the guards/priests on the street, and approached her with an offer of employment. He was a small-time crook, as it turned out, and a small fish in the resistance against the god-mages who ruled everywhere. Intrigued by their creed, Raine sought to join them rather than becoming a small-time crook herself. Much more reliable than he was, she rose to a position of trust within a few years, serving under a captain who gained her full trust. They ran guerilla missions to undermine the mage-kings/the priests who serve them.

    She was never able to decipher the code of the documents she had stolen, but her lover always tried to help her with finding more. However, he ran afoul of the organized criminal world, and was caught for a crime that he insisted he had been framed for - but which Raine knew he had actually done. Speaking to her through the bars of his prison, he told her he wouldn't last long after crossing the syndicate. Contacting the crime boss, she tried to buy his freedom, but the boss, while courteous and genteel, was ruthless. He would forget about her lover's indiscretions - if she would help out the crime lord from time to time.

    Having ensured her lover's continued life, if not his freedom, Raine is finding it difficult to serve two masters - while at the same time searching for the truth about who she is. Memories still haunt her, frustratingly out of reach, hinting at dangers and secrets.

    PM to follow with the lowdown.

    RP sample:

    Raine seemed, at first glance, quite relaxed and even cheerful as she nursed her drink and laughed at the antics of her companions, but a perceptive watcher would notice the way she kept an eye on the street outside through the window, and the way she ducked her head whenever a pair of guards walked past. The way she kept her back to the wall. The way she kept fingering the silver locket she wore as she spoke. The way her eyes tightened and her smile was a bit too wide when she glanced at the thugs drinking in the far corner.

    The dive was the sort of place you could (and should) keep a weapon on you, and she obviously knew it. There was a shortsword on her hip, and her rifle stood leaned against the bar, close at hand. Her companions were no exceptions; all of them were armed, some of them to the teeth. Whatever she and her friends had gathered to talk about, they didn't welcome intruders. They didn't try to get rid of them, exactly... they just leaned back, smiled pleasantly, and shot the breeze with inanities until whatever stranger had settled with them felt themselves unwelcome, and left. Then the group would lean over their table again, murmuring quietly once more. It wasn't that they gave anyone the cold shoulder; they just waited for the awkward silences to drive people off.

    If anyone had informed this watcher that he was looking at an important branch of the Resistance Army, the watcher probably wouldn't believe it. They couldn't possibly dare meet in the open like this. And weren't they all crystal-chewing thugs anyway? Certainly not like these clean-shaven, polite and down-to-earth folks.


    Definitely checking this out. Have to go to work now but will be trying to put something together over the coming days.

    Good luck with your school stuff! :)

    Silver Crusade

    Oh darn I was definitely going to try and join this when it said 3rd party was cool then said Psionics wasnt and instead we had to use EoM which has no martial applications. I wanted to use the Soul knife finally .. tell me when that becomes an option again.


    Endoralis wrote:
    Oh darn I was definitely going to try and join this when it said 3rd party was cool then said Psionics wasnt and instead we had to use EoM which has no martial applications. I wanted to use the Soul knife finally .. tell me when that becomes an option again.

    I'm not sure I'm understanding your complaint; EoM is magic-only book, so of course it doesn't have any martial applications -- but that doesn't mean a fighter "has to" use anything from EoM.

    What do you want your soulknife to do? EoM looks very flexible and there's probably something that can be used to build those abilities.

    Lantern Lodge

    Oh, I have been looking for a chance to play my reapling race. 15 points too!

    I will sort my through your extensive list of stuff, if its not too bad I'll post a concept.


    I'm interested and will have this filled out tonight.


    @Orfamay: Likely he wants to use the main draw of the class, the soulknife itself. Which EoM can't really do, the psionic non-'casters' use psionics to do some rather cool stuff like Aegis with ever changing armor. Again EoM doesn't have much similar to that since they are basically martial characters with a psionic theme.


    How do bonus spells and EoM interact or minimum stats for casting spells?
    Also how do cleric bonus spells for their domains work?

