
GM Poetics |

Dawn breaks over the vacuous streets of the city I once knew. Gone is the gentle caress of wind in the familiar trees, replaced by the unyielding clutches of the steel spires overhead. Gone are the lilting songs of a proud people united, replaced by the dispassionate murmur of cascading magic underfoot. Gone is the soul and hope of a sovereign nation, replaced by the scrutinizing gaze of false authorities beyond the judgment of mortals.
This is the very empire of gilded atrophy I sought to overthrow those many lifetimes ago. Now, I can see that my mission has not changed. We must be free once again…
—————
Alright, ya hooligans – the time has come to take the plunge into a world born from magic, raised by the arcane, and just entering its brooding teenage phase with copious amounts of edge to boot. Get ready for a fast-paced, genre savvy, self-aware romp through the arcane underbelly of a fantasy world gone horribly right.
Get ready for Dungeon Punk 1350!
This campaign is my first foray into the dungeon punk genre, so you’d better buckle up, buttercup. We’ve got one heck of a ride ahead of us.
Stone castles gave way to shining steel towers, covered wagons became cloud-skimming aircraft, and spellcasting, which had once been regarded as the most dangerous and difficult of professions, was given to the masses through the development of commercially-produced magical items. Even the Divines themselves set up shop here in the plane of Existence, leaving their lofty heavens behind to keep a closer eye on things with the common folk. Mortality rates plummeted and the value of spells skyrocketed; of course, it took the economy a few crashes to finally stabilize, but civilization has been moving right along with no stopping point in sight.
You know what it’s really like on the streets, though. On the surface, everyone sees the chrome-covered promise of a better tomorrow, and their hearts beat in sync with the arcane web pulsing through the city’s foundation, but life is never that simple. You’ve got your stuck-up knight-companies pushing their “security” on the common man, your all-seeing Temple Watch whisking spellcasters away in the night, your corporate snake charmers trapping people in soul-binding contracts. Every cat you see slinking down an alley is somebody’s familiar, and you can’t even be sure you’ll make it home in one piece, let alone the same pieces you started out with. All this in the name of a brighter future… but you know if you don’t look out for yourself, you won’t get to enjoy that future, assuming it ever shows up.
So, what kind of person are you? Are you working yourself to death just to save your pitiful excuse of a soul that you were so quick to sign away? Are you a Hedger, a magical problem-solver making your living right under the noses and two steps ahead of the authorities? Are you a visionary following some Divine-mandated directive in the hopes that you’ll ascend to a higher plane of being? Are you an up-and-coming mage looking to carve yourself a slice of the city with your mastery of magic? Are you one of the Mundanes who can’t cast a spell to save your life and can’t stand getting beaten down by wizards growing fat on ill-gotten gains?
Whoever you are, you’re in deep now, and this world has its claws in you until you find a way to break free.
Some of the things you have to look forward to include the following rules.
There’s a lot to unpack here, so if you need anything else from me, send me a Private Message or pop into the Poetics’ Play-by-Posts Discord server and ask away. For those interested in playing, hit me with your character ideas down below and we’ll see if we can make them work. Don’t delay – this offer is for a limited time only!
—————
This message is approved and monitored by the Temple Watch. Go forth in truth, citizen, and be free of your fears.

Nemroider |

Hi :D
Sounds really interesting and the flair has an awesome feel.
After reading your input I had two questions left.
1) What do Yggdrians look like? Can I think of like werewolfesq creatures or is it more like beastmen from Warhammer? Or are there many different variations, some look like lizardmen, some like catfolk, etc. ?
2) What about the deities in your setting? Typical Golorian Setting Deities?
Thanks ;D

GM Poetics |
1 person marked this as a favorite. |

1) What do Yggdrians look like? Can I think of like werewolfesq creatures or is it more like beastmen from Warhammer? Or are there many different variations, some look like lizardmen, some like catfolk, etc. ?
Yggdrians suffer from a genetic curse that manifests in several ways. The strongest genes result in creatures that look much like full-blooded lycanthropes, moderate cases look like a monster-movie wolfman, and weak cases barely manifest more than slightly pointed ears and sharp teeth.
2) What about the deities in your setting? Typical Golorian Setting Deities?

Doomed Hero |

Absolutely love this concept.
You mentioned 3pp requests. How do you feel about the Spheres of Might system?
The opportunity to play a non-evil Antipaladin doesn't come up often, so I'm thinking I want to go with that. I have a loose idea for an "nature's avenger" concept, someone who's taken on the cause of trying to take vengeance against the industrialists who have been pillaging the natural world without care.
I'll probably go with a Nature Oracle once we reach the point of Gestalt progression.
Does that sound like a good character pitch, or is the concept a bad fit for your story?

