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Valjoen_GM |
![Gold Dragon](http://cdn.paizo.com/image/avatar/GoldDragon9.jpg)
Most of the world of Æustëria has been destroyed, and most of the inhabitants have been sucked into the vortex before the Hazard could contain it. Bærwynnd, the 1st Hazard of Talanor had inadvertently come close to destroying the world. But Amus, the Goddess of Time, intervened, and a handful of mortals were saved at the last moment and awoke in the Bright Tower of Talanor. While the Bærwynnd remained locked in an epic struggle to keep the vortex sealed, the heroes were sent on quest to gather the surviving Hazards throughout the devastated world. Having reached Earthenwork, the capital city of the Kingdom of Haemil, they worked with the Rhykal, the 16th Hazard of Haemil, to unseal the Circle of the Whispering Wind. This ancient portal allowed the King of Haemil to send his people to the safety of the Vale of Talanor. Arriving in the Vale, the people of Haemil have discovered the refuge they sought is but a ghost of a town filled with the armies of the undead and a few survivors of the destruction of Æustëra.
Hello Everyone!
My friends and I have been playing D&D since 1979 in a homebrew campaign. I have also run a F2F Pathfinder version of the campaign over the last 7 years. In April of 2016, I launched the PBP campaign, “Talanor: the Bright Tower” on these boards. After 32 months of consistent playing, the players of this campaign have rescued the inhabitants of the great capital city, Earthenwork, referenced above. Although their quest is far from complete, this act has opened the possibility of adding another campaign to the world.
The campaign will be semi-sandbox, in that, there are ongoing events in the world that will be affected by the original campaign, as well as, this new campaign. You can participate in those events or strike out in a different direction. I will work hard to create several hooks into each character’s background so that you can explore those threads or whatever interests you. We will start with the arrival of the refugees from Earthenwork, roughly two months after the calamitous “Shaping” of the world. The party will be asked to help restore control of the city that is overrun with undead. After that, we’ll just see where the story takes us.
I expect players to post at least once every day during the week. I’m flexible on the weekend as it tends to be family time for me. If you don't post for a week, you'll likely be replaced, notwithstanding travel or illness. In which case, please just communicate with me. During combat, if you haven’t posted for 24+ hours after your turn was indicated, I may delay or bot your PC. To keep the game at a brisk pace, I may roll saves, skill checks, perception, initiative, etc. for the PC’s. If I do ask you to roll one of these, I’ll give you 24 hours to make the roll before moving the game forward by rolling it for you.
The concept is an alternate timeline to our homebrew world, Æustëra. In this timeline, one of the Hazards (powerful wizards of an arcane guild) has inadvertently opened an uncontrolled portal to the Ethereal Plane… a violent vortex. All magic, both arcane and divine, originates from ethereal energy. By opening this vortex, the Hazard has created a singularity which began to destroy the world by consuming all physical matter of the Material Plane. This has become known as “The Shaping”. With one last surge of magic (and with the aid of a goddess), the Hazard was able to contain the vortex but not before world of Æustëra was terraformed into a five-spoked, spiral world... think of a pin-wheel, or better yet, of a galaxy spinning in the vastness of space. The new world is tilted away from the sun creating a permanent night. That is, until you reach the edge of the world and look down. Leveling will be by milestone, and I’d hope to play this into mid-high levels.
We have an Obsidian Portal wiki site with plenty of information regarding the world, its origins, our house rules and the character creation rules. While there is a ton of info there, some areas aren’t fleshed out in the viewable pages. Just ask if you have questions or requests. I’ve been working on the site for well over a year, and adding everything from a nearly 40 year old campaign world is a daunting task. As my current players could tell you, I’m very flexible and work to make my campaigns fun and entertaining. Here is a link to a google slide deck with the Maps of Æustëra. Additionally, all of these maps, such as the Vale of Talanor can be found on the wiki site along with descriptions and details about the areas.
Character Background
The most important part of character creation, in my opinion, is the character's background story. This story should include information about his/her origin and heritage, experiences up to the present, motivations and fears, as well as, appearance and personality. Below are some questions to help you establish this background. You do not need to answer each question. They should just get your creative juices flowing.
* Why did the character become a member of the chosen class?
* Who are the character's mother, father, siblings or extended family?
* Describe a positive and negative childhood event.
* What was the character doing just before the campaign started?
* What is the character's favorite item or possession?
* What is the characters’s politics in regards to the local government?
* What is the character's religion?
* What is your character's short-term goals for the future?
* What are you most afraid of? Why?
* Who is your worst enemy? Why?
* Who is your closest ally or friend? Why?
* Do you know other characters in the party?
* Why is your character with the party?
* What is the character's appearance and mannerisms?
* What is the character's personality? Does he/she have any quirks or habits?
Alignment
I’m going to do something a bit different here. I’m dropping alignment restrictions on classes, and, frankly, I’m not going to even look at a character’s alignment. Instead, I’d like a description of the character’s ethics. Most importantly, I’d like you to think about where the character falls along the following continuums:
Selfish -> Selfless
Merciful -> Merciless
Truthful -> Deceitful
Greedy -> Charitable
Character Starting Point
As part of your character’s background, you should indicate if your character is starting in (1) the Bright Tower or (2) in Eastgate.
