A small merchant caravan led by Rook Bentknee, a kobold merchant, travels up the coast of the Bay of Ghed to deliver goods and trade with Rook's former adventuring companion and occasional business partner, Britta Gleamgaurd, human owner of the Frost Maiden Inn in the village of Nargenstal.
Elfmarked Light Cleric of Khors 10 | HP 69/80 | HD 10/10d8 | Flare 4/4 | Channel 2/2+1 | Power 2/2 | 1st 4/4 | 2nd 3/3 | 3rd 0/3 | 4th 2/3 | 5th 2/2 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision
Luthael smiles at the question and winces a little at the talking back part. "Most believers don't exactly hear Him. They look for examples and evidence of His blessings, like creating holy light or fire. Only through our faith are we blessed with His divine miracles."
"When I hear Him, they are visions. Repeated, often painful. And I never learned. I've only learned to live with it trying to interpret it. I cannot teach you about that."
"What I can show you is evidence of existence of Khors and divine power over sunlight and fire. And ultimately assurance that following him confirms our position with Him in the afterlife."
"But you can see that many gods exist in Midgard. Khors is not the only one. What you need to decide is where you want to spend the afterlife. Then, follow the god with whom you want to spend eternity."
"For example, Gunnar there wants to spend the afterlife in Valhalla with Thor." The prophet shares his perspective.
Arianna listens, and finds herself wondering if she could ever understand this. She thinks about what Luthael has said and pulls out the holy symbol Elalune had given her.
"Perhaps that is how the people of Midgard do things," she says, "but I am not of Midgard. I come the Fey Realms and the ever-wending paths of the Moonwood. What you may consider a divine sign from your god would be a trick of some mischievous pixie to us. The stars, the road, the moon, those guide us and shepherd us on our journey."
He may think her mad, but he out of anyone in the group would understand.
"Would you believe me if I told you I have met a goddess?"
Aterro blearily wakes at the barbearian's urging. He tosses a few coins at the innkeep and heads toward the aforementioned rooms, collapsing into a dreamless slumber.
In the morning he wakes refreshed, breakfasts mightily, and treks to the Luthael estate.
Elfmarked Light Cleric of Khors 10 | HP 69/80 | HD 10/10d8 | Flare 4/4 | Channel 2/2+1 | Power 2/2 | 1st 4/4 | 2nd 3/3 | 3rd 0/3 | 4th 2/3 | 5th 2/2 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision
"Yes." Luthael replies flatly. "We've met Duchess Dawnflower of the Meadowcourt, Cousin to Queen Lelliana Thorntree Endiamon and Foster Sister to Sarastra Imperial Princess at the Court in Thorn. I think she is the older sister of Sarastra, the goddess of night and magic. In fact, we've saved her from eternal slumber. So, anything is possible."
"That is an impressive list of titles," Arianna says with a chuckle. "I have heard a little about Sarastra and nothing of your Duchess Dawnflower. I'll have to get the tale of how you met her from you at some point."
Arianna's expression sobers as the moment of levity passes.
"The goddess I met is named Elalune. She is the goddess of roads, journeys, the moon, and stars. We met on one of the paths through the Fey Realms and traveled together for a while." Arianna holds up the holy symbol she has. Even in the light of day there is a soft glow to it. "She made this from starlight and moonbeams and gave it to me when we parted ways."
"Since that day, I've tried to do as I've seen some mortals do and pray, but I never hear anything. She is my friend, my goddess, and I have missed her. I wonder if I have angered her somehow or if I am doing something wrong. I asked you for help since you seem to be the closest to your god. As you can probably guess, I have little experience dealing with gods and priests. It is why I was unsure if Khors would help me when I do not follow him."
Elfmarked Light Cleric of Khors 10 | HP 69/80 | HD 10/10d8 | Flare 4/4 | Channel 2/2+1 | Power 2/2 | 1st 4/4 | 2nd 3/3 | 3rd 0/3 | 4th 2/3 | 5th 2/2 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision
Luthael examines her holy symbol as closely as allowed, "well, gods are not mortals, so don't have the same expectations of them as you would a mortal. If you've met your goddess who gave you a gift of a miracle, you have as much proof as anyone that She exists. After that, it's just faith that you keep with Her, so that you can spend the afterlife with Her."
"I've never met Khors. So, you must be pretty special to Her to warrant a meeting and a gift."
"As for Khors helping you, He demands his followers to bring light to the darkness; to cast down demons, devils, and the dark gods without quarter; and to let no shadow harm the innocent. So, it's our duty to help you and the others remove the demonic parasites." He smiles matter of factly.
When Luthael appears to want a closer look, Arianna lets him handle the holy symbol.
"I don't know if I am all that special," she says as she takes the symbol back.
"You're a kind man, Luthael. Annette has good tastes," she says as the prophet smiles. She puts her symbol back around her neck and grins. "She did seem awfully appreciative of you after you and Father Tavis helped us."
A tired Tavis looks from Gunnar to Luthael when both dwarf and young prophet as of the ability to repeat the ritual. A bushy eyebrow rises like a curious caterpillar.
"Well, I suppose that depends on how well the boy was paying attention." He says returning to his somewhat cantankerous ways. "We certainly repeated it enough times that even those two busybodies back at the temple would know the words and actions by now. But the real question is whether Khors will answer your call or not."
His gaze locks with Luthael for a moment, and its as if the younger man's heart and soul are nearly laid bare before the ancient priest who has seen many, many souls pass through his temple doors. Soon enough the man gives a satisfied nod and uses his staff to lever himself tiredly onto a bench.
"You've a bright spirit and the god has blessed you aplenty." He says to Luthael. "Stay true to your heart. Follow the tenets you've espoused to the elf maid." His head tilts toward Arianna. "If there is need, Khors will answer the call."
"These folk," He gestures to those rescued from the gnomes, "Are welcome enough to stay." He waves off concerns about the gate guards. "My word will be enough to get them through. And at least one has already expressed a desire to learn more of Khors. If they are willing, the others can stay at the shelter Meryl and Beryl run behind the temple. It isn't much, but its a roof and three meals a day as long as a person can put up with them."
To Luthael's question of other temples and the ability to heal such things, Father Tavis can only shrug and shake his head. Contemplating the current state of Khors faithful across Midgard causes a sadness to fill his wrinkled features.
"I cannot say my son. Most folk have turned to other gods during these darker times. Many of Khors temples sit dark and abandoned. There are a few like myself who's stubbornness and tenacity keep faith and remember the rites." A shrug. "But many of those left are little more than empty headed blowhards...or worse...desperate fanatics whose vision of the god is filled with fire, terror, obedience and punishment rather than kindness, warmth, compassion, and free choice of thought and ethics. So only Khors knows what you may find during your travels."
When Scramsax shows him the devil's head symbol, the priest sucks air through his teeth and tsks with clear consternation. "Blasted gnomes and their infernal bargains. Bring that thing more into the light so I can get a good look." He says to the halfling who decides to oblige the old man. Several moments as he hem and haws over the infernal charm.
"Ia'Affrat" The priest whispers saying the name only once and even then it causes a hot, foul smelling wind to slither through the barn and the orbs of light to momentarily flicker a smokey red. "Once a servant to the Lord of Swarms and Decay, this one ever seeks to rise above his former master in the ever shifting politics of hell. If that one has found allies among the gnomes or the Blood Kingdoms, then more trouble is sure to follow."
He taps the silver head with the tip of his staff, his eyes filled with disgust. "Best to melt that thing down and quench the remnants in holy water, else it'll be a calling card for the creature and any of his vile creations."
A rooster crows outside. The suns rays illuminate the eastern sky. While priests and helpers and healed souls are finally able to think of rest, Ingryd and Aterro come striding into the barn having been directed to their friends by the manor's servants. The two arrive rested, fed, and wide awake smelling of ale, sweet rolls and spiced sausages.