GM Poetics |

Absolutely love this concept.
You mentioned 3pp requests. How do you feel about the Spheres of Might system?
The opportunity to play a non-evil Antipaladin doesn't come up often, so I'm thinking I want to go with that. I have a loose idea for an "nature's avenger" concept, someone who's taken on the cause of trying to take vengeance against the industrialists who have been pillaging the natural world without care.
I'll probably go with a Nature Oracle once we reach the point of Gestalt progression.
Does that sound like a good character pitch, or is the concept a bad fit for your story?
For THE Doomed Hero? I can't imagine how I'd say no!
Kowtowing aside, the Spheres of Power/Spheres of Might systems have come up before, and I'm more amenable to them now that I've had time to study the rules a bit more. I'd say that's workable.
The non-evil antipaladin concept is, in my mind, analogous to the archetypal Dark Knight from the Final Fantasy series. Dark is Not Bad, Light is Not Good, etc.
Also, a "nature's avenger" would be fantastic concept for this setting. Let's just say the druidic types aren't too happy with what they see as a perversion of the natural order through rampant magical abuse...

Oniwaban |

I am thinking a Wildling, Unchained Monk, working as 'muscle' or a bodyguard for hire. Street samurai, basically.
I imagine this little dude with a bright (but short) mohawk down the middle of his head, raggedy street wear, looking incongruously harmful... busting heads.
Thinking LN for alignment, in the sense of a personal code of honor.
- He won't fight women or kids unless it's self-defense, and even then he fights non-lethally
- He will kill, but he will not take a job just for killing... the killing has to serve a greater purpose that he would support.
- He will not renege on a contract, unless the contract fundamentally changes, or he finds out he's been lied to
- Rep matters, so he will not stand for much in the way of insults/slights
- He will back off if ordered by his employer, if he has one, but see above
- If his employer tries to screw him or back out of a contract, it just got personal
- He fights to win, and will fight dirty (groin shots, sand in eyes, etc.) but will not intentionally exploit an obvious weakness in another person (no smashing someone's glasses into their eyes, for example)
- If he appears to be at an obvious advantage over his foe, he will attempt to fight non-lethally, unless reason dictates otherwise
Fighting is mostly unarmed, but will also use throwing knives or shuriken, and does carry a few hand weapons just in case.
I have crunch mostly done, and will happily share on request.
Feedback is requested and welcomed.

Tilnar |

Was thinking a 'street' shaman, probably a Wilder -- working under the assumption that the spirits he'd be calling in and talking to would be... less than pleased.. about the way that their brethren are being used in the "new" world. So he'd be helping the little guy while not loving those who are binding spirits and souls.

Helix Missionary |

I'll need to keep looking at things, but right now an investigative type of some sort is what I have in mind. Not sure if they're meant to be antagonists--even with the whole shades of gray morality--but an inquisitor or freelancer working for the See is striking me as a very intriguing option. Perhaps an Yggdrian orphan or some such, taken in for his natural proclivity for violence and tracking, and steadfast mind? Like I said, not sure yet.