There are boundless possibilities of race/class combos from these two locations. Your character could be a human evocation wizard sent by your master to deliver a tome to the Bright Tower; a half-orc brawler employed by the Hazard in his tower as a blacksmith; an elven cleric sent as a neophyte to your god’s temple in the Vale who was passing through Eastgate during the Shaping; a dwarven ranger who is the youngest son of a captain of the Dragongaurd in Eastgate; a gnome bard traveling through Eastgate looking for work; or anything else you could imagine. There are no restrictions, but I do expect a good explanation of how and why your character is here. Once I select the party, I’ll work with the players to adjust any inconsistencies or plot holes with the lore of the Æustëra.
The Bright Tower
The Bright Tower is the home of Bærwynnd, the 1st Hazard of Talanor. He is an ancient, powerful diviner and has several apprentices specializing in that arcane school. Characters located here could be either (a) a resident or worker within the tower, (b) a refugee from one of the districts of the Vale of Talanor that has luckily found their way to the tower following the Shaping, (c) a traveler/visitor to Talanor that has found their way to the tower or (d) a refugee from Earthenwork that has just been teleported to the Tower by the King of Haemil.
Eastgate
Eastgate, known to the dwarves as Kahae Edhekal, is an underground complex built and governed by mountain dwarves. Eastgate is the eastern exit from the Vale of Talanor, traveling many miles under the Shadow Mountains to the outside world. While most inhabitants of Eastgate are dwarves, people of nearly every race can be found here as residents, servants, workers, travelers, etc.
Character Build
For a character submission, a full build is entirely optional. 1-2 sentences giving the race & class, along with a general description of the concept will be sufficient. If you want to make the full build, below are the creation rules. More information can be found on the wiki site under: Character Creation.
Basic Build Rules
* 20 Point Build (nothing below 8 or above 18 after racial adjustments);
* Level: 1
* Races: See this link for details on house rule changes. We have lots of sub-races to the core races that change ability score starting adjustments and possibly some racial traits.
* Any class (no occult, no gunslinger); must use unchained; See this link for details on house rule changes.
* Feats: See this link for details on house rule changes. They are similar to the tax feat rules with some additional changes.
* No Guns;
* Average gold by class;
* Max HP per level; You’ll need it.
* Background Skills
* +1 skill points per level; must be used on any knowledge skill;
* 2 traits; You may take a 3rd if you take a drawback;
Magic Items
The knowledge of spells and rituals to craft magical items has been lost to time. Such legendary items are rare in Æustëra. But with the Shaping of the world, the barrier between the ethereal realm and the material realm has been altered. The essence of magic can now be gathered and manipulated by those of strong will and desire. The source of essence is most often a fallen foe. There are several types of Essences; ethereal, arcane, primal and life. All essence may be imbued into items or a character to grant them magical powers while life essences may be imbued into characters to increase stats or gain feats.
At 1st level, all characters start with an inherited item that they wear or wield. Depending on the class, this item may be any category of masterwork quality, bonded item. The heirloom item will not have an innate magical properties, but is of such quality as to be used as a bonded item if/when an essence is imbued into the item. Additional information regarding bonded items and essences can be found at this link.
Additional information regarding legendary items and essences can be found on the wiki site under: Legendary Items. and Essences.
Religion:
On Æustëra, religions are tightly aligned with different empires and kingdoms. As a kingdom became more power, its patron deity gains more followers, more prayers and more sacrifices. Therefore, the deity grew in power as well. If a kingdom was defeated or waned in power, so did the god. Further, the gods, in their own realms, are constantly vying for power amongst themselves. Their battles also affected the kingdom’s power on Æustëra. Still, many kingdoms are tolerant, to some degree, towards religious freedoms.
If your character submission contains a class that is granted spells or boons by a patron deity, post or PM me and we can figure out the right conversion. Most deities from our campaign have a similar god in Pathfinder. For example, we have Mylesar, the Warrior. He’s similar Gorum. You can find information about all of the gods on the wiki site under: The Ealintaine.
I’ll keep the recruitment open for a few weeks, giving plenty of notice to complete any submissions before closing the recruitment period.
Let me know your thoughts or questions.
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Apoc Golem |
![Alchemical Golem](http://cdn.paizo.com/image/avatar/PZO9445-Golem_90.jpeg)
Okay, first off. HOLY CRAP those maps are amazing. Second off, HOLY CRAP those maps are amazing.
I read the hook and thought, "Man that sounds cool, but I dunno. You promised yourself to limit your number of games. Are you sure you want this to be one of themohmygodthosemaps."
I'm dead serious, I've never seen such clean, well-constructed and detailed maps outside of a professional publication like Pathfinder or D&D. How did you make those??
At any rate, I'm absolutely pumped to apply. I just had my second long-term game die after a very short period of time, and it sounds like that won't be a problem here, which is another point that reeled me in.
Not that I would necessarily use it, but I noticed Ultimate Combat was not on the list of allowed books. Is that one nixed? (I know a lot of GMs feel the gunslinger is ridiculously OP.)