Fog Cloud, Shield, Feather Fall, Lesser Restoration
Gazing at the thing with fresh eyes "Laughy-rat? Cleansing taint? Sounds like a hot ticket." shrugging his shoulders. Turning to Invictusol "Got a tool forge on site around here, Mr. Money Bags? Evil needs to be cast out after all...you probably saw that coming."
I guess Annette didn't hear Arianna when she asked if she should be calling her Lady Annette. That's fine if she didn't. I'd just like to know if there's something I can use to tease both of them with while Arianna plays matchmaker.
Aterro and Ingryd's arrival "I hope you two brought breakfast. If not, I'll be most disappointed," Arianna says when she sees, and smells, the two wayward members of their crew. "I'll also need to know where the two of you have been because that's where I'm going for something to eat. I still have pages in my journal to fill!"
Elfmarked Light Cleric of Khors 10 | HP 69/80 | HD 10/10d8 | Flare 4/4 | Channel 2/2+1 | Power 2/2 | 1st 4/4 | 2nd 3/3 | 3rd 0/3 | 4th 2/3 | 5th 2/2 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision
in the conversation with Arianna
Luthael winces with a slight blush and replies, "Annette's path and my diverge very shortly. She might stay here, but we head south on the carpet which can barely fly all of us. Perhaps in the future Khors might bring us together again."
"How about you? Are you joining our mission from Khors?"
==========================================
later
Taking Father Tavis aside again, Luthael says, "I don't know if you've heard yet, but we've released the Elder Patriarch from Midgard, and I do not think he joined Khors in the Afterlife. We crashed his airship and discovered his corruption and continuation of the infernal inquisition. Hopefully more good will come from that." The prophet also fills the High Sunpriest on all the details about saints, cursed artifacts, and everything in between (that the player cannot remember. It's a lot!)
Luthael winces with a slight blush and replies, "Annette's path and my diverge very shortly. She might stay here, but we head south on the carpet which can barely fly all of us. Perhaps in the future Khors might bring us together again."
"I could always see if I can master some magic that makes us smaller," Arianna says with a wicked grin. "I'm also certain that I could talk her into coming, but if you're insisting on the martyred saint thing, I guess I can't stop you."
Luthael Invictusol wrote:
"How about you? Are you joining our mission from Khors?"[/b]
Arianna gives Luthael a look as if he has grown a second head, and it's that of an ass, before busting out in laughter that sounds like a brook merrily babbling along in a mountain forest.
"Of course I'm coming! An epic quest to destroy an evil sword, I'd have to be a fool to miss my chance to see this tale unfold with my own eyes! You'd have to lock me up just to slow me down."
"Ummm" Ingryd pulls up the chilled cup and smiles."Mead is a great start of ones day!" The bear woman says with an awkward oops this is all I have for now.
Elfmarked Light Cleric of Khors 10 | HP 69/80 | HD 10/10d8 | Flare 4/4 | Channel 2/2+1 | Power 2/2 | 1st 4/4 | 2nd 3/3 | 3rd 0/3 | 4th 2/3 | 5th 2/2 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision
Luthael smiles, "Good. I'm glad you are joining the mission. And, I'm certain Khors would appreciate your participation too, since He might have put you within our path, so you could join us."
"Our path will be dangerous and too dangerous for Annette. Maybe she and I will cross again in the future."
Luthael finds the halfling. "Hey Scramsax! How many coins do you have squirreled away? I want to make a donation to Father Tavis's parish and to replace the implements for that ritual we just performed to expel the demonic parasites. I feel we should be prepared to redo that ritual on the road and want to head south as soon as possible, so avoiding shopping for them in town."
"What? Oh! I'm sorry." Anette says to Arianna, her features filled with much more color and vibrancy, but still clearly tired from her ordeal. She blushes at the thought of being called a Lady. "No, no. My father was a smith, my mother a seamstress. I've no titles to my name. My family is just common folk." Her gaze flicks quickly to Luthael and then shyly away again. "I've little to offer one who could afford to live in a place like this." She says turning to look out the open barn door toward the sturdy stone Invictusol Manor.
Across the room, Luthael fills in Father Tavis on recent events concerning the resurrected Inquisition of Khors and the potential multiple Eldar Patriarchs. This news is met by a vociferous amount of unpriestly cursing and stamping of Tavis' hardwood staff. A stark contrast to his thoughtful excitement and concern for the safety and teachings of the saintly Katerina.
"I shall send word of the Inquisition's return to the Patriarch in Zobeck." He says finally. "Alastair and I may not always see eye to eye on everything, but I know he's a good, Khors-loving man. He'll need to know."
"As for the young Katerina," He purses his lips in thought, "She's already been on her own for too long a time. She'll be needing spiritual guidance and teaching." He shakes his head looking at the refugees, obviously torn. Finally he puffs out his cheeks and runs a gnarled hand through his wispy strands of hair. "I've too much to do here. Can't be leaving these folk alone, not with all the troubles still brewing. We'll have to trust Khors to take care of her for a bit longer."
When Luthael mentions the possible purchase of his spiritual implements, he doesn't look exactly thrilled by the prospects of parting with them. But eventually he does see the need, and Luthael's generous offer makes replacing them much more feasible, so he finally relents. "Although I ought to make you explain to Beryl how a new set of sunsigns could possibly work just as well as those dedicated to the god over more than fifty years of blood, sweat, and tears."
Fog Cloud, Shield, Feather Fall, Lesser Restoration
Anyone else interested in the sling stones?
As the Invictusol explained his plight, and urgent need for Scramsax' wealth, a thin smile curled slowly on the miser's lips...the halfling had always known it was just a matter of time before the priest came begging. "Well, well, well. In the market for some golden bowls? Heh. You must've already known I'd say yes...but tit for tat, priest. Give me a hand convincing Aterro to let me stea*cough* 'borrow' his magic like I do with you and Gunnar. You know, maybe you could plant the suggestion...? Make it seem like a great idea. A hip new thing all the cool kids are doing." Holding out the coin and rubbing them together enticingly "Deal?"
Jub, was also asking earlier (or whenever) about a forge on your mom's property. Small mansions might have one for stuff like horseshoes and basic tool repair etc...The holy symbol/focus Scram stole from the gnome slavers is la'Affrat the demon of plagues, and we would need to melt it down and quench it in holy water to remove the taint suggested Tavis.
I use a bow, so no interest here unless we can turn them into arrowheads.
Late night with Anette "I wouldn't worry so much," Arianna says through a yawn. "I think what you could do for his family would be the last thing on Luthael's mind. A kind-hearted girl seems more his type than some noble tramp with delusions of grandeur, from what I have seen."
Arianna yawns again and closes her eyes before giving Anette a comforting hug.
"I think you're more than good enough," she mutters before falling to sleep.
Morning chat with Luthael "You two are too much alike," Arianna laughs while shaking her head. "She thinks her blood isn't blue enough, and you are too busy listening for Khors' word to notice that she likes you and you like her."
She sighs, her smile fading as she thinks of the road ahead.
"The slavers, the sword, and a long journey. I think you are right about the danger. Which only makes it more important to take the opportunities when you see them."
She pats Luthael on the shoulder as she spots Aterro and Ingryd walking up the path to the manor.
"Life's too short to let it pass you by, Luthael. Why not talk to her and see if there might be another reason for you to make sure you make it back here alive."
She smiles before hopping to her feet and goes to see what is up with the two fighters.
Speaking of Breakfast "I think it's a little early to be drinking like that," Arianna says with a pout. "At least tell me where you ate breakfast. I'd like to try it when I have a chance."
Elfmarked Light Cleric of Khors 10 | HP 69/80 | HD 10/10d8 | Flare 4/4 | Channel 2/2+1 | Power 2/2 | 1st 4/4 | 2nd 3/3 | 3rd 0/3 | 4th 2/3 | 5th 2/2 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision
Negotiating with Scramsax
Luthael smiles at the small negotiator, "I'll support your request with Aterro but without using magic. Thank you Scramsax. Khors bless you." He agreed, because he felt the halfling needed something in trade.