    Looking to make a shifter battle cleric. Either using orginal stats from 3.5 or making a shifter like race with the advanced race guide.


    Hi. I hope all this is alright. :D

    Application Format:
    Name - Harver the Red. He dislikes the 'Red' portion of his known moniker, but he rolls with it.

    Race - Tiefling, Devil Spawn variant.

    Class - Fighter. Nothing crazy.

    Alignment - Chaotic Good. I feel my answer for 'personality' explains his feelings rather well. If they don't, let me know.

    Appearance - Sorry, no pictures unless I want to COMPLETELY rip off Hellboy. :P Still, here's what I could scrounge up: A big red man, standing at 6'7, and weighing 232 pounds of (mostly) muscle. He wears no boots, since his feet end in furry, cloven hooves. The horns on his head aren't very big, and his longish black hair he keeps in a braided pony tail, going down to his shoulders. He likes to keep his face clean shaven when he can. Clothing is simple adventuring clothing, although interestingly to note, in place of trousers, he wears a kilt.

    When in battle, he's got a dull suit of scale mail, that looks slightly patchwork as the blacksmith had to mix and match pieces of it to fit his slightly unique frame. This ends in an armored kilt, which looks rather Roman, actually.

    Personality - Crass and personally fond of the base and the lower class, Harver is loud and abrasive, and is fond of simple pleasures like a good drink, a nice smoke and the cheapest cologne you can think of. Deep down, he is ashamed of his demonic heritage and the implications of it, but he hides this behind this loud demeanor. One shouldn't call it an act, however, because he's found that he really does love wild parties and said crassness. And underneath everything, he is a good person. He believes in right and wrong, And he believes in doing right. Also...he hates bullies. Hates, hates, haaates bullies, as well as people abusing whatever power they have. Finally, he doesn't think very highly of laws or rules. At all.

    Ten Minute Background -

    1) Harver the Red is a big red devil who hits people really hard with a ball and chain. He does this equally for justice, for the benefit of the little guy, and for beer money.

    2) He is loud and extremely crude, and is far more at home in a seedy tavern or brothel than he is in a nice clean bed or a fancy castle. Although while he does flirt with a nice workin' girl with big hips, he's quite a gentleman with them. This is partly because he doesn't want to risk making more of him.

    3) His flail is literally just a big iron ball that he swings by a big heavy chain. He picked it up from the back of a blacksmith's scrap pile as a "youngish" man, and has used and liked it ever since.

    4) Though he doesn't mind the occasional vegetable, he does not feel he's truly eaten unless he's devoured at least a herd's worth of cows and goats. He also doesn't enjoy meat that's too lean, or stringy.

    5) He doesn't like priests or crusading knights, since they always give him the stink eye.

    6) One of his friends in Magnimar is Gerald, who was on the city guard, and who actively tried to keep the big red guy out of trouble. Harver one time gave his children cigars and wine for their ninth birthday. Gerald did not like this.

    Goals:

    1) Harver has surprisingly few that he'll admit to himself, insisting that he's fine with a bit of booze and hooker money, and a room in the slums. This is not true, however. He would like to find out if he has any heritage, he would like to discover if he's got family, or if they died while he was in that orphanage.

    2) Besides cool monster fights? It would be cool if he had to confront his father, and find some way to prevent his horrible "destiny", if he indeed has one. I don't want to commit fully to that, however, as I feel it's rude to take that job away from the DM.

    Secrets:

    1) Harver is responsible for a scandalous incident involving a Duchess, her horse, and enough mead and ale to drown every devil in Hell. Harver, however, will deny this.

    2) His father is actually a Big Deal, and if not a Prince of Hell, then is definitely royalty, might even be a high ranking general. He isn't aware of it, but the creatures of evil take a definite interest in his every move.

    Allies/Enemies(Can I have more than three?):

    1) Gerald, the aforementioned member of the Magnimar City Guard. He's a good guy, though an eternal straight man to Harver's antics. They were childhood friends from the same orphanage, and as a result, Gerald always tries to help his buddy. And Harver definitely does the same.