GM Poetics |

I imagine this little dude with a bright (but short) mohawk down the middle of his head, raggedy street wear, looking incongruously harmful... busting heads.
I love the archetype of street samurai as a whole, and taking a decisively cyberpunk character type and dropping them into a 150% fantasy setting would be hilarious. I approve.
Was thinking a 'street' shaman, probably a Wilder -- working under the assumption that the spirits he'd be calling in and talking to would be... less than pleased.. about the way that their brethren are being used in the "new" world. So he'd be helping the little guy while not loving those who are binding spirits and souls.
Good choice! This gives me a chance to wax poetic on the soul-binding controversy in a bit more detail for any interested readers out there.
Enter the Signifers, who came up with an ethereal stamp you could put on your soul to identify it across lifetimes, giving you a means to see who's who and what belongs to them! However, while it may have abated a few legal headaches at the time, it gave rise to an entirely new problem: with the permanence of souls now irrefutably on display for the world to see, and with the prevalence of magic getting out of hand too quickly for anyone to stop, some enterprising (read: unscrupulous) individuals thought it'd be a great idea to use souls as collateral, and eventually a form of currency, when negotiating business deals among mortals.
It was a terrible idea, so the public jumped all over it and had it written into law immediately. There's no accounting for taste, apparently.
Now, souls are one of many units of economic measurement, and the contracts that bind them are among the most difficult to negotiate, let alone circumvent. If you ever break a soul-binding contract, your soul is forfeit. Gone. Poof. No exceptions. If you're a particularly nasty criminal, you get your soul shoved into a construct and "stimulated" (read: tortured) to produce magical energy that powers many handy devices used in everyday life, like vehicular transport, IlluShine display spheres, and artificial constructs used for labor or security. Hedgers started popping up precisely because of this issue, making a name for themselves by breaking any form of magical bindings, including security measures in banks and archives across the continent... and the big score, cheating a soul-binding contract like no one else can. To this day, Hedgers are some of the most valuable members of the criminal underground, and they're always a top priority for the Temple Watch or more legally-minded knight-companies, like the renowned Ludoshield, to bring in for crimes against the state.
Now that people have had a few decades to mull it over, they're starting to see why this is a horrible state of affairs.
There are several counterculture movements who want to fight soul-binding legislation and practice on every front, including the Sovereign Anima movement, Altivarn Adventurers' Guild purists, and the extremely outspoken Kiranae Parliament. Not one of them will stop until they see their agenda push through and prevail, even if the cost is enough to bring them down.
What a time to be alive, huh?
I'll need to keep looking at things, but right now an investigative type of some sort is what I have in mind. Not sure if they're meant to be antagonists--even with the whole shades of gray morality--but an inquisitor or freelancer working for the See is striking me as a very intriguing option. Perhaps an Yggdrian orphan or some such, taken in for his natural proclivity for violence and tracking, and steadfast mind? Like I said, not sure yet.
I'm glad you picked up on the gray-and-gray morality of the setting so soon, because that's exactly how the Parcivaldian See fits into all this. The clergy of the god of magic (who is, unsurprisingly, a HUGE deal in this day and age of Ralczan's history) are one of the only groups making a serious go at regulating the use and abuse of magic. Luckily for them, they're massive and have mounds of experience tracking down rogue mages.
If you want to play a member of the See, or specifically the Temple Watch - the longest arm of the law thus far - I'd love to see that work in a mixed group.

Karactus |

Doomed Hero here.
My character is coming along nicely. Draft 1 of his background fluff is done, and the mechanics are about 75% finished.
The basic premise is that he's a man who is possessed by the spirit of a demigod (which is where all his divine mojo comes from).
I'd love any feedback you have. Since he's such an abnormal concept want to make sure that he fits well into your setting and story before I get too attached to anything.

GM Poetics |

The basic premise is that he's a man who is possessed by the spirit of a demigod (which is where all his divine mojo comes from).
Funny that you mention that, because I immediately came up with a great plot twist after reading your backstory. I'll just, uh, keep it to myself for now.
I am working on a Human Questioner Investigator with a panache for firearms. Thinking a Bladerunnerwesque former Police Officer and Corporate goon turned private dick kinda character.
Yeah, I can see that. Firearms are "the poor man's magic" in this setting, since most people carry compact wands and scrolls instead. There are a few knight-companies that you might consider for your character's backstory.

Karactus |

Well, I think I'm pretty much finished. I had to strip him down from my original plans, but there's a lot of room to grow.
In spite of trimming him back to basics, he's still mighty versatile. He can Track, find and break traps, open locks, sneak pretty well, and he's a nasty archer who can double as a decent frontliner in a pinch.
His big weakness is a lousy armor class.
Plans for the future include a pack of wolves, becoming an Oracle, and fixing the AC problem.

Jereru |

Yes, I think I will start with something stealthy and martial (Rogue, Conscript, Slayer or the like) and later add anything magic that helps eliminate targets fast and provide utility (Magus, Incanter, or whatever). I've just realised we're 2nd level, so the character shouldn't be a complete professional yet.
All these characters remind me of Shadowrun, I guess that is a good sign, right?

Jereru |

Oh, sorry for the double posting, but I've realised that, if you pick a caster class as secondary, all the feats you've gained before went able to be selected as metamagic feats. I mean, if you don't get your second class till 4th level, feats from levels 1 & 3 need to be "mundane". Am I right? Will there be an option to retrain, or something?

GM Poetics |

I mean, if you don't get your second class till 4th level, feats from levels 1 & 3 need to be "mundane". Am I right? Will there be an option to retrain, or something?
That comes with the territory - anyone who’s just getting started with a new set of skills, especially those involving spellcasting, won’t have the same grasp on the material as their more-experienced peers.
Retraining is absolutely allowed. In special cases, if a feat or class feature has never been used, you can even do it for free, trading it out for something more useful.