"You asked earlier about a forge. I think the one the manor has may still be functional. Let's go see." The prophet start heading toward the manor's forge.
With Arianna
Luthael smiles and nods, "Annette is sweet. I would not want to start anything knowing that we are leaving within the day. It would not be fair to her if she misses opportunities of love waiting for me. Love is rare in Midgard and must be cherished. If Khors wills us to find each other again, then so be it." He shrugs with a genuine smile.
Ingryd shrugs and takes a nip of her Mead. " More for me then" She says with a smile.
" No need to write of me dear. I'm no hero. But the Druppy Unicorn.talked to some locals. Got names...also lots of food" She takes another sip and then looks about.
"You think someone in a place like this would be able to cook something?"
Fog Cloud, Shield, Feather Fall, Lesser Restoration
For some reason, the simple words 'Khors bless you' made the pitiful scoundrel suddenly remember to clean his pipe, and get back to business on Scram n' Ill's Narg Nasty leaf. Tapping the little quartz briar pipe off the back end of his moccasin, the halfling relaxed a moment. He watched his hands go through the motions of loading it up as an amused observer, and pulled a long tail of cotton clouds. Estate life was peaceful life, he also observed.
The memory of a crashing statue was far removed.
---
At some other point...
Waddling up next to ostensible-Aterro "Say Crackles, if that is your real name, you mentioned the mustache and the new abilities. Care to elaborate? Its...its the mustache which fuels them?"
Morning Chat with Luthael "You do have an annoying habit of being wise, don't you," Arianna teases. "Fine, you win this round. Just remember to ask me for help when you start writing poetry for whomever it is that you finally fancy."
Breakfast at Ingryd's "Oh my sweet Ingryd. So wise. So matronly. How naive you are to think that you have a say in the matter," Arianna tells the bearkin, an impish grin and mischievous sparkle lighting up the elf's face. "You saved a dozen people from being turned into horrid weapons of war, and I am a bard. There will be songs and stories of Ingryd, Mother of Honey and Mead, Keeper of the Bees, and Bear-oness of the Wylds!"
Arianna twirls and bows with a flourish.
"I am, after all, on my Wandering, and I intend to have tales a-plenty to share with my clan and parents when I return to them."
The manic grin fades into a smile as she continues.
"As for breakfast, it isn't that Luthael's household cannot or will not cook something delicious. You and Aterro just smelled so delicious that a hag may abscond with the two of you if we are not careful."
She looks around wondering when they were planning on leaving. She notices that Gunnar has not joined them.
"Has anyone seen our dwarven Thorsman? I hope he wasn't up too late working on that rug."
Male Northlands Dwarf | Abjuration Wizard 10 | AC 21 | 42/72 HP (23/25 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |
Gunner indeed has spent much of the night gently cleaning and mending the rug, though he paused at regular intervals to help with the ritual and once to identify the magical sling stones.
Soon after the last people were cured and he asked his questions about Luthael being able to repeat the ritual as needed to save other towns, the tired dwarf had found an out-of the-way corner and curled up, falling asleep and missing all the morning discussions. Even the smell of wondrous breakfast baked goods has not yet roused him from his deep slumber.
Ingryd chuckles then shakes her head." DO not use that last one, its Un-Bear-able"
At the utterance of the hag, she stops relaxing and then turns. As she does she reaches up and clutches her necklace. As she does she speaks softly. "Please, don't say that, my...my children were eaten by a hag, and when my husband and I went to fight her, she killed my husband and almost killed me"
Arianna's smile disappears into a look of shock and horror. She hadn't known, but the revelation explains some things to the young elf.
"Ingryd, I-I-I-I'm so sorry," she says as she scurries up to the much taller bearkin and moves to look her in the eyes. "I've had my own troubles with hags, but-- but--"
She wraps Ingryd in a tight embrace as she buries her face into the bearkin's arm and begins apologizing over and over again.
Ingryd Reaches up to pat the Elf kins head and speaks softly. " Its okay, They hear you" She says pulling off her necklace of bear teeth and claws.
" If you want to write something I can have you write of them. Bori did. I have his journal." She says as she pulls out a simple but well worn journal.
" He was a great man and a wonderful father. He honestly was too good for just a simple brewer like me. So kind and so strong. All the other girls wanted him, and he chose me." She said crying a bit. Her hand goes for the cup and takes a swig of Mead.
"You know Bori saved me from a death blow of the Hag. One that let me get the opening I needed to strike the blow to kill her." Ingryd gave a soft squeeze of Arianna's shoulder and then smiled.
"Though I buried them all, Took these as a reminder. Later after I looked through the things on my journey of vengeance and mandate to protect the innocent so this can't happen again. Which made me seek out the horrid creatures of the Undead and the dangerous evil fey. So I wandered until I found them." Ingryd says as she looks over to the others and smiles broadly.
[b"They are not my family, but they are almost there."[/b] The blonde-coated bear woman patted Arianna and then leaned down to give the smaller tinier woman a hug.
Male Northlands Dwarf | Abjuration Wizard 10 | AC 21 | 42/72 HP (23/25 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |
After he wakes, Gunnar goes to speak with Father Tavis and asks him to check on Silvia’s recovery after the battle with the Patriarch. Leaving his shield with the good priest, he tucks into what breakfast can be found after absentmindedly petting the carpet for a few minutes.
Waddling up next to ostensible-Aterro "Say Crackles, if that is your real name, you mentioned the mustache and the new abilities. Care to elaborate? Its...its the mustache which fuels them?"
"Crackles?" Aterro repeats, almost as if he were the one asking. He pauses in thought and puts away the whetstone he had been using to sharpen one of DeathMetal's spikes.
"Hm. Yes. You have found the source of my power. I now follow the School of the Sweet 'Tasch," he says, pausing to twirl his glorious mustache into a more perfect representation of the height of fashion.
"But Crackles was never my name. Only you call me that, Scramsax. Although to call a follower of Thor that is, I believe apropos.
But yes, I am, sorry, about what happened last time. I lost faith. Or, rather, Thor lost faith in me. Well both, really."
Aterro pauses to sigh and look into the middle distance.
"I could tell I was disappointing him. And I knew that he knew. I was not...conquering...to the best of my ability. Oh, I kept faith, of course, but I could feel, within me, a yearning to break through the binding of my own mind, of this soft matter that we are constrained in.
It could not wait. And so I followed the pain-filled path of Odin. Know you how he came to be the All-Father? He hung upside on Yggdrasil, the World Tree, and sacrificed an eye to gain the knowledge of all the world's tidings. Thus did I, who shaved clean every morn, unwilling to give up an eye, did sacrifice the convenience and pride of having no soup-catcher to bother with, and I did embrace a newness. Well, I also fasted and self-flagellated for a fortnight. The mustache is more a physical and lasting embodiment made manifest, you understand.
Thor did see my faith and he found it to his liking. In a great stroke I saw before me my path, now arranged in a manner more to his liking, and I found this path--" He gestures in front of him as though outlining a new road only just made, "the Path of Conquest. Long had I derided paladins as some kind of line of fops, of ne'er-do-well nobles that knew not the way of blood and bone. But I was wrong! And thus shown the full breadth of my wrongness I fell to my knees and embraced this new knowledge.
I have not walked this path longly, but I find it to my liking. Where before I was weak, now I am strong. Before I was narrow, now I am broad. Where before I was constrained, now I am...free."
Aterro wanders over to where Arianna and his favorite drinking companion Ingryd are commiserating.
"And besides, I'm so delicious I expect to feed a whole family of giants! Nothing less! Ha!" he laughs, forcing joviality into a scene that has turned much to dour for his liking.
Arianna accepts the hug from Ingryd. There is a lot of pain in her tale, the elf can see. Thankfully Aterro comes to rescue them from their melancholy.
"A Thorsman falling to giants," Arianna says with a chuckle, some of her good humor returning. "Nay, 'tis a great wyrm that shall do you in."