    2) Brannon Swede, a Magnimar Bard who plays the harp, and always wears silk shirts that show off his muscular chest. A ladies man, a sly dog, and an adventurer much like Harver. However, he mainly sticks to towns, and wins(and breaks) the hearts of every bar wench and farmer's girl he meets. At least in his opinion.

    3) Halfling Hellis. Though deceased, her criminal empire didn't collapse. Though Harver has no idea who might be running it now, they doubtless remembered the big demon that turned their beloved boss into a pile of Halfling goop.

    4) His Father. The details of his father I leave up to you, but he is a Big Deal, and he is Bad News. Definite Bad News...

    Mannerisms/etc:

    1) When Harver was a boy, the nuns and priests all whacked him for misbehaving. They whacked him a lot. This had nothing to do with him being a Tiefling, however, and everything to do with him being a hellraising troublemaker, who always asked sacreligious questions about Andoletta. This is partially what caused Harver not to like rules, or churches, very much.

    2) Harver doesn't much care for rabbit stew, simply because there's never enough rabbit. Similarly, he doesn't enjoy pheasant very much, and in general he prefers red meat to white.

    3) Harver is strangely likeable to many children. Even if just meeting him, they find it easy to open up about their lives, the secrets that only children would find worth keeping, and other such details. Harv has no idea why this is.

    4) If not a child, Harver is uncomfortable around anyone who is truly good or innocent. Naive princesses, kind and idealistic priests and others of similar ilk would be counted here.

    5) Harver does not like mirrors. Though he can tolerate them on a good day, when he needs to shave or something, if he is having a really bad time, he will want to smash his reflection so that he doesn't need to look at it anymore.

    6) Harv likes kilts SO MUCH better than trousers. And not just because they're easier to wear with cloven hooves. He likes feeling 'free'.

    I hope all that was enough. I had fun writing it all out.

    RP Sample -

    Nessus, the very heart of Hell:

    A creature speaks low, its voice male and female and nothing. A hundred goat eyes watch who it speaks to, devoted and wary all at the same time.

    "My Lord, it is done. Your child is brought into the world of Men, and we need only wait for him to take his rightful place as their ruler. Then, through him shall your infinite power increase a hundredfold."

    "Good...good." His laughter echoes and shakes through the very bowels of Hell, damned souls suffering living nightmares for eons at the very sound of it.

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

    Magnimar, 73 years later.

    The couple are both Half-Elves, the mother at the stove tending to their supper for the evening, and the husband sitting at the table, slowly and painstakingly pulling off his boots and rubbing the calloused feet they house. The sounds of an infant waft in from the other room, they are clearly a young couple, or at least appear to be. It's always difficult to tell with Elves.

    Suddenly, there is a loud banging on the door, a heavy ominous, powerful thudding echoing through their small little home. The couple both look at each other, worriedly, and the man slowly, shakily stands. He approaches the door, and other hand timidly grasping a wooden club, pulls the door open wildly. His hand is reared back to swing, but he stops and staggers back as in walks a large, red skinned man. His horns gleaming in the dim light, yellow eyes staring straight at the little man.

    "Hello, Eldon. Halfling Hellis wanted me to come talk to you, something about gambling debts?"

    "Oh...oh geeze, Harver. B-but...you see, the thing is..."

    "That's enough! Eldon, we've gotta take a little walk and have a little talk. You understand me? And put down that club, you're embarrassing yourself."

    The man's face drops, and dejectedly he looks over at his wife, defeatedly handing her that club her formerly wielded. She takes it somberly and he grabs his boots. He speaks up, looking at the great big muscled creature.

    "Let me...let me just put on my coat. Ok?"

    "Yeah, sure. I'll be waiting right here." As Eldon goes into the other room, Harver turns and closes the door behind him, cloven hooves clacking on their cheap wooden floor. He steps up ominously toward the wife, his eyes studying her intently. He reaches up a great big hand, bigger than her head...and places it on her shoulder. "Hey, Linda. It's always good to see you."

    "You too. Thank you for coming here, you know the others, they...they aren't so kind."