GM Poetics |

Additional rules I forgot to add:

Oniwaban |

Oniwaban wrote:I imagine this little dude with a bright (but short) mohawk down the middle of his head, raggedy street wear, looking incongruously harmful... busting heads.I love the archetype of street samurai as a whole, and taking a decisively cyberpunk character type and dropping them into a 150% fantasy setting would be hilarious. I approve.
I am glad, because I have to admit, I am having a great time just thinking of playing him... I think it'll be a blast.

GM Poetics |

Oh, are we using Background Skills?
Also, is Deadly Agility allowed?
I'll admit that I inadvertently overlooked background skills. I think it's a good system overall and want to say "yes", seeing as how not many people would actually have any problems with it.
As for the feat, I'll allow it.

Helix Missionary |

A question as I ponder over build options, at this point leaning into a yggdrian inquisitor: do you have any particular favored class bonuses in mind for the custom races? To be specific, I'd love to take the half-orc FCB for inquisitors (+1/2 to Intimidate and Knowledge to identify monsters), and it seems fitting enough.

GM Poetics |

To be specific, I'd love to take the half-orc FCB for inquisitors (+1/2 to Intimidate and Knowledge to identify monsters), and it seems fitting enough.
Unique FCBs for the custom races are something I've been meaning to work on for a while. I'll get around to it at some point.
In the meantime, yggdrians share some similarities with half-orcs, so feel free to use their racial FCB in place of the normal options.

Karactus |

I'm loving all the cyberpunk/shadowrun influences in the character creation. It's made me rethink how I want to present Karaktus.
He's still going to be a giant wild huntsman sort, but I think he's going to have an incognito mode that doesn't standout as much.
Basically the difference between this Odin, and this Odin.

GM Poetics |

I'm loving all the cyberpunk/shadowrun influences in the character creation. It's made me rethink how I want to present Karaktus.
He's still going to be a giant wild huntsman sort, but I think he's going to have an incognito mode that doesn't standout as much.
Planning on having a pair of wolves named Freki and Geri?
Funnily enough, the Lesser Divine Ceredal was loosely inspired by Odin's wanderer form. Emphasis on "loosely", of course.

havoc xiii |

Yggdrian bloodrager (primalist, spelleater) 2 (Pathfinder RPG Advanced Class Guide 15, 84, 85)
CG Medium humanoid (orc)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 26 (2d10+6)
Fort +5, Ref +2, Will +0
Defensive Abilities stubborn
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk orc double axe +6 (1d8+4/×3) or
mwk orc double axe +4 (1d8+3/×3), mwk orc double axe +4 (1d8+1/×3) or
bite +5 (1d4+4)
Ranged shortbow +4 (1d6/×3)
Special Attacks bite, bite, bloodrage (8 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 15, Int 10, Wis 11, Cha 14
Base Atk +2; CMB +5; CMD 17
Feats Combat Expertise, Combat Stamina, Deadly Aim, Power Attack, Two-weapon Fighting
Traits the vessel between (daggermark)
Skills Acrobatics +6 (+10 to jump), Intimidate +9, Perception +5, Survival +7
Languages Common, Yggdrian
SQ agile maneuvers, blood of life, combat expertise, deadly aim, disruptive bloodrage, fast movement, finesse weapon attack attribute, hero points, point-blank shot, power attack, rules changes, two-weapon fighting
Other Gear studded leather, arrows (20), mwk orc double axe, shortbow, 284 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Bite (Ex) Prerequisites: Small or larger size.
Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Bite (Ex) Prerequisites: Small or larger size.
Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Blood of Life (1) (Su) Gain fast healing when bloodraging.
Bloodrage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Stubborn (Ex) +2 save vs. [Charm] and [Compulsion] spells, gain a 2nd save next round if you fail.
Two-Weapon Fighting [Combat Trick] Reduce two-weapon fighting penalty for primary hand by 1 for every 2 stamina spent.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Hello here is my Yggdrian bloodrager and here is Cyra's
Kiranae inquisitor (green faith marshal, sanctified slayer) of Verni 2 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Ultimate Wilderness 141)
CG Medium humanoid (elf)
Hero Points 1
Init +6; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 20 (2d8+4)
Fort +4, Ref +3, Will +6; +2 vs. enchantments
Defensive Abilities elven immunities; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d6/18-20)
Ranged greenwood longbow +5 (1d8/×3)
Special Attacks studied target +1 (1st, move action)
Inquisitor Spell-Like Abilities (CL 2nd; concentration +5)
At will—detect alignment
Inquisitor (Green Faith Marshal, Sanctified Slayer) Spells Known (CL 2nd; concentration +5)
1st (3/day)—aspect of the nightingale, cure light wounds, hunter's howl[APG] (DC 14)
0 (at will)—detect magic, disrupt undead, guidance, read magic, stabilize
Domain Wolf[UM]
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 13, Int 12, Wis 16, Cha 11
Base Atk +1; CMB +4 (+6 trip); CMD 14 (16 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Combat Stamina, Deadly Aim, Improved Trip, Power Attack, Precise Shot
Skills Diplomacy +5, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (nature) +11, Knowledge (planes) +5, Perception +8, Spellcraft +6, Stealth +6, Survival +7
Languages Common, Kiranae, Sylvan
SQ agile maneuvers, combat expertise, deadly aim, elven magic, finesse weapon attack attribute, hero points, improved trip, improved trip (bonus feat), point-blank shot, power attack, precise shot, rules changes, track +1
Other Gear studded leather, arrows (20), greenwood longbow, rapier, 429 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Elven Immunities (Ex) +2 save bonus vs. Enchantments.
Elven Magic (Ex) +2 to spellcraft checks to determine the properties of a magic item.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Magic Sleep You are immune to magic sleep effects.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Trip (bonus feat) You gain Improved Trip as a bonus feat.
Improved Trip [Combat Trick] Spend stamina points up to Str/Dex, bonus against trip equal to stamina spent.
Inquisitor (Green Faith Marshal, Sanctified Slayer) Domain (Wolf) Granted Powers: You run with the pack and are the master of the cold hunt of your spirit totem.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC).
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Tilnar |