"And he shall fall into a drunken coma and awake with a mighty hangover three days hence! Ha! Even in death my titanic drinking will reap my ultimate revenge!
Gah, Ingryd, pass the mead! Forsooth even though I find it vile I'll drink a toast to the memory of Bori, and to the hope that today is not the day we usher in Ragnarok!"
Aterro briefly considered if he would need to decimate his prior insectoid partner to at last cleanse this honey phobia he nursed. He decides it would more trouble than its worth.
Ingryd poors some to Aterro and laughs."Thank you My friend"
"Also you'd look better with a beard. More and more hair is always better" She then raises her lemonade cup and readies for Aterro to do the same and then drink to her beloved Bori's sacrifice.
An autumn wind blows, the sky is clear for the moment, but more storm clouds brew in the north. The gray masses ready to roll off the northern seas bringing rain, wind, and cold to the northern plain. The manor, like nearly every other estate, farm, and garden plot in northern Midgard is abuzz with harvest activity. Reapers are busy in the fields and the millers grinding stone churn near constantly. Pickers busily fill baskets with apples, pears, and late season plums. Fires burn in the kitchens where cooks labor over pies, pastries, and preserves while Master Thistlefoot oversees the presses currently engaged in turning apples into juice for midwinter cider.
Several of the refugees, rested well enough and former farmers themselves, are eager to offer helping hands in return for both a roof and warm meal. The help is welcomed by Luthael's parents. Labor is in short supply given recent concerns over potential raiders and ghoulish spies. Fewer folk are willing to make the short trip from town to manor, preferring instead the visual safety of being inside the town walls.
The companions spend the morning hours talking of loss, learning, and looking ahead to what the future may bring. It is a moment of peace and restful relaxation, a rarity in these wild and troubled times. Eventually Luthael meets with his parents. Those who have already met the Invictisol family matriarch and patriarch are greeted warmly and with a bit of surprise at such a quick return following the last visit. Newcomers are introduced and welcomed. Those willing to help with the work even more so.
The day passes. Father Tavis bids his farewell and need to return to his temple. "Else those two old crones will have everything moved about and in a right devil's state." So he claims, although it likely means they'll have tidied his study and might possibly have restocked the larder with something besides the salted sardines and pickled eggs favored by the old priest.
Afternoon comes and goes giving way to early evening and soon enough, with all rested and a new day just a night away, decisions need to be made. Courses set...
Everyone gains Inspiration for all the good RP and saving the former prisoners.
Unless there is more you wish to do here in town, where do you wish to go?
Fog Cloud, Shield, Feather Fall, Lesser Restoration
Invictusol's Forge
Jewelry had always been one of Scram's favorite things to steal. The gemstones themselves were one thing, requiring either a good fence or some careful modifications to make the cut unidentifiable. Even then, one bad cut and the score turned to dust making the take plummet.
Precious metals were much easier to deal with. You could simply melt them back to ingots. Once they lost their form, there was no man alive that could prove the little chunk of gold was such-and-such grandmother's ring.
How different could this demon-infused spell focus be? The thief had just the right size foundry crucible in his jeweler's kit, but was using a much larger forge than the gnomish tabletop versions he preferred. Glancing around the stables inventory "Heh, grab that horseshoe mold for it. Maybe it'll be lucky after all this...We can use that little bowl for the quench, pour some holy water in it."
"F*ck, son of a b*tch!!!" grabbing the red hot tongs the halfling had incorrectly thought were ice cold. The burn marks on his hands forced him to hold the tongs in a different way than he usually did, which turned out to be much closer to the proper way of handling it.
Fog Cloud, Shield, Feather Fall, Lesser Restoration
Droopy Unicorn
Scram smoked away at the paladin's story, finally deciding that maybe this was the real Aterro after all. The halfling was happy to hear that Thor's main consideration for entering into his rank of paladins was bodacious facial hair, it made sense actually. From a market analysis perspective, growing hair was a better deal than removing an eye. "...and before you were sober, now you are sh*t-faced. So let it be done." sliding the born-again paladin an expensive bottle of bourbon with a grin.
"Yeah, what a guy that Thor. Say, don't paladins always have a trusty steed by their side?" the halfling started to probe for details about Aterro's new magics, casting a glance at Invictusol and giving him 'the cue'.
Deception:1d20 - 1 ⇒ (2) - 1 = 1
It was rather obvious Scramsax was up to something, and probably didn't care much about Thor or paladins in truth.
GM, I'd like to grab a quiver of arrows and some leather armor. I have 20 GP, so that should cover it. I'm fine with moving Arianna's conversation with Father Tavis to spoilers when we leave.
Arianna notices the day is half gone and asks if she can accompany Father Tavis back into town, both so he can vouch for her clean bill of health and so she can make sure he made it back safely, though she is wise enough to know that if he finds out about the second reason she'll get an earful.
After a few minutes on the path back to town, Arianna turns to the priest.
"Thank you again, Father Tavis. I owe you a great debt," she says her voice much stronger than it had been the night before, now that she isn't being eaten from the inside out. "Khors has blessed you with wisdom and strength, so I wonder what I can do to repay you."
After her trip into town.
Arianna looks for Gunnar after returning from her trip into town. She needs to apologize for leaving the dwarf alone with whatever trials the rug threw his way.
"Gunnar! There you are," she says once she finds him. "I am so sorry about last night. I meant to help, but.." She blushes and looks away. The awkward silence hangs in the air for a moment before she regains enough composure to continue.
Ingryd will go into town and grab some more mead and make sure the group has larders stocked. THough she will need to borrow from others to help in that the big bear maiden will seek out basic camping and larder needs.
Male Northlands Dwarf | Abjuration Wizard 10 | AC 21 | 42/72 HP (23/25 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |
In a rare moment of seeming uncertainty, Gunnar responds, ”Yes, I have had success of a sort. The generative arcana of the flying carpet is the distressed spirit of an abused feline.”
”I know how much we need this item for transport, but imprisoning the soul of this tormented creature is…distasteful to say the least. I fear we cannot free the tortured soul without unraveling the magic of the carpet itself, so we are in a bit of a quandary,” says Gunnar somberly.
”My plan is to try and gain the cat’s trust by kind treatment and gentle repair of her current physical form, then share a bit of my arcane identity with her, hopefully allowing her respite from time to time in spirit form,” he concludes.
Gunnar hopes to gain the cat’s confidence, repair its physical form into something to be treasured, then invite her to become his familiar. If that works, when he temporarily dismisses her, she should be temporarily freed from rug form and be able to exist as a feline spirit for a time…at least that is his hope.
It actually takes several moments for Arianna and Gunnar to locate the rug. Finally they discover the elusive carpet rolled up in a dim corner near the warm of the wood stove. Exactly how it got there, no one says. Gunnar certainly didn't put it there and none of the others admit to doing so. Yet there it sits. The damage done during one of the previous fights, while not completely repaired, had been mended and cleaned as much as possible by the wizard. And for the first time since acquiring the rug, it isn't completely fouled with feline waste. However, it does seem to be shedding. Arianna notices an abundance of short white hairs all over the knees of her pants after kneeling down next to the rug.
Scramsax spends much of the day in the manor smithy. A steady stream of profanity burns as hot as the forge fires throughout the day. One can't be certain if it is just because the halfling lacks proper focus, or if it is the nefarious and hellish nature of the substance itself. Regardless, the melting down of the silver devil's head takes twice as long as it usually would and leaves the halfling's hands red as summer tomatoes. But at the end of the day, Scramsax does walk away with quite the silver horseshoe.
Ingryd heads back into town to gather food and supplies for the long journey south.
"Oh, no debt is owed my dear girl." Father Tavis says to Arianna. "T'was the will of Khors to give you healing and aide in your time of need. Such things are why I continue to serve the sun. Seeing you in such a fine state of health and activity is more than enough for these old bones."