    "I know, don't you worry about it. I told that pint-sized hag that I'd be looking into your matter personally. Hey, is Jolanda speaking yet?"

    "First words were last month. And today, she actually started walking. Took three steps before falling and crawling again."

    "Oh man, already? Feels like just yesterday she was puking all over me."

    "Oh, she'll still do that. She's a champ when it comes to puking."

    "Ha! I'll bet. Hey, I'm gonna take care of this. Alright?"

    "I know you will. You're a good man, Harver."

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

    "And then I said...$%&@ you!"

    As Harver sat woozily atop that barstool, the entire bar erupted into raucous, bellowing laughter. The big red man simply adjusted his kilt and coat, and downed another pitcher of that foul, foul ale, though it was cold enough(and he was drunk enough) that he didn't care. In front of Harver were 5 empty plates that once contained racks of lamb and hunks of beef, and the bar was almost littered in empty glasses. Next to him was Eldon, looking to be in far, far worse shape than the big red man. In front of him was a half empty glass of Applejack. He was laughing, but his eyes looked distant, in both worry and inebriation.

    "Harv, I almost had it this time. I figured out their patttern, I knew I did!"

    "Eldon, they're mages, they don't have a pattern. You're not ever gonna beat them!"

    "But I-"

    "But you were up almost a million, right? You had them on the ropes, on the verge of cleaning them out? Then they bet you twice that much, you accepted and they took you to school?"

    "Yeah! H..How'd you know?!"

    "Because that's what happened the last two g~%~+~n times, Eldon. I'm an idiot and even I know a losing game when I see one."

    "Harv...you gotta...you gotta..."

    "Yeah yeah, I'm gonna help. Things are gonna get bad, but I'm gonna help. Yo, barkeep! Getcho ugly self over here and get me 9 more, will you? I can still do a little math in my head, I'm too sober."

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

    And so, Harv did indeed help. It involved a wrecking ball and turning Halfling Hellis into Halfling Haggis, and getting that half-elf family out of the city altogether, but Harv helped. And then he took off like a bat out of hell.

    That was years ago, and Harver "The Red" as he's known has been questing and adventuring for truth, justice and beer money. With that same wrecking ball he's been smashing out a name for himself amongst locals, all at once reviled by the upstanding and noble, and loved/adored by the scandalous and those who revel in debauchery.

    Yes, he is why the people of Birdsong stopped singing as if cursed. Yeah, he did settle the dispute between the green and grey orc tribes, off in the desert. And now, he finally makes his way here, to Vaylen. Who knows what sort of danger, adventure, intrigue and (most importantly) spirits he may find?

    Have Fun - Well, if you insist...


    Hmm, I may have misunderstood the 10-minute background thing. If you want it as bullet points I can certainly do that.


    Davachido wrote:
    @Orfamay: Likely he wants to use the main draw of the class, the soulknife itself.

    Since I have no idea what a soulknife is or does, that's not a very helpful answer.

    Quote:
    Which EoM can't really do,

    This I simply don't believe.

    Quote:


    the psionic non-'casters' use psionics to do some rather cool stuff like Aegis with ever changing armor.

    What's the game effect of "rather cool stuff"? (Again, Aegis is a term, not a description.)

    Quote:
    Again EoM doesn't have much similar to that since they are basically martial characters with a psionic theme.

    Again, this I disbelieve.

    A martial character simply doesn't care what magical ruleset everyone else in the party is using; an enhanced martial character simply figures out what the game effect they're looking for is.

    Enhanced movement? That would be a Move effect.
    Enhanced protection? That would be an Abjure effect.
    Enhanced damage? That would be an Evoke effect.

    If you're specifically looking for some kind of a "knife" effect, it sounds like Evoke Metal, specifically. Use the rules for Quicken to make it a swift action to conjure a blade in your hand that does as much damage as you want. Infuse Force can add attack or damage bonuses as appropriate. Other weapon enhancements could be added as appropriate -- Infuse Time would make it a weapon of speed, Evoke Fire would make it a Flame Burst weapon, Charm Undead would make it into a weapon of undead turning,and so forth.


    Is this game still open?