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Sam C. |
![Warforged](http://cdn.paizo.com/image/avatar/DA115_headonly.jpg)
I'm a player in Valjoen's Bright Tower campaign, whose events are referenced in the opening. It's a fun campaign, and our GM has put in lots of solid work on building this world (and he's more than open to player involvement on that as well, if that sort of thing gets your lore-nerd juices flowing).
@Valjoen: Your link to the essence page is set to GM-only mode, nobody can look at it right now :D.
Since the Last Haven-specific essence rules aren't open to examination right now, I'll go with a brief look at how the Bright Tower version works, as it shouldn't be too far off (we're pretty much playtesting and refining the rules for use in other Talanor games :D).
The essence system is interesting, as it more or less allows for highly personalized, custom magic items to develop from your chosen bonded item(s)--you'll get the ability to gain or even make additional items suitable for bonding as your character levels increase--but at the cost of not having the usual bevy of widely-available magical trinkets and doodads you might be used to in other games. And your enemies aren't going to be sitting on their essence-imbued items, just waiting for you to roll up and take them away either.
Essences can also be used to directly enhance your character as well, and you can end up with bonuses to number of different character stats, such as skills, saves, or even ability scores (though those particular essences are understandably rare). Other effects are also possible, and I suggest that applicants keep in mind that the rules for their submitted class might not be the last word on what that class could (eventually) be capable of in this campaign.
General advice for characters is don't ignore Survival as a skill choice, rations are not optional--and starvation is a real prospect if you skimp--neither are light sources (or some innate means of seeing in the dark), expect to be very cold all the time unless steps are taken, and undead are a recurring problem.
Seriously, if you apply to this campaign, and you're able to stick with it for the long haul, you'll find it incredibly satisfying (particularly if you're actively seeking a long-term campaign to be a part of).
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Apoc Golem |
![Alchemical Golem](http://cdn.paizo.com/image/avatar/PZO9445-Golem_90.jpeg)
There is a similar system in Unchained for magic items that essentially grow with your character, and I've always thought that was such a cool idea, though it doesn't sound like it's exactly the same thing. It's tough to have your fighter start with an heirloom shield is grandpappy used in the Great War, since it's not even masterwork (unless you somehow start with a bunch of extra money at 1st level) and will be outstripped by even a basic +1 shield in about 3 levels. That's always a bummer. Systems like this give a mechanical value to story elements, and I always love that stuff.
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Sam C. |
![Warforged](http://cdn.paizo.com/image/avatar/DA115_headonly.jpg)
@Apoc: No, it's a good bit different from the Unchained system you reference, though I think--looking between the two--that the spirit/intent behind them is the same; get an item that means something to your character beyond just a generic item that's replaced the moment something numerically better comes to hand. And note that you can start this campaign with a masterwork item, if it's appropriate to your class, so grandpappy's shield could be a quality one here, that can become something that future historians talk about (or, depending on how the campaign goes, that the looters of your corpse b%!@! about because it won't answer to them :p).
I know you mentioned having a bunch of campaigns going already, but if you can squeeze in one more, this'd be the one ;D. It sounds like it offers a few things that you're looking for in your games.
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Apoc Golem |
![Alchemical Golem](http://cdn.paizo.com/image/avatar/PZO9445-Golem_90.jpeg)
I don't have a bunch, but I try to limit the total number, so when I do add one (as I'm looking to do, since as I said, my other "long-term" campaign ended abruptly) I want to make sure it's something that I think I will thoroughly enjoy and want to stick with. This setting seems to fit that bill succinctly!
Also the petty side of me likes the idea of ticking off my corpse looters. XD
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Valjoen_GM |
![Gold Dragon](http://cdn.paizo.com/image/avatar/GoldDragon9.jpg)
Okay, first off. HOLY CRAP those maps are amazing... How did you make those??
Not that I would necessarily use it, but I noticed Ultimate Combat was not on the list of allowed books. Is that one nixed? (I know a lot of GMs feel the gunslinger is ridiculously OP.)
Thank you! I make my maps using the Pro version of Inkarnate.
Feats, items, etc. from Ultimate combat are allowed. It's exclusion on the wiki page was an oversight. I do not use many of the alternate rules.
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Valjoen_GM |
![Gold Dragon](http://cdn.paizo.com/image/avatar/GoldDragon9.jpg)
@Valjoen: Your link to the essence page is set to GM-only mode, nobody can look at it right now :D.
Thanks for the kind words, Sam.
And the link is fixed. However, it is still in tweaking mode as I'm working out a lot of the applied enhancements and bonuses for the various types of essences. I should have more completed prior to the launch of the campaign, but as Sam noted, I am flexible with my players and look to them to give me feed back on the home-brew elements of the game to keep it fun and challenging.
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Valjoen_GM |
![Gold Dragon](http://cdn.paizo.com/image/avatar/GoldDragon9.jpg)
I updated her alignment. How will things like Smite Evil and spells like Burst of Radiance work with this alignment change? Based on who you worship?
Hey Ixos, Niyut, Thomas and all your other alter egos!