Gunnar and the Rug-Cat
Arianna giggles as she notices the hair and casts a spell to brush it off. Then, struck by an idea, she sits on her heels and looks at the rug.
"Hello there. Would you mind if I brushed you," she asks the rug.
Father Tavis and the walk back to town "Still, you have my thanks and my gratitude," she says with a small smile. She walks with Father Tavis in silence for a little bit before taking a chance.
"Father Tavis, have you ever heard of a goddess named Elalune, Goddess of the Moon, the Stars, and Journeys," she asks.
Male Northlands Dwarf | Abjuration Wizard 10 | AC 21 | 42/72 HP (23/25 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |
Despite rising late in the morning, Gunnar’s day is productive. He converses with Father Tavis about Sylvia, finishes his scrolls up, and alternates with Arianna on caring for the rug.
If he feels the cat spirit is ready and the rug is fully cleaned and mended, Gunnar will plan the ritual for the evening (Find Familiar). If not, he will not rush it, instead preparing her for travel expected early the following morning.
Within the confines of the Sun Temple, Father Tavis examines Gunnar's shield and the maiden spirit held within. The priest spends a full turn of the glass praying over the shield, running his weathered hands over the metal surface like a blind man touching a lover. While he works, his two temple keepers come in to observe, each taking a keen interest in the simple steel shield.
"Oh dear." States Meryl softly.
"Poor thing." Chimes Beryl.
"Strong hearted, is that one."
"Yes, but strong enough is the real question."
"Ah there, you are too correct my dear."
"Perhaps a bit of hickory smoke will draw her out?"
"Or maybe the blood of a freshly killed stag? Northerners do love their blood after all."
"Ah, well, indeed I must be muddled to have forgotten about that. Hickory smoke and blood. Have you tried that Father?"
Tavis puffs out his cheeks and runs a hand along his beard in exasperation.
"What the poor thing needs is a moment of peace and quiet." He grumbles, but the words only generate a few tuts and tsks and ponderings as to whether the good father has been getting enough fiber lately. The thought of which does nothing to improve the poor priest's mood or concentration.
Despite the distractions, Tavis eventually returns the shield to Gunnar. His face is thoughtful, but shows little true worry or the concern of one ready to break bad news.
"The spirit is there." He begins. "But she has suffered some serious harm. Something powerful and evil, I would say. She recovers, but being one of Sif's daughters, there is little I can do to help her beyond comforting words and prayers. Keep her safe, let her heal. She will be back with you as she can. If you wish to do more, seek out one of Sif's maidens and they may be able to help."
Aterro leaves with Ingryd on a supply run, but over time his footsteps lead him to the domain of Master Thistlefoot and the cider-making process.
Aterro amateurish interest in the making of distilled spirits has left him with both a curiosity in how spirits are made, but not really so great a need that it seemed worth time or energy to truly make a study of it.
At the most critical part of crushing the sliced apples into cider Aterro applies his considerable strength to the task, evoking more juice from the fruit than these normal-gifted farmhands had any hope to. Such labors are rewarded by more conversation about the process in the whole, and a large sack of the apple leavings.
Of note, such leavings are often the subject of much thought, as they are of no more value in their process, but of such quantity that they require their own logistical step. Hencewise, most cider makers often have a flock of not very picky chickens, or omnivorous hogs.
For Aterro's part, he values them as the leavings are but one step away from dried fruit, and as such will last longer on the path to...wherever they are going than fresher foodstuffs might.
When Arianna asks Father Tavis about the goddess Elalune, the priest of Khors thinks for several long minutes. His finger rap a quick, repetitive rhythm along the wood of his staff. Finally he shakes his head. "No, I can't say that I have heard of her specifically, but then I've never taken much notice of the elvish pantheon." He says. Gnarled fingers scratch at his whiskers. "Hrmmm...goddess of the moon, stars and journeys. Could be a mask of Horus." He adds thinking of the moon god popular in the warmer southern realms. "Or maybe one of Sarastra's less known disguises. Beware that fickle creature of the shadow realms, she can be quite deadly."
At the Temple of Khors with Father Tavis "Sarastra?" The name rolls of Arianna's tongue uneasily, and she shivers when it comes out of her mouth. She knows little of the scathsidhe's goddess, but she knows enough to heed Father Tavis' warning.
"Can you tell anything more from this," she asks as she pulls the holy symbol that Elalune had given her out from under her shirt. It glows softly, even in the light of the temple. "Elalune made it from moonbeams and starlight then gave it to me before we parted ways."
Inspired by some of the other 5E games being run on this site, I thought I would go ahead and take my turn as a DM for a bit. Right now I'm looking at a medium length (guessing about 60 days PbP timeframe, but could go longer) introductory adventure along the Bay of Ghed in the north central realm of Courlandia in Midgard. This will be a mix of published encounters with a dose of GM modification.
Would start at 1st level and likely end up at 3rd. If players are active, have a good time, and wish to continue, we can venture on from there.
The simple initial hook is that everyone is a member of a small caravan traveling the western coast of Courlandia. PC's can be caravan guards, refugees fleeing Krakova, simple travelers visiting distant relatives, running from enemies, scholars seeking folk magic, whatever, as long as there is a reason to be part of the small merchant group.
A couple of other things to note. I'm looking to run this without many (or any) maps, so much more “theater of the mind” focused. In light of that I'll be using a zone system for combat encounters. More details to follow if this whole idea looks like it will fly.
For those not familiar with Midgard there are several additional common PC races from bearfolk, to ratfolk, to trollkin and ravenfolk. These are in addition to those in the PHB. A map of the world is available here and some additional information on regions can be found here.
Don't worry if you don't know much about the Midgard setting, I'm happy to share PC vital data and stats during recruitment and character development as well as in-game as needed. Those unfamiliar with Midgard are certainly welcome. If you do happen to own the Midgard Heroes Handbook, all options from the book will be accepted into the game. The PHB and XGE are the other two accepted sources for PC's options. Unfortunately content from options beyond those three sources will not be allowed.
Posting expectations will be a least once per day. I will commit to the same. If life happens, please let the group know and we can bot for short periods of time.
About Me:
I've GM'ed and played all kinds of RPG's from 1E to GURPS to Pathfinder and a few others sprinkled in to the mix. I'm still fairly new to 5E but have really enjoyed the system and lighter rule set.
I like the PbP format for the better RP opportunities it can offer and the way characters can really become something more than just stats and die rolls. So with that in mind as a GM I do try to work with PC backgrounds, hooks, and character goals. I've also learned to keep the length of each PbP adventure or campaign element much shorter than the typical Adventure Path. (See my previous Kingmaker game for something that is much to long for PbP.) So even if this game ends up continuing beyond the first adventure, the additional story lines will be of similar length to allow for PC's to come and go as needed
If it looks like there is enough interest, I'll open a recruitment thread later in the weekend or after the New Year.
Game Name: Adventure's in Midgard – North (Reaver's Spring)
Party Size: 4-6 PCs.
Starting Level and Stat Generation: 1st , 27 point buy no stat lower than 8, no higher than 18.
Setting and Sources: Midgard from Kobold Press. The initial adventure begins in the wilds of the Barony of Courlandia in north-cental Midgard along the Bay of Ghed and is modified from existing published material but with several GM modifications. A world map can be found here.
Game Action Types: “Theater of the Mind” with no or very few tactical maps. A mix of RP and combat . The initial adventure will be rural and small village oriented with opportunities for stealth, NPC interactions, a potential chase or two, and straight up, get the bad guys, combat.
Lethality: PC death is always possible, but this isn't meant to be a meat grinder. Most encounters will be appropriate for lower level characters unless the party bites off more than they can chew at any one time.
Story Types: Emphasis will be on the characters actions, goals and growth within the region or world setting if we move beyond lower PC levels. The hope is to have a good story with the focus being on character and group development and growth with fun and interesting combat highlights and NPC encounters. Choices will often have consequences. Finally, the group should be good or neutrally aligned, no evil PC's please. (Chaotic alignments are fine.)