    Ocule wrote:
    Is this game still open?

    Deadline for character submission closes in about two weeks. So, yes.


    race:
    Drow

    Class:
    Cleric, undead lord

    alignment:
    LE, focused on achieving power and prestige in drow society, Nihilius is a focused and determined individual who will stop at nothing to achieve his goals.

    Appearance:
    Nihilius is clothed in chainmail and a black robe with elaborate iconography stenciled in white upon it. His face is Regal, drawn and unnerving, his eyes are the purest red, his hair the color of freshly fallen snow flows down to his waist.

    personality:
    Focused, grim and powerful Nihilius is the picture of the ancient, haughty drow of old who once ruled vast tracks of territory on the prime... He is relentless and devoted to understanding the mysteries of "Nayshoon".

    Ten minute background:
    The ancient and mighty drow, lords of a vast dominion that stretched across the land have been gone for untold millenia...The elves have assumed that their demon blessed cousins have died out, never to return and wage war upon them. For the drow unlike the other elven empires thrived on the use of divine magic granted by their demon lords. However their arcane magic was never the equal or match for the other empires and when the barbaric acts the Drow commited came to light war between the empires started in earnest.

    The wars were terrible and while th drow were "defeated" the elven empires had been broken apart and destroyed many of the bloodlines that governed them annilated. As punishment the Elven gods cursed the Drow to never again be able to wield divine magic and without their power the drow were hunted down by the elves. However ten thousand drow unknown to the elves had escaped into the "shade" a darker version of the prime, a place of woe, misery and pain.

    The drow learned to adapt to the plane and discovered that just as the "shade" was a reflection of the prime so was their an equivelant of divine magic in it. Where as divine magic is driven by hope and faith, the "shade's" version of divine magic called by the drow "Nayshoon" (The reflection of that which is) is fueled by hatred and fear. So the drow took "Nayshoon" as their surrogate for divine magic and in just a few thousand years the "shade" has had become their dominion. The Drow now turn their festering hate and fury towards the Prime, for they wish to reclaim the power that is their birthright and will wage a war to achieve it...

    While the plan by the Drow Emperor is to launch an assualt upon the prime in several centuries, ambitious souls from across the "shade" prepare themselves to visit the Prime and pave the way for conquest and achieve great power for themselves in the process. Nihilius, a minor "cleric" among the Drow has decided to go to the Prime itself and seize artifacts of the ancient Drow empire. With them he intends to boost his prestige in drow society, if he recovers a major artifact it might be enough to boost him to the heights of the Nobility...or even the Emperor's throne itself. His hatred and rage burn in his heart and Nihilius is ready to achieve the Drow birthright...


    RP example:
    [b]Ten thousand years we have awaited our vengeance, the chance to take back that which is the birthright of the Drow! For ten thousand years we have remained undiscovered by the Prime and that which is unseen will destroy them! Your destiny my followers is to achieve power and victory! The speech that the Lord was shouting to his household was not falling on Nihilius ears silently. He knew that to seize power one had to grasp for it with hate and spite, to achieve his ultimate goal he had arranged his own "murder" so that none wouldd know that he was visiting the Prime. For when he came back with the artifacts of the old empire he wanted to take all of Drow society by surprise. In the tumult over the artifacts he would seize power... All that remained was to visit the Prime, death and woe to all who stood in his way.

    GM your opinion on the story?


    @Qrfamay: You really don't have to be snarky about it, considering a simple search on d20pfsrd could have gotten you the answers. The soulknife mimics magical items not magical effects not only that but has special maneuvers based upon martial actions not magical ones. (furthermore to get the amount of abilities to get close to mimicking a soul knife you'd need to go a wizard base progression of BAB whereas the soulknife has better.)

    The Aegis is a shapeshifting suit of armour again more akin to magic items not magic spells. The biggest point is they act as martials in the sense that they aren't reliant on a depleting spell pool. I suggest reading on it, d20pfsrd is free to look at and all the psionic classes are there. Anyway I do not wish to continue to block up someone's recruiting thread with arguments. If you want to continue that please PM me.

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