I'm still debating the gestalt in my mind -- figuring it's going to be a case of the Shaman getting closer to the spirits -- it's a toss-up between Ghost Rider Cavalier or Elementalist Shifter.
But since that's a matter for later, I'll finish up the build and write up the "fighting for the little guy" v. the soul-binding nasty powerful folk backstory -- or the structure for one anyway.

Jereru |

Ralczan, ten years ago.
Fawn was sobbing, out in the street, alone before the ruins of her burnt house. She wasn’t conscious enough of the situation, but now she was alone.
A woman approached her. ”What happened, little one?” Seeing that the girl didn’t want to stop whimpering, she went on. ”Your family was there, right?” The girl nodded. ”Don’t worry. Don’t be afraid. I will protect you, come here.” The woman opened her arms, offering a hug. The girl was so desperate, so alone, that she accepted. They spent some minutes just like that, in an infinite hug, then the woman started to walk away from the ruins and the girl followed. ”I am Jolanda. What’s your name, little one?”.
”Fawn.”
-----------------
Life for Fawn started hard, losing her family when she was ten. But then, Jolanda came… and it all got much worse.
Jolanda worked for a gang which captured children and trained them as pit fighters, then sold them to local nobles who rejoiced in the underworld environment of illegal fights and bets. Thanks to her, Fawn lived with other children in an estate outside the city, where they were constantly trained and subjected to deprivation of liberty, nourishment and sleep. There she spent many years, honing her skills and waiting to be sold for some dirty coin to someone who would probably make her get killed in a month’s time. All of these years she spent dreaming of choking Jolanda to death with her own hands.
The chance for it came not long ago. Rumour has it that the gang mistakenly captured the son of a powerful noble who, in wrath, pulled some strings to move the city guard against them. That could have been the only way the aristocracy moved a finger to dismantle the web of slavery that was providing them of secret pleasure and amusement for many years. So the guard raided the estate, and chaos and confusion led to many of the children slaves being able to flee. But not Fawn, who instead started seeking for Jolanda amidst the uproaring fights and destruction.
Fawn found Jolanda trapped in one of the guard houses, which had caught fire while the vile woman was hiding on her way to one of the exits of the property. ”How fitting, a burning house” Fawn thought, but walked in anyways. She had sworn to kill Jolanda herself, and wouldn’t let the fire steal her revenge. There she was, Jolanda, trying to talk her way out. Fawn advanced, tasting the moment, and was so focused on it that didn’t notice the ceiling of the guard house falling down on her due to the fires, making the whole structure collapse. While Fawn was swift enough to avoid being caught under the burning beams and wooden planks, Jolanda also capitalised on the incident and fled the other way, never to be seen again.
Frustrated and full of ire, Fawn had to make do with Jolanda’s last minute escape, and faced other problems herself. Spending most of her youth as a slave, she now found herself before a big city, knowing no profession and having no connections, no family and no place to stay. Fortunately for her, the local authorities relocated the rescued children to some orphanages, and the older ones to a common house where they could help each other restart their lives. She soon found out that the guard was constantly recruiting, and thought that would fit her abilities to earn some living and could also provide some chances to locate the whereabouts of Jolanda, or where could have her gone if she had left the city. Being aware of the part the nobility has taken for so long on these kind of affaires, she also longs for having an opportunity to bring a small amount of justice to the less able. Time will teach her, though, how corruption and power can bend justice to their will…