Common Initial PC Hook: Each PC has joined a small merchant caravan led by Rook Bentknee, a kobold merchant traveling up the coast to deliver goods and trade with a former adventuring companion and occasional business partner, Britta Gleamgaurd, human owner of the Frost Maiden Inn in the village of Nargenstal. PC's can be caravan guards, fellow travelers, refugees, etc., but all are current members of the caravan.
Allowed Character Classes and Options: All from PHB, XGE, Midgard Heroes Handbook (MHH)
Allowed Races and Options: All regular PC races from PHB, XGE, and MHH – except Centaurs
Allowed Backgrounds: All from PHB, XGE, MHH
Additional Character Background Details: Characters should have a rough background with at least one or two hooks to offer RP or other adventure opportunities to either other party members or NPC's. These can expand on existing Ideals, Bonds and Flaws, or be something additional. A few simple bullets are fine, no long written novels are necessary. Whatever works to get your own creative energy flowing.
PBP Posting Expectations: Please post at least once per day. I will plan to do the same. As mentioned in the interest thread, I'm estimating this initial adventure will run about 60 days, maybe a little longer.
Recruitment Time Frame: Recruitment will last until January 8th unless things really fill up fast.
See the Campaign Info tab for additional Midgard background material and a few rule variants that will be used.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
In my initial thoughts Vrindel lived in the Wormwood, and served as a messenger and delivery person for the Gnomes. While never really comfortable with them, he was trusted... at least as much as they trust any non-gnome. Vrindel remembers very little about his early years, but feels a strong connection with the fey, and has often been visited, and pranked by the fey of the Wormwood.
Lately he's been having strange dreams however. Dreams of humans, and elves, and dragonkin, and Minotaurs, and even strange mechanical beings. Something is drawing him elsewhere, and with trepidation he determines it is time to leave his home and pursue his destiny. Following a trip from one of his gnome acquaintances he signed on as a guide for a caravan led by a strange Kobold named Rook Bentknee. He had met and traded with Rook in the past, so it made since to tie himself to Rooks travels as a first step.
I think I'll do a shadow fey wizard who is just starting to crack the secrets of ley lines and shadow roads, perhaps having stolen a book of elven high magic. Since there isn't much detail on where the race has been until recently, I was going to make up some sort of alternate reality Courlandia region that's existed on the shadow side. I'll get something substantial shortly.
Also I like the zone ideas in campaign tab. I am fine either way with slow healing, I've noticed it doesn't make much difference at least at low levels.
I'm thinking of exploring ley lines, potentially through a wizard's geomancy arcane tradition. However, I have other ideas as well. Would this fit well into what you have in mind for the story?
The character would a consummate scholar, travelling with caravans mainly as a mean to study ley lines as they course through the land.
Mishima: Sounds good. I'll get shadow fey crunch posted sometime today or tomorrow. As for origin region, whatever you come up with works. There is also a recent shadow fey community in Zobeck which is a little south of Courlandia if that helps.
We'll give the zones a try. If it doesn't work, we can always switch to something else.
Scranford: Looks good. Might be some interesting crossover or RP opportunities with Mishima's shadow fey wizard.
Dreaming if you want to go that route as well I can do a rogue instead, I love rogues. I kind of wanted to try a bearfolk rogue like Honey Heist...setting appropriate of course.
Dreaming if you want to go that route as well I can do a rogue instead, I love rogues. I kind of wanted to try a bearfolk rogue like Honey Heist...setting appropriate of course.
Dear me, no! I had not read your post. My complete and sincerest apologies.
Never mind, I have an idea for a teenager paladin with a heart of gold but a small frontal lobe :)
Oh no worries at all, hehe. Feel free, I still don't have my heart set on anything just yet. Looking at the crunch, I'm more attracted to elven high magic than the geomancy tradition anyways (geomancy looks similar to wild magic, which I love dearly but am not really in the mood for).
What is this? A midgard party without a cleric of THOR to yell of joy STEEL in GLORIOUS COMBAT!?
*hee* I'll be submitting a WarCleric that swings a mighty HAMMER of WAR for the glory of THOR the THUNDERER. X)
(FWIW, I find WarClerics eminently versatile. If they reserve their spells for themselves, they can hold the battle line at least as good, and perhaps even better than, a sword and board fighter. Conversely if there is a plethora of shield of the meat variety, they can dole the spells out and take the roll of a normal cleric just as easily.
Mishima: Sounds good. I'll get shadow fey crunch posted sometime today or tomorrow.
Shadow Fey:
SHADOW FEY TRAITS
Shadow fey are a subrace of elf. They enjoy the base elven racial traits, along with the following subrace traits. Ability Score Increase. Your Charisma score increases by 1. Alignment. Although they have a malevolent reputation, the shadow fey are not inherently evil. They tend toward chaotic neutral, though every variation exists.
Shadow Fey Weapon Training. You have proficiency with the rapier, shortsword, shortbow, and longbow.
Path of Shadows. When in darkness, dim light, or a shadow large enough to cover your body, you can cast the misty step spell. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight.
[bTraveler in Darkness.[/b] You have advantage on any Intelligence (Arcana) check to learn about a particular shadow road and how it functions.
Extra Language. You can speak, read, and write Umbral.
So the was talk of cross game contamination either in this thread or the southlands thread. Jubal, I'm submitting a gnome for the other game. They could be partners in the quest to free the gnomes from the demons. They just went in opposite directions to seek ways to do so.
I want to submit a meaty character for this one too but I think you'll have enough interest without me.
Yeah, after reading the chapter on the Shadow Realm...wow. This is definitely my favorite part of Midgard, glad its so integrated in the setting.
Zove CN Female Shadow Fey Wizard
Bulleted Story:
*Zove was raised in the Shadow Realms' illicit capital of Dalliance. There she rose to the position of attache quickly, mostly due to her aqueous morality.
*Most recently she resided in the spiral downs of the Court of One Million Stars. Here she was competing against 4 peers for an apprenticeship to one of the Court's ambassadors: Usior.
*On the shadow side, Courlandia is a desolate apocalyptic ruin. Usior and Zove had found themselves lost on assignment within the shifting, crumbling brick when an event in Midgard pierced their dimension. Zove would never realize it but a heartless murder caused a distortion to ripple across their location, in an instant morphing the ruins into a technological metropolis...and Usior completely disappearing in the process.
*When the shadows settled, only one thing remained of the ambassador's possessions...a book of elven high magic, indecipherable and and tainted with the whirling darkness of time.
*Nearby she also found a passage into Midgard, her realm being drawn to strong outbursts of memory and emotion. It was the basement corner wreathed in a black void, the murderer nearby and covered in blood...she did not realize at first she had even crossed over.
*Her nearly perfected diplomatic greeting was met with surprised and insane babble, but otherwise she found no apparent danger and could pass and wander the streets of another Courlandia. This one neither ruin nor metropolis, but something in between and at least by initial appearances much safer.
*As far as Zove knows, she is still on assignment and being watched and evaluated. When Bentknee approached her about further travels, she winked knowingly (to Bentknee's confusion) and readily agreed.
Dreaming, Ill get a backup character in the works as well.
Yeah, after reading the chapter on the Shadow Realm...wow. This is definitely my favorite part of Midgard, glad its so integrated in the setting.
Zove CN Female Shadow Fey Wizard
** spoiler omitted **
Dreaming, Ill...
No worries. I’m pretty much set on my teenager paladin. Perhaps a very low noble who, witnessing the fall of Dornig, recognizes the cost of idleness and seeks redemption, his own way.
Quick update to let everyone know that I've posted the additional 5E race crunch from the MHH in the Campaign Info tab for those who don't have access to the material. Also even though they aren't mentioned, Dragonkin, Tieflings, and Half-orcs are playable races. Stats are simply the same as in the PHB.