Until I find another way to handle it, NPC's and specific monsters will still keep their good/bad mojo for these purposes. That is, as the GM, I'll be making determinations of each npc's morality. If the NPC does evil things, and you cast Burst of Radiance, he'll take the extra damage. And keep in mind, any sentient being could be moral or immoral or any where on the morality scale. Just because Joe is a gnoll, for example, doesn't mean he's evil. He's only evil if his actions indicate he is evil. If Joe the gnoll is a pretty honest guy that has been known to be charitable with his money and has acted in a selfless way in the past, he isn't going to take damage.
As I think you can attest, I'm pretty reasonable and fair with those types of rulings.
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BloodPaw |
![Tiger](http://cdn.paizo.com/image/avatar/PZO1129-Tiger_500.jpeg)
Well, i am now certain i want to make a paladin. Is it possible to be a member of the S.O.E? Perhaps in training or recently inducted into the order?
Khopesh and shield! speaking off, would a Khopesh be martial weapon for said character?
Im thinking of making him very K9'ish. and perhaps try to work his way to become a hound archon?
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Valjoen_GM |
![Gold Dragon](http://cdn.paizo.com/image/avatar/GoldDragon9.jpg)
Well, i am now certain i want to make a paladin. Is it possible to be a member of the S.O.E? Perhaps in training or recently inducted into the order?
Khopesh and shield! speaking off, would a Khopesh be martial weapon for said character?
Im thinking of making him very K9'ish. and perhaps try to work his way to become a hound archon?
Certainly!
The S.O.E. guard the necropolis under the ruins of Firsthaven. Even after the city's destruction, the necropolis continues to be the burial grounds for the nobility of Esteparon. The big question is why is he/she in the Vale of Talanor at this time. One good explanation is that many of the nobility of Esteparon have estates within the Vale. Perhaps your paladin was here with superiors within the Order to escort a body to the crypts. I'm sure you can come up with many other possibilities.
Yes, paladins may treat the favored weapon of their deity as a martial weapon.
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Sam C. |
![Warforged](http://cdn.paizo.com/image/avatar/DA115_headonly.jpg)
@JonGarrett: In a test campaign--meant to see if the various Spheres rules would be workable--one character did indeed have a suit of masterwork full plate as their starter item. But special materials would probably be right out, unless they're particularly inexpensive ones like cold iron, darkwood, or silver. As always though, GM is the final arbiter of such things.
One of the characters in the Bright Tower campaign is looking into a way by which special material could be infused into an already-made item, though, and since Valjoen has mentioned the possibility of crossovers between campaigns--if only as background details--Last Haven could get that if he succeeds.
Also, for reference, the armor in question is presented below, along with a matching shield.
This suit of full plate armor is a specialty of Haemil's craftsmen, who guard the secrets of its manufacture to such an extent that even the most basic of repairs are effectively impossible to other smiths. Made originally for Haemil's noted cavalry arm, it eventually became available to foot soldiers as well, some by purchase at great expense and others by rewards for outstanding service under Haemil's banner.
Though fully as heavy as full plate--a bit more, in fact--and just as restrictive for the most part, the armor is cunningly fashioned in such a way that it offers less impediment than usual to certain actions. The armor check penalty is only -3 for Climb and Riding skill checks and Acrobatics checks made to jump (masterwork and mithral versions reduce this penalty as well as the normal one). In addition, unlike most heavy armors, the wearer can still run at quadruple speed instead of triple speed.
The armor's drawback is that non-magical repairs (if needed) can only be done by a trained armorer from Haemil, and are quite expensive, costing double the normal amount.
This heavy steel shield is another bit of soldier's kit made and used exclusivesly by Haemil. In most hands, it's just another shield, albeit a touch heavier and more unwieldy than usual. But someone with the proper training can stow or equip it in less time than it takes to say as much.
A user with the Quick Draw feat can don or put away the shield as a swift action.
However, the shield is made in a manner that is proprietary to Haemil's craftsman, and any needed non-magical repairs can only be done by trained armorer from Haemil, at double the usual cost.
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Valjoen_GM |
![Gold Dragon](http://cdn.paizo.com/image/avatar/GoldDragon9.jpg)
I'm pretty flexible on the heirloom items. As mentioned above by Sam, I've allowed rider's plate (a custom armor valued at 1,800gp) in the past with a good backstory. Currently, one of applicants has an adamantine weapon that is broken and will require a quest to be able to use it.
However, if you ask for adamantine full plate armor in excellent condition, you might find me a little resistant to that request... Or perhaps, your first opponent will be wielding an adamantine great sword with Improved Sunder and not a blacksmith to be found alive in the city. ;p
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JonGarrett |
![Kobold](http://cdn.paizo.com/image/avatar/LORD2.jpg)
Yeah, that does seem a bit broken. It's nice to have a solid idea of what kinda limit we're using.
At the moment I'm thinking of making a Drunken Brute Barbarian with a Butchering Axe, so I'm reading through the background stuff. I'm tempted to make the axe out of Hot Siccatite and flavour it as a weapon that no one's supposed to wield because A) it's stupidly big and B) it slow roasts the wielder. But somehow the character is (badly, at level 1 - Unchained Barb doesn't get a strength bonus, so it'll be a while before I can use it sensibly) and thus is looking for ways to get stronger.
