
GM Poetics |

Alright, everyone: the goal here is to have a roster of finalized characters to choose the party from by this Friday, November 1st. Ask any last questions you may have, wrap up the creation process, and have a short backstory available for your characters by then if you’re still interested in joining the game.
I will choose the party based on my observations of the following values: overall party balance among the different roles and skills to succeed in an RPG, open-ended backstories that display creative thinking while leaving the GM lots of room to introduce conflict, and willingness to adapt to a setting that is still somewhat fluid and with which I intend to tell a worthwhile story.
My goal is simple: I want to put some substance in the form that is dungeon punk (even though at this point, I’m encroaching into magic-punk territory), which is normally an aesthetic and less of a unified genre. The more you’re committed to helping me with that, the better, and I’m committed to delivering a good time along the way.
Remember: finish your submissions by November 1st. Once you’re done, or if you’re already finished, please (re)post your character submission down below so I can add them to my list and begin the selection process. Good luck!

Jereru |

Okay, since I noticed many submissions went for ranged/stealth, I thought a good ol' tanky partner would fit nice into the group. With her Gestalt class, she'll be able to dip a bit into magic, and even deal with supernatural creatures if the story goes that way (Vampires or Werewolves, in a Gothic horror classic style, Dragons if we follow a Shadowrun-like theme or even magic users if we feel like). It will probably depend on what her nemesis (Jolanda) ends up being. As a heavy armored character, she can also make use of steam-powered weapons/armor if they appear in the setting.
Through the Challenge ability and with the aid of a lot of temporary HPs and DR, Fawn allows her companions to freely deal death to their enemies the way they like. In the future, Fawn will be able to easily disarm people or bind their limbs if the group needs to take someone alive.
Her storyline is a bit open (maybe too much), but I didn't want to delve too much in the setting without knowing it (and also I had to quickly change it due to discarding my previous concept). She has a nemesis (Jolanda), a weak point (children/slaves) and a niche (tough as nails). All too classic, I know, but hey, classics never disappoint, right? ;)

Tilnar |

Per your request, reposting -- and fixed the hp.
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 20 (2HD - 9+FC, 9+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 10 [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 +14
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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.

havoc xiii |

We will have histories up tonight on our anniversary and it’s the first time we’ve been out since the hurricane.
Yea...funny thing happened on the way home my car started acting up so I ended up spending all night figuring that out...not sure what’s wrong and it’s not like there are any shops left in one piece over here right now.

Oniwaban |

Wildling male, age 29, Unchained Monk 2
Desc: 3'0", 40 lbs. Lean and wiry, with a nose that's been broken before, and a spiky stripe of maroon hair down the middle of his head. He has glittering green eyes, alight with mischief, but cold when he's angry.
Senses: Perception +10, Low-light vision
STR 13
DEX 18
CON 12
INT 12
WIS 16
CHA 10
Traits
Prankster - +1 to CMB and CMD for Dirty Tricks. If you succeed at a dirty trick combat maneuver check against a flat-footed opponent, increase the duration of the condition caused by 1 round.
Child of the Streets - Sleight of Hand is a class skill, with a +1 bonus.
HP 22
AC 18 (+4 Dex, +3 Wis, +1 size)
T 18
FF 14
CMB 2 (4 for trip, disarm, feint, reposition, or steal, 5 for dirty trick)
CMD 19 (21 for trip, disarm, feint, reposition, or steal, 22 for dirty trick)
F 4
R 7
W 3 (+2 vs. illusion spells and effects; +2 vs. fear)
Skills
Acrobatics +11
Climb +7
Stealth +12
Sleight of Hand +9
Perception +10
Intimidate +5
Swim +7
Escape Artist +8
Knowledge (Religion) +5
Feats
Deft Maneuvers
Dodge
Combat Reflexes
Stunning Fist*
Attacks
Unarmed Strike +7, 1d4+1, x2, B
Unarmed Strike w/ Flurry +7/+7, 1d4+1, x2, B
Waveblade +7, 1d4+1, 18-20 x2, P or S
Waveblade w/ Flurry +7/+7, 1d4+1, 18-20 x2, P or S
Background:
Basten is a child of the streets, in every sense. He was born in a alleyway, raised in bars and whorehouses, and made his first kill at age 10. By then he was running with a gang, the Viper Smiles, which he thought made him somebody. One night, they were out causing havoc when they spotted an old man. They decided to give him some grief, and were surprised when he single-handedly beat down six of them before the others ran. Basten was one of the beaten. As he limped off, he thought about what he'd seen. The old codger's moves were effortless, graceful, and damned fast. He wanted to move like that, and fight that way.
The next day, he went back to where they'd been, alone, and asked around to see if anyone knew the old man by description. He got lucky, and someone directed him to a small basement apartment not far from where the fight had taken place. Summoning his courage, he knocked on the door. When the old man answered, he glared when he recognized Basten from the night before, and he started to close the door in his face when Basten shot his hand out, getting it in to hold the door open a crack, and as the old man pushed, the door closing on his fingers, Basten cried out, "Please! Teach me! I wanna be better." The pressure continued for a moment, until Basten was sure his fingers would break, then it eased up. The old man pulled the door back open, and said, "Why should I teach you?"
Basten looked up at him, right into his eyes, and said, voice low, "Because I got nothin' else. And I don't deserve it, but I want ya ta teach me anyway." The old man looked down at him for a long moment, then nodded once. "Tomorrow. Dawn. From now on, you do as I say, when and how I say it. You don't, you're out. Be ready to hurt." and when he saw that Basten was about to speak, he quickly said, "And don't tell me you're ready. Because you don't have a clue if you're ready or not, and you don't understand pain. First lesson. Know when to shut up." Basten closed his mouth, and nodded. As he turned to leave, he stopped. Looking over his shoulder, he said, "What do I call you?" The old man was quiet for a long moment, then he said, "For now? You call me sir. We'll see if you earn the right to call me anything more."
From that day on, Basten trained hard under Sir's guidance. He hurt more than he ever knew he could, in places he didn't want to think about, but he learned. He grew faster and stronger, and gained better control of his body. He learned to cause pain, and how (and when!) not to. He stopped hanging around with the Viper Smiles, which made them angry (they still are), and left him homeless. For a time he slept in alleys or parks, until one day when he showed up for training, and saw a small tent in Sir's back garden. The old man nodded to the tent, and said, "You can sleep there, whenever."
Flash forward almost a decade, and Sir has been gone for a few years. He left Basten his small apartment and the things in it. Basten now works as a bodyguard or enforcer for hire, but he only takes jobs he believes in, and he is very clear up front about his standards. He has a reputation for being a pro, which he prides himself on. Payment for services rendered, and he walks if the job changes to something he doesn't agree with. He kills, but he won't take jobs just to kill. It has to be a part of something bigger that he agrees with. The streets are his home, as much now as ever, and even the occasional run-in with Vipers doesn't faze him much.
Thanks for consideration!