Keeping track of who we have interested so far:
Mishima: Shadow Fey Wizard (or Bearfolk Rogue)
Dreaming Warforged: Paladin (or Leyline Wizard)
Black Dow: Ravenfolk Rogue
Scranford: Trollkin Druid
Jubal Breakbottle: Gnome
Antonio Carvertee: Human Bard
Atlas2112: Cleric of Thor
Grimmy: ???
Natloz: ???
Some possible 5E Midgard backgrounds for those who want something different from the PHB or XGE. Tried posting these in the Campaign Info tab, but I think I'm running up against text limits so I'm putting them here.
Background - Neimhiem Gnome:
You hail from the gnomish kingdom of Neimheim: a place of skilled craftsmen, close families, and blood stains so deep they’ll never wash out. Your homeland labors under a generations-old curse laid by Baba Yaga. Today, your people exist because of a pact struck with a great devil from the Eleven Hells. The pine forests of your home survive because of blood sacrifice paid to the forces of Hell, so the devils hold Baba Yaga’s wrath at bay. You are no stranger to the necessity of keeping up appearances to cover your desperate situation.
Skill Proficiencies: Arcana, Deception
Tool Proficiencies: One set of artisan’s tools of your choice
Languages: Infernal
Equipment: A set of artisan’s tools (matching your chosen proficiency), a roll of remarkably fine vellum, a set of traveler’s clothes, five candles, and a pouch containing 5 gp
Feature: “Special” Leather Growing up in Neimheim, you have learned not to waste any useful resources. After all, there’s always a market for fine leather, new candles, carved bone jewelry, or soap. You can spend 2 hours salvaging useful materials from a dead humanoid. A Medium humanoid yields enough materials to make 5 pieces of soap, 10 candles, 1 sheet of parchment, or a delicious meat pie that can sustain up to a Medium creature for one day (1 sp worth of goods). With your GM’s permission, you can also create small goods such as belts, pouches, and shoes.
Suggested Characteristics Gnomes of Neimheim are jovial, gregarious, and hospitable—at least on the surface. While many are genuinely bright individuals, their cultural darkness runs deep. Even the best among them know they must spill blood to survive. Some embrace this harsh truth, putting on a friendly face only to lure strangers under the knife to spare their families. Others reject the infernal darkness clouding their home.
Background - Krakovan Rebel:
You were a loyal citizen and supporter of King Eynryk, rightful ruler of the Electoral Kingdom of Krakova, when the undead army of the Principalities invaded. Still living within the borders of the Province of Krakovar, your loyalties now lie with the exiled Queen Urzula, and you despise the vampires who conquered your homeland.
You have joined the ranks of the resistance to Morgau’s rule, taking part in ambushes and small acts of sabotage against the undead. You may have rescued innocents enslaved as thralls or due to be sacrificed on the altars of the Blood Goddess, and smuggled them over the border into New Wolfheim or Dornig. Perhaps you denounced the government during a service to Mavros or stole coins from the tax man’s coffers to buy weapons for the struggle. You know the undead rulers are outnumbered nearly eight to one and are beset by enemies on all sides, so you are hopeful that they can be overthrown.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Forgery kit, Thieves’ tools
Equipment: A bag of ball bearings, 50 feet of silk rope, a set of dark common clothes including a hood, and a belt pouch containing 10 gp.
Feature: Rebel Network You have secret resistance connections throughout Krakovar that you can call upon for assistance when you identify yourself to them with the correct code word. These agents and sympathisers will do their best to provide you with a safe house or other place to hide, keep you out of trouble with the authorities, and give you useful information, but they won’t risk their own lives for you.
Suggested Characteristics The rebel numbers include a mixed bag of diverse personalities and character traits. Some fighters experienced the horror of seeing their families killed by the undead and have sworn to carry out swift and violent revenge. Others adopt a more considered approach, acting with subtlety and only after careful planning. Resistance fighters are dedicated to the overthrow of the vampires and the restoration of the Electoral Kingdom, and this is nearly always reflected in their ideals and bonds.
Background – Haunted Villager:
Life is bleak and relentless under vampire rule for the common folk of the Blood Kingdom. You were a hard-working peasant or craftsman living in one of the villages or small towns in Morgau, Doresh, or Krakova. The days were long and only fleeting moments of joy punctuated your miserable existence. What little money you made was barely enough to keep your family clothed and fed, and the menacing presence of the elders and the priestesses of the Red Goddess made true happiness elusive.
Then one day, things took a sudden turn for the worse when a traumatic incident changed your life forever. In the aftermath of the tragedy, you turned your back on your village and headed out into the wider world to begin your adventuring career. Perhaps you felt your destiny lay elsewhere, or maybe you needed to escape from a place filled with bad memories.
Terrible IncidentWhat was the tragic event that led you to leave home and take up a life of adventure? Come up with your own or roll on table.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice), a token from a deceased family member, a set of common clothes, and a belt pouch containing 10 gp.
Feature: Born of the Soil You are familiar with the fields, forests, and mountains of the Blood Kingdom and have no problem finding your way in the countryside, with or without a map. When you arrive at a village in the Principalities, you receive a warm welcome from the local peasants and can readily find someone willing to give you a good meal and a bed for the night.
Suggested Characteristics Haunted villagers are shaped by dark events in their past, and the loved ones they lost still haunt their dreams every night. Sometimes the tragedy they experienced leads them to seek revenge on the vampires and other dark forces that cause so much misery, and to fight for freedom and for the common people against oppression. Family, friends, home, and village are most often important bonds to haunted villagers.
Background - Bemmean Scholar:
Bemmea, capital city of the Magocracy of Allain, is the jewel of magical study in Midgard. You walked its ley‑infused streets and studied among the gleaming spires that touch the sky. During your time in the arcane city, you ate, drank, slept, and breathed magic, and now you carry that legacy into the world. Students with no arcane aptitude are rare, but nonmagical scholars do arise from Bemmea’s crackling skyline.
Skill Proficiencies: Arcana, Investigation
Languages: Two of your choice
Equipment: A book of lore, a set of fine clothes, five sheets of parchment, a quill and inkwell, and a pouch containing 15 gp
Focus of Study Years of study at one of the many prestigious academies in Bemmea has earned you specialized knowledge of one exotic subject. You can work with your GM to determine the exact nature of your focus or choose one from the table below.
Feature: Esoteric Education When you encounter an example of your focus, you automatically recall some useful fact about it. Even subtle phenomena or hidden creatures don’t escape your notice for long. If you spend 8 hours in the vicinity of your focus of study, you pick up on telltale clues and signs that reveal its general presence. This doesn’t pierce disguises or reveal its exact location, and you must investigate by normal or magical means to pinpoint it.
Suggested Characteristics The citizens of Bemmea are fiercely proud of their accumulated knowledge, and many are reluctant to share their hard-won prize with outsiders. Bemmeans are keenly aware of laws and often exhibit strange quirks of behavior or speech that seem almost superstitious but have an actual, legal basis in their home.
Well now that I'm looking at the rest of the heroes handbook, I'm thinking of a minotaur barbarian or minotaur fighter. Im leaning more towards the barbarian though. Originally I wanted to make a bearbarian because it's a fun name but a bunch of the features are redundant.
So many cool characters to make. I'll start with Ibrox Redcap
PERSONALITY:
Personality Traits
1. I love to haggle with merchants and to debate with friends.
2. I size people up like they’re livestock.
Ideal = Duty. A sacrifice in time saves nine.
Bond I’m searching for a way to lift Baba Yaga’s curse so we no longer need the devils.
Flaw Helpful people make me immediately suspicious.
BACKGROUND:
• Ibrox is how he introduces himself. It’s a shortened version of the devil who he serves. Redcap describes his distinctive headgear. His true name is known only to his infernal patron and immediate family.
• His infernal patron does not enjoy how the balance of power is changing in the Eleven Hells. It wants to release the gnomes from their Infernal Bargain. The patron maneuvered Ibrox to get one of the first redcaps.
• Ibrox trained as a cartographer, because his infernal patron suggested that it was good cover to travel outside the Wormwood.