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JonGarrett |
![Kobold](http://cdn.paizo.com/image/avatar/LORD2.jpg)
I noticed after it was posted, but thank you.
...there is also a great temptation to cook dinner on the flat of the axe (if it is allowed and the character gets in) just to see who freaks out after having seen said axe being used to chop a zombie in half.
I mean, it'll kill all the germs so it's perfectly sanitary!
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Apoc Golem |
![Alchemical Golem](http://cdn.paizo.com/image/avatar/PZO9445-Golem_90.jpeg)
So here's what I have so far. I took a few liberties, I hope you don't mind. I didn't see anything about The Picks, and - meaning no offense - it kind of sounds like a nickname for a slum, so that's how I played it; if there's somewhere more appropriate, I'm happy to change it. I also made a few assumptions about the god Loryndol, since there isn't much in his description.
Also I don't know how to approach the bonded item thing. The goggles maybe? Suggestions here would be super. Anyway, let me know what you think so far. I have a WIP character sheet in Hero Lab, which I can export as a PDF if you'd like to take a look. (And at some point, I will of course make a character sheet here on the forums too.)
Supplemental books used (both Paizo): Blood of Fiends, Martial Arts Handbook. If either of those are an ixnay, let me know and I'll adjust him accordingly.
Male Tiefling (Asura-Spawn) Unchained Rogue 1 / Unchained Monk (Softstrike Monk) 1
Str 10, Dex 18, Con 11, Int 13, Wis 14, Cha 10
BAB +1, CMB +0, CMD 15
Feats:
Improved Unarmed Strike, Dodge (+Mobility), Combat Expertise, Stunning Fist
Skills:
Acrobatics +8 (1rk, +3 Class, +4 Dex)
Bluff +5 (2rk, +3 Class, +0 Cha)
Diplomacy +4 (1rk, +3 Class, +0 Cha)
Disable Device +12 (2rk, +3 Class, +4 Dex, +2 Circumstance, +1 Trapfinding)
Knowledge (local) +6 (2rk, +3 Class, +1 Int)
Knowledge (religion) +5 (1rk, +3 Class, +1 Int)
Perception +7/+8 (2rk, +3 Class, +2 Wis, +1 vs Traps)
Sense Motive +6 (1rk, +3 Class, +2 Wis)
Stealth +9 (2rk, +3 Class, +4 Dex)
Background Skills:
Knowledge (history) +5 (1rk, +3 Class, +1 Int)
Linguistics +5 (1rk, +3 Class, +1 Int)
Sleight of Hand +9 (2rk, +3 Class, +4 Dex)
Languages:
Common, Infernal, Halfling, Shadowtongue
* Why did the character become a member of the chosen class?
He started as a rogue early in his youth. Other kids found he was particularly svelte and could sneak into places the rest couldn't, allowing them access to better food. From there, his illicit skills naturally progressed. After a series of awful events, Randall found himself stuck in a jail cell, uncertain of his fate. An offer to join a small monastery dedicated to Loryndol changed his fate.
* Who are the character's mother, father, siblings or extended family?
Randall's parents are dead, and to his knowledge, he has no siblings. For a time, very early in his youth, he traveled with his uncle, a merchant; sadly, that ended abruptly and violently, and Randall found himself a homeless child in The Picks.
* Describe a positive and negative childhood event.
Positive: He didn't die. Negative: Pretty much everyone else did.
* What was the character doing just before the campaign started?
Having left the monastery with Master Jonetsu's blessing, and one of the few remaining copies of a sacred text of Loryndol, Randall now wanders from place to place, looking for ways to help others in atonement for his past mistakes.
* What is the character's favorite item or possession?
Randall still carries a set of goggles with swappable lenses; one helps him look for minute details and the other helps him with small, difficult-to-see tasks of manual dexterity. (In game terms, this is where his Trapfinding bonuses come from.)
* What is the characters’s politics in regards to the local government?
Randall has, as a great man once said, "been out of the world for a spell." He is doing his best to brush up on local politics and current events, but isn't all the way there yet.
* What is the character's religion?
Randall hails from the Blue Lotus Chapel, a small monastery dedicated to Loryndol. Randall himself is, at best, a tenuous convert. His bloodline makes true faith in the gods difficult for him, but he enjoys many of Loryndol's tenets and does his best to keep up with his daily ablutions.
* What is your character's short-term goals for the future?
Randall is almost desperately seeking a purpose in life, particularly one which will give his life - and inevitable death - meaning. He tends to throw himself in front of danger first and ask questions later.
* What are you most afraid of? Why?
Due to his upbringing, Randall has a moderate to strong case of monophobia, a moderate case of claustrophobia.
* Who is your worst enemy? Why?
Randall's grandfather, whom he had the misfortune of meeting at the very end of his travels with his uncle, a powerful asura named Rahu the Sun Eater. Randall barely survived with his life and soul intact; his uncle was not so lucky.
* Who is your closest ally or friend? Why?