Jereru |

Copied backstory to the alias, Fawn Posse. Some details might differ a bit, but mostly the same.
On with the crunch! She'll start as a Sentinel and later on will Gestalt with Reaper. If any of you is familiar with 7th Sea and Fauner Posen, you will maybe get some mild aroma.

Tilnar |

Ossicaran Dussanarra
Male Wildling Shaman 1
CG Small Humanoid (Gnome)
Init: +7, Senses: Low-light Vision Perception: +9
Languages: Common, Wildling, Yggdrian.
Spirit: Battle
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DESCRIPTION/BACKGROUND
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Ossicaran stands just over three feet tall, although his slender, gaunt build make him seem smaller and almost fragile. His hair is blue-grey, like magick-polished steel reflecting the night sky, and the way it falls in uneven layers calls to mind the jagged, serrated edges of sawblades. His eyes, too, have a metallic sparkle to them, as if burning from within, with their dark amber shade reminiscent of antiqued bronze. His complexion is ashen, and yet, the intense expression on his face and the life in his eyes somehow prevents his greyish pallor and gauntness from making him appear sickly.
A Shaman's Tale
The Spirits first came to me the night the Barrister came for my father...
But I'm skipping ahead... Still, life before that that had been relatively simple, living on the water's edge, with Father supporting the family by fishing... though it was a losing battle as the price on the cornucopia that produced food kept falling. Still, Father did right by me -- taught me the meaning and value of work and was even starting to pass on the trade -- I was spending more and more time out on his boat, learning my knots and how to mend the nets...
...and how to dive into the water and cut loose the moorings holding the electrified nets that the city-ships would set up, just to stop the magic-folk from taking all the fish.
And that's how most of my childhood, and most of my lessons went. I'd see the world the way it was supposed to be. I'd discover some wonder of nature that the Divines restored centuries ago, and then see how it was being exploited by those who saw it as nothing more than a source of coin.. or a source of magic, because, really, in this world, they're pretty much interchangeable. I learned the value of work, while also learning how those born into enough coin could just buy some magic box that would do that work for them instead... devaluing the work, and the worker.
There was something... unsettling... something wrong... about those lessons, something I could understand even as a child. The life the divines gave us was not meant to be held so cheaply. But it was, certainly when compared to the value of magic, or a spirit or elemental that could be exploited... until we became the things that could be exploited too.
When they first started working with souls, it was only the souls of the worst criminals were trapped and used... People we could justify using in that way... even if there was always a group that was worried about using something so stained and dark, the souls of evil, to power magic. And, the spirits whisper to me that that group was - is - right. We're using tainted power, and the taint will shine through.
Sorry, sorry, back to the story. That what you wanted, and not the ramblings of a Wildling who's probably just yearning for the old ways and the forests of his people. Though, let's be honest, the two are one in the same.
As I said, keeping things going was a losing battle, a single Wildling on a boat with nets and traps couldn't compete... especially not when the city-folk started warding their electric-nets, and someone figured out an even cheaper way to use magic to make food. Sure, it didn't look like food anymore, but it had extra magic to make it taste like it, at least. And so, one lean month Father was two days late on his payment against the loan on the boat.. because he needed the coin to fix the boat, because the wards out there didn't discriminate and just sailing too close could hole your hull. Still, Father made good and we thought all was fine... except, of course, it wasn't. He'd broken the terms of his contract, and we all know, these days, there's really only one kind of collateral anyone's interested in.
And so it was, when I was just under thirty years old, the Barrister came for Father. Breach of contract. Living a life, feeding a child, paying the coin that he was going to be punished for 'taking' meant nothing. No, he would be taken so his soul could power some convenience for some rich person... and me, barely thirty winters, barely thirty inches, I had nothing in me to stop them from doing it. When they took him, I felt like they'd taken my soul - because I felt nothing but empty inside.
...until later that night, when the Spirits came. They understood -- their brethren had been taken to make the flying ships and floating wagons and nightlamps and whatever other things we've gotten used to. They wanted someone who would speak for them. They promised that they could make me feel whole if I took one of them into myself.... and so, I did. I chose the one that wanted to fight... so I could fight for this world, and its people... and show those trapped in the cycle now the lies upon which all of this was based. It was then that I met Relic, another creature as out of place in this world as I am, who would serve as a bridge to the Spirit I took on, almost like a safety valve to make sure I didn't burn myself out.