Lienhardt |

Helix back, I know I'm a little late coming in with a final submission but hopefully my staying in contact through Discord helps explain things. I only have the most basic of equipment finished--still need to buy mundane stuff and potentially some consumer scrolls/wands--but the important bits are there, including a brief background. I'm happy to expand on it as I learn more about the setting; I was going to write up a scene of the outing as a trainee, but realized I'd have to make a lot of assumptions about things to do that. So, reposted below for convenience, the background as it currently stands.
They called him the Headsman.
It was born originally from his preference for a heavy axe during weapons drills and training fights in the halls. Most recruits--most full members of the See--preferred more modern and well-respected weapons, or at least those more associated with their duties. Swords were common, as were maces and hammers. Even a flail might have received only a curious eye. But while Lienhardt, the ophan boy, the yggdrian, the already outcast, hefted a massive axe in his hand, it was just another reason for the others to see him as different. Savage. A seeming paradox in this place.
Lienhardt bore it all in stride. Being given a name was nothing new to him; his formal name was equally thrust upon him, although when he was much younger. A good old-fashioned proper name, better to shape him from savagery, he thought they'd said. Supposedly some old knight or hero had gone by the name, and so it was chosen for him by the wards who took in a squawling yggdrian infant, left in the wreckage after a raid on rebellious, shamanic Hedgers. The Watchman leading that mission had heard of yggdrians' proclivity for violence, their naturally tuned senses, and their resistance to dangerous magics. So the child had been cared for, nurtured, raised into a fine young recruit for the Watch--if an unorthodox one, in some ways.
Lienhardt met and exceeded those expectations, growing tall and broad-shouldered, capable and menacing. He wasn't the quickest study, but he was talented, and the hand of Parcivald did touch him. On an early mission, with other initiates, he showed his capacity for meting divine justice in the field, when a rogue mage tried to cast the young Watch members into an eldritch slumber. His three fellows succumbed to the magic, but Lienhardt--watched by their sergeant from outside the door--pushed forward with grim determination. As he neared the mage, they tried to cast a spell, but Lienhardt struck them across the jaw with one gauntleted hand. They fell to the floor, Lienhardt set one heavy boot on their chest, and that heavy axe rose and came down, decisive.
They called him the Headsman before then. But afterwards, it was usually whispered by his fellows. It's a fitting name, one that doesn't seem to bother him, and his loyalty to the Watch is without question; he would never strike a fellow for such a trivial reason.
But all the same, they whisper. Because like any Headsman, Lienhardt is regarded by his peers with respect and no small measure of healthy fear.