Randall is very talkative and exuberant, despite all the horrors he's lived through, which tended to grate on his fellow ascetics at the monastery. Only Master Jonetsu seemed to find it endearing, and the blind monk became something of a mentor to the young tiefling.
* Do you know other characters in the party?
Maybe! That would be something to discuss with them before the game starts, but I'm absolutely open to the idea.
* Why is your character with the party?
As a street urchin in the streets of The Picks, solitude meant death (and very nearly did, once). Randall quickly developed a strong case of monophobia. His time in isolated contemplation at the monastery has tempered this somewhat, but he still finds himself anxious without others around. Provided the folks he runs with seem like good people, he isn't too picky about the company.
* What is the character's appearance and mannerisms?
When most people think "tiefling," they think of horns, growths, and a fiendish tail. While that may be true of the typical devil- or demon-blooded tiefling, the spawn of asura tend to look rather different. Randall is of middling height, with a narrow, compact frame. His olive skin and narrow features occasionally turn amorous heads, until they see his unnatural, gold-flecked eyes and strange white lines along his body at his cheekbones, neck, clavicle, pectorals, and biceps. Also, his teeth have a natural but slight sharpness.
For clothing, Randall prefers simplicity. He wears baggy pants cinched at the waist with rope, and the bottom cuffs are held down by dirty footwraps that also serve as his shoes. When he must walk where the ground is detrimental to bare feet (such as mountainous terrain or the like) he carries a pair of wooden sandals for such occasions. On his torso, he wears only a travel-worn forest green vest and a matching cloak that has begun to fray at the hem. His hands are wrapped in a similar fashion as his feet, halfway up his forearms. His black hair is remarkably long, kept in a neat braid that ends in a clasp shaped like a dull metal spike. He wears an odd set of goggles with two pairs of lenses in it, which is usually resting atop his forehead when not in use.
* What is the character's personality? Does he/she have any quirks or habits?
Being used to talking, and not getting much opportunity to do so at the monastery, Randall mutters to himself a lot, particularly when focusing on a task like disabling a trap or picking a lock.
Randall is outwardly jovial, but can sometimes be found by himself, lost in a melancholy train of thought. But when around multiple people - especially strangers - he does his best to keep an elevated mood.
Randall tends to boast, though he can't always back it up. According to the scriptures of Loryndol, pride is an imperfection in the diamond of the soul, but sometimes he can't help himself. In his childhood, bravado ended more than one fight before it even started, and old habits die hard.
Randall does his best to maintain an equilibrium between jing, ki, and shen through the daily ablutions to Loryndol that Master Shiro Jonetsu taught him, but despite his best efforts, he can sometimes be short-tempered and easily frustrated. When it gets to be too much, he moves away from others and performs a few breathing exercises to calm down. (The breathing exercises are sometimes interlaced with startlingly creative curse words.)
At the end of the day, Randall looks for ways to atone for his past, be it giving a homeless child the last of his bread, donating to a charity, or fending off a group of bandits for a village. He rarely stops to think about what he's doing, making the casual observer think, perhaps, that he's suicidal. Whether or not that's the case, Randall is incontrovertibly rash in the name of his quest to atone.
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Valjoen_GM |
![Gold Dragon](http://cdn.paizo.com/image/avatar/GoldDragon9.jpg)
As far as tieflings, do you allow the variant bloodlines from Blood of Fiends, or just the standard?
There are variants to all races. Tieflings will have variants to coincide with every type fiend and a few for demons. I've noted that you've used the asura variant. I've added that to the wiki with a little added text that places them within the cosmology of the world.
Yeah, that does seem a bit broken. It's nice to have a solid idea of what kinda limit we're using.
At the moment I'm thinking of making a Drunken Brute Barbarian with a Butchering Axe, so I'm reading through the background stuff. I'm tempted to make the axe out of Hot Siccatite and flavour it as a weapon that no one's supposed to wield because A) it's stupidly big and B) it slow roasts the wielder. But somehow the character is (badly, at level 1 - Unchained Barb doesn't get a strength bonus, so it'll be a while before I can use it sensibly) and thus is looking for ways to get stronger.
The inherent limitations to the weapon would likely make it work. Max starting strength is 18, so you would have that penalty for a couple of levels at least.
Also, all magic items in our world are unique, so you'll need a backstory of how you came upon it and its legendary origins which may or may not be accurate... as legend and myths tend to be. It would be a fun hook that we could bring into the campaign.
Okay. That was where I was uncertain. I wasn't sure if there was a list we were supposed to pick from or if we made our own. I thought it was the latter but wasn't 100%.
Correct, the heirloom item can be anything you can imagine... that is of masterwork quality. As the campaign progresses the item will have the opportunity to become magical and closely bonded to the character.
Dotting for interest. I was initially thinking about a reformed rogue, but I see you already have one of those submitted :p I'll do some more reading and see what comes to mind.
Feel free to submit whatever inspires you. While a balanced party makes things easier, we can enjoy any combination of classes that make up the party.