• He joined the caravan as a merchant to sell his maps on fine vellum that he makes, too.
• Ibrox believes that his infernal patron has a plan for him.
Race Gnome
Class Warlock
Background Neimheim Gnome
Alignment Lawful Neutral
Gender Male
(this is...probably the alias I'll use. I reserve the right to change to something like Magnus VerMagnusson. =)
I...started out knowing nothing about this setting, but as I read more I realllllllllllllly like the whole Korkavian struggle. Man, F vampires amirite?
So, I worked up a backstory similar to that of the Krakovian Rebel, but not quite. I greatly like the thought of having a counterattack against the undead horde as a long-range goal in the back of my head.
Things are coming together from a background standpoint. It looks like there's some possible common ground/synergies among the Krakovan rebels along with a contingent from the Wormwood which could also include the shadow realm.
Trevor the Yellow: Elfmarked Paladin of Khors or maybe Dornig/Imperatrix (Krakova/Dornig)
Brother Aterro: Human Cleric of Thor (Krakova)
Ibrox Redcap: Gnome Warlock (Neimhiem/Wormwood)
Vrindel: Trollkin Druid (Wormwood)
Zove: Shadow Fey Wizard (Courlandia/Shadow Realm)
Antonio Carvartee: Human Bard (Courlandia?)
Still in development
Kráku Keenfeather: Ravenfolk Rogue (???)
Natloz: Minotaur Barbarian (???)
Grimmy: ???
It'll be interesting to see what the others end up putting together.
I've no problem with paladins or LG, could make for some really interesting RP possibilities with the gnome, trollkin, and shadow fey. ;)
Nice to hear. As I see it, we can discuss the details and figure whether it would be too much of an issue, and require some adjustments, if I get selected for the game.
Im not sold on the mechanical background of mercenary veteran but that's what's in the stat block for now. I'm trying to find something more interesting but that's what stuck.
crunch:
Thargad the Unstopable Minitaur Barbarian 1
Init +2; Senses Perception +2 (passive 12);
Trackable:
HP: 15/15
inspiration: 0/1
HD: 1/1
==DEFENSE==
AC 15 (10+ 2 dex +3 con)
hp 15 (1d12+3)
Str +5, Dex +2, Con +5, Int +0, Wis +0, Cha-1
Special Defense: Add con mod to AC when not wearing armor
==OFFENSE==
Spd 30 ft
Melee Greataxe +5 (1d12+3)
Maul +5 (2d6+3)
Horn +5 (1d6+3)
Ranged Javelin +5 (1d6+3) 30/120 ft
==STATISTICS==
Str 16 (14+2), Dex 14, Con 16 (15+1) , Int 10, Wis 10, Cha 8
Proficiency +2
Skills:
Athletics +5
Acrobatics +2
Sleight of Hand +2
Stealth +2
Arcana +0
History +0
Investigation +0
Nature +0
Religion +0
Animal Handling +0
Insight +0
Medicine +0
Perception +2
Survival +2
Deception -1
Intimidation +1
Performance +0
Persuasion +1
Features:
Minotaur Features:
• You can use your horns as an unarmed attack for 1d6+str piercing damage
• If you move at least 10 feet toward a target and hit it with a horn attack in the same turn, you deal an extra 1d6 piercing damage and you can shove the target 5 feet as a bonus action. You can apply this extra damage once per turn. At 11th level, when you shove a creature with Charge, you can push it 10 feet instead of 5. You can
use this ability a number of times per day equal to your Constitution modifier, and you regain all expended uses when you finish a long rest
• Labyrinth Sense. You can retrace without error any path you have previously taken, with no ability check.
Mercenary Veteran Feature:
• You have broad knowledge of mercenary companies, the ability to find local mercenary hang outs, and you are able to find work as a mercenary
Barbarian Features:
• 2/day you gain advantage on Str checks and saves, deal +2 damage on strength based melee attacks, and resistance vs bludgeoning, piercing, and slashing damage
• Add Con mod to AC when not wearing armor
As for a background, I'm thinking he lost one horn in a challenge vs a rival on Kyprion. He left the island due to the embarrassment. He's been taking on random jobs as a tough for various people in order to survive. The latest job is as a caravan guard heading north.
Grimmy: Some useful favored enemies will likely be undead, beasts, aberrations, maybe giants, and humanoids (kobolds, goblins, trollkin, humans, ratfolk, dhampir, or dwarves). Not sure all of those will appear in this first adventure, but some definitely will and all are very probable if we continue.
What if I was a krakovan rebel posing as a wilderness guide (dancing bear), but actually I know nothing whatsoever about the woods and can't so much as tell which way is north or cook my own eggs having spent my whole life in taverns having heated drunken debates that usually end up in brawls with my poorly educated political club buddies?
Trevor the Yellow: Elfmarked Paladin of Khors or maybe Dornig/Imperatrix (Krakova/Dornig)
Brother Aterro: Human Cleric of Thor (Krakova)
Ibrox Redcap: Gnome Warlock (Neimhiem/Wormwood)
Vrindel: Trollkin Druid (Wormwood)
Antonio Carvartee: Human Bard (Courlandia?)
Natloz: Minotaur Barbarian (Kyprion)
Still in development
Zove: Shadow Fey Wizard (Courlandia/Shadow Realm)
Kráku Keenfeather: Ravenfolk Rogue (TBD)
Grimmy: Human? Ranger/(Fake Dancing Bear Guide) (Krakova)
Silent: Ravenfolk Monk (TBD)
So right now we've got 10 interested. I'll give everyone through the weekend to work on backgrounds and any remaining details. Then, unfortunately, I'll have to try and take things down to 6 or maybe 7 or 8 at the most.
Background Feature: Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
trait: I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist.
ideal: Aspiration. I work hard to be the best there is at my craft. (Any)
bond: The Court of One Million Stars where I learned my trade is the most important place in the world to me.
flaw: I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
Creation Equipment:
class: dagger, focus(book), scholar's pack(backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife), spellbook
backg: A set of fine clothes and a pouch containing 5 gp
Trevor the Yellow: Elfmarked Paladin of Khors or maybe Dornig/Imperatrix (Krakova/Dornig)
Brother Aterro: Human Cleric of Thor (Krakova)
Ibrox Redcap: Gnome Warlock (Neimhiem/Wormwood)
Vrindel: Trollkin Druid (Wormwood)
Antonio Carvartee: Human Bard (Courlandia?)
Natloz: Minotaur Barbarian (Kyprion)
Still in development
Zove: Shadow Fey Wizard (Courlandia/Shadow Realm)
Kráku Keenfeather: Ravenfolk Rogue (TBD)
Grimmy: Human? Ranger/(Fake Dancing Bear Guide) (Krakova)
Silent: Ravenfolk Monk (TBD)
So right now we've got 10 interested. I'll give everyone through the weekend to work on backgrounds and any remaining details. Then, unfortunately, I'll have to try and take things down to 6 or maybe 7 or 8 at the most.
If I may make a comment, as there is another recruitment coming up in Midgard, there will be another opportunities to apply to a 5e Midgard game. It might help feeling ok with cutting down the number of players. In my experience, having many players has pros, but also cons.
Yeah I think six is usually perfect. Seven if you're taking a chance on a couple of flight risks.
Guys does anyone want to make any character connections? Black Dow are you still in here?
I don't know if my idea is cool or really annoying.
I was gonna be a guy who is completely used to urban life but he's posing as a wilderness guide to escape from retribution for fomenting revolution in a "secret" club that meets in taverns and always gets loud and drunk and flips over tables by the end of the night. But the next afternoon they go back to hushed tones and think no-one's the wiser.
Now he's on the run, and believes some one must have betrayed him.
I would play him as completely uncomfortable and lost in the woods but mechanically he will in fact have ranger levels... it's just that like, when his animal companion shows up it is just inexplicably following him. He is in fact completely terrified of the thing!
I don't know if it's too much of a "bit" for this crowd, but that's my idea so far.