I wandered then, for about 10 years, looking for ways to strike back and protect those who needed it. Probably the best time was the year with Haakon's band -- they needed another trained sailor, and they were happy to strike at magic-rich targets... It was during that year that we raided the foundry where I saw the intelligent elementals and genie-folk being bound into magic items, despite what we're told... and, worse, I saw the people being prepared to have their souls taken... and if there was a murder in that whole building -- other than the folk who worked there -- may my knife never cut again. We got them out -- well, about a score of them, anyway. Seems that they'd forgotten what a freed efreet could do to a place... and it was more than distraction enough.
I left Haakon and followed the refugees into the city, then. I had to make sure they'd be able to set up safely... and they did... and now I'm here, striking back and protecting whoever I can.
So, there. That what you wanted to know?
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DEFENSE
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AC 18, Touch 14, Flat-footed 15, CMD 13 )
(+4 armour, +3 dex, +1 size)
HP 17 (1HD - 9+FC, 6+FC)
Fort: +2, Ref: +3, Will: +6
Special: +2 to saves v. illusions (illusion resistance) and fear (intrepid)
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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee
- Masterwork Cold Iron Dagger +6 (1d3+4/19-20) {Slashing or Piercing}
- Dagger +5 (1d3+4/19-20) {Slashing or Piercing}
- Light Mace +5 (1d3+3) {Bludgeoning}
Ranged
- Dagger +5 (1d3/19-20) {Slashing or Piercing}
- Sling +5 (1d3) {Bludgeoning}, 50' increment
Base Atk: +1, CMB: +0
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FEATS
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Armour Proficiencies: Light, Medium.
Weapon Proficiencies: Simple.
Selected Feats:
Deadly Agility: Add dexterity to damage when using weapon finesse
Bonus Feats:
Alertness (from familiar)
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TRAITS
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River Rat (Regional Trait)
You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Resilient (Combat Trait)
Growing up in a poor neighbourhood or in the wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.
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ATTRIBUTES
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Strength 10, Dexterity 17, Constitution 13, Intelligence 11, Wisdom 16, Charisma 14
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SKILLS (4+int = 4 per level) + 2 Background Skills per level
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Class Skills are italicized, Trained Skills marked with *
Adventuring Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Acrobatics [+4] = 0.0 + 3 + 2 (intrepid) -1 (AC)
Bluff [+2] = 0.0 + 2 + 0
Climb [+1] = 0.0 + 0 + 2 (intrepid) -1 (AC)
Diplomacy [+2] = 0.0 + 2 + 0
Disguise [+2] = 0.0 + 2 + 0
Escape Artist [+2] = 0.0 + 3 + 0 -1 (AC)
Heal* [+7] = 1.0 + 3 + 3
Intimidate [+2] = 0.0 + 2 + 0
Knowledge (Untrained) [+0] = 0.0 + 0 + 0
Knowledge (Planes)* [+4] = 1.0 + 0 + 3
Knowledge (Religion)* [+4] = 1.0 + 0 + 3
Perception* [+9] = 2.0 + 3 + 2 (Keen Senses) + 2 (alertness)
Ride [+2] = 0.0 + 2 + 0 -1 (AC)
Sense Motive [+5] = 0.0 + 3 + 0 + 2 (alertness)
Stealth* [+7] = 1.0 + 3 + 4 (size) -1 (AC)
Survival* [+7] = 1.0 + 3 + 3
Swim* [+6] = 1.0 + 0 + 3 + 2 (intrepid) + 1 (river rat) -1 (AC)
Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Appraise [+0] = 0.0 + 0 + 0
Handle Animal* [+6] = 1.0 + 2 + 3
Linguistics [+1] = 2.0 + 0 + 0
Perform (Untrained) [+2] = 0.0 + 2 + 0
Profession (Fisher)* [+7] = 1.0 + 3 + 3
Profession (Sailor)* [+7] = 1.0 + 3 + 3
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SPELLS (Shaman; CL 2; Concentration: +5) [4 -- 3+1/0/0/0/0/0/0/0/0]
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Orisions -- DC 13 -- Create Water, Dancing Lights, Detect Magic, Resistance.
Level 1 -- DC 14 -- Cure Light Wounds, Frostbite, Produce Flame + Spirit Magic Slot.
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SPECIAL ABILITIES
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Illusion Resistance (Ex)
Wildlings gain a +2 racial bonus on saving throws against illusion spells and effects.
Intrepid (Ex)
Wildlings gain a +2 racial bonus on saving throws against fear effects, and on Acrobatics, Climb and Swim skill checks.
Weapon Familiarity (Ex)
Wildlings treat any gnomish weapon as a martial weapon.
Spells
A shaman casts divine spells drawn from the shaman spell list. The shaman must choose and prepare her spells in advance. To prepare or cast a spell, the shaman must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DCs for shaman spells are also based on Wisdom. A shaman gains bonus spells based on their wisdom score.