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Ysildaë Ralomenor |
![Zjara Ambassador](http://cdn.paizo.com/image/avatar/PZO9295-Zjarra_500.jpeg)
One note on the main map, is that our characters discovered in the other campaign is that it is not exactly accurate in the specifics. For example, the break in the spiral arm leading to Haemil and the First Lands occurs much closer to the city than depicted. The map was created by a gnome diviner who is neither a cartographer nor did he travel to these places. (Objects in crystal ball may be closer than they appear.) Any map of the world after the Storm is far more suspect than the pre-7995 maps.
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BloodPaw |
![Tiger](http://cdn.paizo.com/image/avatar/PZO1129-Tiger_500.jpeg)
If I take Temple Champion, and obviously follow Selefahn, I get domain powers and obedience and boons. Though I do not get spells. What can I expect to gain from that? I plan to take the Bone domain as to give him even more survivability. I may also take oath vs undead or undead scourge ontop of Temple Champion. Idea is that he has been tasked to send those wayward souls back into the ethereal realm so they can find peace. This could possibly be part of how he can become a hound archon. Love the Anubis idea to bits =^^=
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Valjoen_GM |
![Gold Dragon](http://cdn.paizo.com/image/avatar/GoldDragon9.jpg)
@Bloodpaw - No one has worshipped Selefahn so far, so I haven't built her out as much as some of the others. She is a benevolent god who mourns the dead and abhors the undead. Her gifts from deific obedience will likely include some minor healing and defense against the undead powers. Boons may include powers related to bone, undeath and repose.
If selected, I'll work with you to come up with some ideas and implement them as the campaign progresses.
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Ysildaë Ralomenor |
![Zjara Ambassador](http://cdn.paizo.com/image/avatar/PZO9295-Zjarra_500.jpeg)
Temple Champion (the paladin archetype) grants 1 Domain ability and then later the Blessings associated. Obedience would have to be purchased separately unless you meant something else? Currently, there are no Bone blessings (warpriest style) though there definitely would be by the end of recruitment.
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JonGarrett |
![Kobold](http://cdn.paizo.com/image/avatar/LORD2.jpg)
The inherent limitations to the weapon would likely make it work. Max starting strength is 18, so you would have that penalty for a couple of levels at least.
Also, all magic items in our world are unique, so you'll need a backstory of how you came upon it and its legendary origins which may or may not be accurate... as legend and myths tend to be. It would be a fun hook that we could bring into the campaign.
Yeah, that -2 to hit is gonna sting a little, but I think the image outweighs the drawbacks. And when I do get the strength it's gonna hit like a truck.
I'm not sure on the details, yet, but I know I'm doing something with the First Lands and probably, given the firey side, the Firebird Clan.
...I was tempted to make a Goblin Berserker from the Clan of the Lost for a bit, but Goblins aren't an option, and it's probably a terrible idea.
I'll start working on things and see what the character decides. It's not like they ever listen to how I think they should be built anyway...
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Niyut |
![Natalya Vancaskerkin](http://cdn.paizo.com/image/avatar/PZO9061-Natalya_90.jpeg)
The Lost have a -2 Str Penalty. Maybe not the best berserkers. They are great at being witches and other Int based casters though.
The Firebird are great. If you have any culture questions about them or anything involving the First Lands, I would be happy to answer them as the person who created that culture for the other campaign.
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JonGarrett |
![Kobold](http://cdn.paizo.com/image/avatar/LORD2.jpg)
Yeah, Goblins of all kinds usually have that -2. And yet the image of a berserk Goblin with an axe twice there size tickles me, for some reason.
Thank you, I'll ask away when I'm doing stuff. I suppose the main queery I have at the moment is are the Primogenitors worshipped, and do the Lost Lands groups worship them or the more traditional spirits?
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Niyut |
![Natalya Vancaskerkin](http://cdn.paizo.com/image/avatar/PZO9061-Natalya_90.jpeg)
Thank you, I'll ask away when I'm doing stuff. I suppose the main queery I have at the moment is are the Primogenitors worshipped, and do the Lost Lands groups worship them or the more traditional spirits?
It is a tricky question. The short answer is no and accusing one of the five clans of worshipping the Primogenitors (or worse the great spirits) are fighting words. (Though the Twisted Iron Clan actually does worship Nerat in secret.)
All people in the First Lands are animists. Everything has a spirit and all spirits are worthy of guarded respect but not worship. They believe that when the Primogenitors created the Compact, creating the world of flesh by dividing it from the world of spirit, it transformed weak spirits into all things that exist. The Primogenitors were the strongest of the lesser spirits who were bound into the substance of the world and the foremothers and forefathers of all speaking peoples. But simply because they are powerful (or that the great spirits are even stronger in the abstract) doesn't make them worthy of worship. They are seen as too powerful to be trustworthy. Chana is seen as the most reasonable and even she is seen as capricious. The Firebird are proud of their connection to Simur, but they are quaking in their boots that the moons are gone. What kind of trouble could the Twins get back into after the moons "hatched"? The mind rebels. (If the Firebird worship anybody and they would deny it, they worship their ancestors stretching back to Simur, who allow them to live forever in the Dreaming with them after they die as opposed to being devoured by the great spirits for sustenance.)
The Lost are unique in so far as everyone knows their Primogenitor is dead (not imprisoned). Instead of revering their ancestors who were losers (otherwise they would still be alive), they revere the most powerful of the immortal hags, who in this cosmos are the patrons of witchcraft. Still they do not worship them so much as they want to be them. There is a prophecy that one day someone will arise and subdue these patrons like those patrons once subdued many of the lesser bound spirits to become the new Mother of Witches. Who this person is or even if they are a goblin are unknown. The Lost hold up this prophecy as an ideal.
TLDR: The people First Lands are animists who worship nobody (with some very specific exceptions). They fear and loathe the great spirits who they see as spiritual tyrants who want nothing less than to feast on their souls and/or possess their bodies to cause problems. Though it is seen as impolite to bring that up around lowlander believers. If they want their souls devoured in exchange for clerical magic, that's their business.
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Valjoen_GM |
![Gold Dragon](http://cdn.paizo.com/image/avatar/GoldDragon9.jpg)
Last Q before I bang out the specifics. Is it alright to use the variant list in Blood of Fiends to replace the spell-like ability? And if so, are there particulars on the list you'd like me to stick to? (I know some of the stuff on the list can get kind of weird.)
Which one are you thinking about? Of the variants' origins, both the Qlippoths and Rakashas don't exist as a race of fiends or demons in this world. However, I have loads of fiendish options that I could customize one if you're looking for a specific stat bonus or SLA.
I'm with Apoc, would you allow us to choose or would you like us to roll on the variant table?
I'm fine selecting. I like players being able to come up with a character concept and build towards that.
Thank you, I'll ask away when I'm doing stuff. I suppose the main queery I have at the moment is are the Primogenitors worshipped, and do the Lost Lands groups worship them or the more traditional spirits?
As Niyut pointed out, the Primogenitors aren't worshipped as deities, except Nerat. And the cultures of First Lands certainly don't worship the Ealintaine or Godlings.
The First Lands is untouched by time. It was built by a godling following the destruction of first world created by the gods... although no mortal knows this as they didn't come into being until the creation fo the current world. The Primogenitors populated the area following the Godling Wars and isolated it. It is closely tied to the Demi-plane of Dreams... called the Dreaming. It is a primordial land of flesh-eating vegetation, as well as, massive & primitive beasts. The outside world rightly calls it the Savage Lands.
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Niyut |
![Natalya Vancaskerkin](http://cdn.paizo.com/image/avatar/PZO9061-Natalya_90.jpeg)
As Niyut pointed out, the Primogenitors aren't worshipped as deities, except Nerat. And the cultures of First Lands certainly don't worship the Ealintaine or Godlings.
The First Lands is untouched by time. It was built by a godling following the destruction of first world created by the gods... although no mortal knows this as they didn't come into being until the creation fo the current world. The Primogenitors populated the area following the Godling Wars and isolated it. It is closely tied to the Demi-plane of Dreams... called the Dreaming. It is a primordial land of flesh-eating vegetation, as well as, massive & primitive beasts. The outside world rightly calls it the Savage Lands.
The people of the First Lands really aren't onboard with this whole "savage" thing, which feeds into their beliefs that lowlanders are insane and rude (in the First Lands insulting people can get you killed since there are lots of powerful things hiding out there).
As an addendum on worship, the Nightblood are somewhere between the Firebird and the Lost. They don't revere dead people, who weren't badass enough, but they do revere their "living ancestors" (unique vampires) who are so badass that they refuse to die. The other clans view the whole thing as an abomination that violates the Compact, but are too frightened of the Nightblood to make too big of stink about it since they have in the past fought a three front war with Haemil, the Lost, and the Firebird and are still around to tell the tale. They are the main reason why the people of the First Lands do get a bad reputation in the lowlanders (raiding villages to feed your living ancestors or that one time they crossed the mountains 4000 years ago and got into a 200+ year long invasion of Haemil.)
Even they don't worship Vash of the Blood, who they, like everybody else, view as a terrifying monster.
A Nightblood could easily wield a Massacre Axe, but since they are an extremely powerful race you would have to consult the GM if they are available. If they are, expect tons of fear and prejudice.
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Apoc Golem |
![Alchemical Golem](http://cdn.paizo.com/image/avatar/PZO9445-Golem_90.jpeg)
I already chose asura-spawn, so I'm sticking with that. My question was about the variant racial ability table that replaces the spell-like ability, but you answered that with BloodPaw's question. I suppose I could go simple and take the +2 Wis, but I kind of like the idea of Randall not being as spiritually centered as his former temple brethren.
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JonGarrett |
![Kobold](http://cdn.paizo.com/image/avatar/LORD2.jpg)
Thank you, both, for the information.
I think I'll avoid the Nightblood. I'm not a big fan of vampires, or vampire-like creatures, as a general rule, and certainly not if they're nasty enough to need GM agreement - if I was going to do that I'd ask for the non-Unchained Barbarian instead. I'm very old, and set in my ways, so the Unchained version is definitely my second choice - but the character decided Barbarian and not Bloodrager was the way to go.
I think a Half-Elf or Human from the Firebirds will fit best with what I'm doing, and the Spirit Totem would fit best with the background (the ancestors giving an occasional hand).