Shamans commune with their spirit animals to prepare their spells, choosing a time when they spend 1 hour each day in quiet contemplation with the spirit animal to regain the daily allotment of spells. A shaman may prepare any spell on the shaman list provided that she can cast spells of that level, but must choose which spells to prepare during the daily communion.
Orisons
Shamans can prepare a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit (Su) (Battle)
A shaman forms a mystical bond with the spirits of the world, forming a lasting bond with a single spirit at first level (Battle), which grants a number of abilities. At 1st level, a shaman gains the spirit ability granted by the chosen spirit. She adds the spells granted by that spirit to the list that she can cast using spirit magic. She also adds the hexes provided by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
At 8th level, the shaman gains the abilities listed under the greater version of the selected spirit. At 16th, the shaman gains the abilities listed for the true version of the spirit.
--- Spirit Ability: Battle Spirit (Su) (ooooo)
A shaman surrounds herself with the spirit of battle. Allies within 30' of the shaman (including the shaman) receive a +1 morale bonus on attack and weapon damage rolls. At 8th and 16th levels, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her charisma modifier.
Spirit Magic
A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirit at the time she casts them, and can enhance them with any metamagic feat she knows at the time of casting.
Hex
A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At s2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th, the shaman learns new hexes.
--- Healing
A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman's caster level. A creature can only benefit from this hex once per 24 hours. At 5th level, the hex acts as cure moderate wounds.
Spirit Animal (Relic) -- see spoiler below
By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specif ic servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted.
A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.
Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.
If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.
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GEAR (28.5L/57M/86H)
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masterwork cold iron dagger; dagger, light mace; wooden holy symbol; spell component pouch; Sling ; outfit (traveler's); masterwork lamellar (leather);
Backpack, Common [ Bedroll; Waterskin (Filled); Rope (Spider's Silk/50 ft.); Mess Kit; Rations (Gnomish Trail/Per Day) (x5); Soap; Everburning Torch; ];
Belt Pouch [ Flint and Steel; Whetstone ];
Belt Pouch [ Sling Bullets (10) ];
Belt Pouch [ Chalk (1 Piece) (x5) ];
Scrollcase [Cure Light Wounds (x5); Comprehend Languages; Summon Monster I]
Coinpurse [27gp, 16sp, 9cp]
Current Load: Light
Relic, the Spirit Animal
Male Familiar (Mauler) Compsognathus
N Tiny outsider (native)
Init +6; Senses low-light vision, scent; Perception +5
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Defense
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AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 8 [2 HD]
Fort +4, Ref +4, Will +2
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Offense
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Speed 40 ft., swim 20 ft.
Melee bite +5 (1d3–1 plus poison) (+1 BAB, +2 Dex, +2 Size)
Space 2-1/2 ft., Reach 0 ft.
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Statistics
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Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Skills Heal +1, Knowledge (Planes) -1, Knowledge (Religion) -1,Perception +5, Stealth +13, Survival +1, Swim +10
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Special Abilities
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Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A shaman may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (outsider).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Bond Forged in Blood (Su): A mauler isn’t impressed by fancy words—only furious battle. A mauler can’t speak or communicate via language in any way, even if it’s a type of creature that normally could. At 5th level, whenever the mauler’s master drops a foe whose Hit Dice are at least half its level to below 0 hit points, the mauler’s empathic link surges with power, granting both the mauler and its master a +2 morale bonus on attack and damage rolls for 1 round. This replaces speak with master and speak with animals of its kind.
Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6. This alters the familiar’s Intelligence score advancement.
Battle Form (Su): At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler’s size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium. This is a polymorph effect. This replaces deliver touch spells.
Damage Reduction (Su): At 11th level, a mauler gains DR 5/magic. This replaces spell resistance.

Jereru |

This is Fawn Posen, crunch and fluff completed unless I decide to buy something else at the very last moment. But mostly, that's it.