| Niyut |
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Yeah, super orcs aren't for everyone. They are scary.
Half-elves are common among the Firebird. The Firebird have few sexual mores and welcome intermixing. In terms of raw numbers, the Firebird are human, half-orcs, half-elves, and changlings in descending order.
Before the Storm, they were the most populous clan spread out over an area roughly the size of Washington state. Most villages were concentrated on the coasts where they were buffeted by tremendous storms. There were few villages in the interior of the badlands which radiate out from around a massive crater (where it is said that Simur was captured before they were bound in the moons.) The last string of villages were in the foothills of the Iron Mountains in a long line to the north. The closest to the Forest of Night is where Niyut and Truk'tosh are from if you want to be part of their tribe.
I can detail tribal politics if you need me to, but the general gist is that in the Firebird there are two main loci of authority: the elders (old druids, shamans, and witches claiming that they are shamans) and the chieftain of the Firebird. The chieftain is chosen by those who have passed the Trial of Ash from among those who have passed the Trial of Ash. (More info on the Trial of Ash can be provided if needed.)
Innate magic is viewed with suspicion (either one is too close to the Primogenitors genetically (sorcerers) or they are potential vessels for spirit possession (Oracles). Magic drawing on Earth, Fire, Water, or Air is seen as wholesome while Bone, Death, Shadow, and Blood magic are seen negatively. (Though that doesn't stop some people.)
Twins are seen as sacred and powerful in the culture of the Firebird. Fertility rates were high and complications were rare. While twin births are not a predisposition, there were so many births that they are seen as more common than elsewhere. The sad truth is that twins were more likely to survive childhood because they were given more resources and attention. That doesn't mean that you need a twin, just that your childhood would be slightly more difficult without one.
| JonGarrett |
Hmmm...how do relationships work? Is it common to have arranged marriages, for example, or is it frowned upon to interfere in a childs relationships? Is polygamy or polyamory common, or accepted? Same-sex relationships?
Working on what kinda homelife (and potential motivations for leaving) they might have had.
| Niyut |
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Property and descent are determined matrilineally. You are your mother's child, you eat at her fire, or your mother's mother's fire. In the home, authority and "communal" property belong to the oldest female relative who provides for all children of the extended family who contribute.
Marriages really aren't a thing among the Firebird. You might know your father and he might be important in your life, but he really isn't part of your home. If a family runs out of women to hold the property and bear children in the next generation, then you might be adopted into your father's family, as the child of the property owning matron. (This usually entails an exchange of gifts that benefit the family you are being adopted out of.)
Weapons, arms, hunting trophies, etc -- these things are seen as personal and not part of communal property.
Nobody care who you love, how many you love, or who you have sex with. In rare cases, you might be adopted into your lover's family (if you are an outsider or have no relatives in the village). (Or let's say your family is poor but you are super skilled artisan or warrior, a richer family might adopt you and give gifts to your old family, but this is seen as predatory to a degree. The more honorable thing to do is for all the families in a tribe to help get your family back on its feet. But sometimes people don't behave honorably.)
Men are more commonly war-leaders, hunters, and chieftains. While this is subtext, and not really talked about, most women chose not to take the Trial of Ash. Despite being a mostly egalitarian society matrilineal inheritance and the ever presence of danger encourage prudence among women and glory-seeking among men. Though of course it is not a uniform thing.
Other notes on sexuality: Women and glory-laden men who have same sex attraction are subtly encouraged to occasionally practice bisexuality for reproductive purposes, but not doing that wouldn't be a huge problem. You might get some snide comments about being selfish, but it isn't so taboo to cause rifts in families for the most part. Trans people are accepted. They are imagined to have eaten their twin in the womb, but they dead twin's spirit was so strong that they are took over the remaining fetus. (This is a myth and an explanation, take it with a grain of salt.)
Gender roles are much stricter across the mountains in Haemil, but even there, for the most part, outside of the nobility it is less of a thing than in modern America. There it is a minor scandal for a nobleman to be a priest of Teysura, when "everybody" knows that the Sacred Mother is best served by women. Until relatively recently, a woman couldn't become King. Whether that has to with theology (Calledyrm is male) or their rather arcane inheritance laws is an open question.
| Niyut |
| 1 person marked this as a favorite. |
A man among the Firebird might acquire personal property and wealth in the form of luxury items as courting gifts, if he is seen as an attractive mate. While it is seen as poor form to accept many courting gifts without being a proverbial stud, there are no laws about it. Some noted warriors are welcome at many fires in many villages and are rich in precious things.
| Apoc Golem |
About to head home from work, and all this convo is getting me raring to flesh out Randall's history more. Is there any information on The Picks? I didn't see any, but I could easily have missed something.
GM, is there more you can tell me about Loryndol? I like the idea of Randall being a slow convert, despite having spent several years at the monastery, and I want to know more about him so I can potentially work it into my role-playing as time goes on.
| Niyut |
Godlings, like Lorÿndol, are not well known among the general population. Seven became the Foundation Magi, and are a big deal, but even their identities are not well known. Some are worshipped as local gods, but most are not known. If your character worships Lorÿndol, then he is already in the less than 1% of people who have ever heard of him. The stuff the GM tells you will be new and rare knowledge.
| Apoc Golem |
Hm. So it wouldn't have made sense for a Loryndol (sorry, I don't know how to make the umlaut :S ) worshiping monk to sort of pop up in Randall's life then, it seems. Should I switch to one of the Ealintaine then, to avoid straining credulity? I mainly chose Loryndol because he seemed to most closely fit the classic martial ascetic aesthetic. (Say that five times fast!)
I want Rand to be... well, not a typical inhabitant of Talanor, but I don't want to be that guy who digs out the weirdest and rarest traits from a campaign just to be more unique than everyone else.
Unless Valjoen is pumped to fill out more of the lore, in which case I will happily make this dude as weird and rare as humanly possible. :D
| Niyut |
I looked it up the shortcut to make umlauts so that I can feel accomplished. :-p
I'm not going to tell you not to roll with Lorÿndol, since I created a subcontinent whole cloth and then a religion that was close enough to the tidbits I knew to make sense in the cosmology. The glory of a map that was not entirely labeled. haha.
However, I can help you out if you want more standard options.
Among the highest of the great spirits, Amus and Calledyrm (those windsteppers would be his) likely have monastic traditions. Martial artists would be more common however in cultures that worship or are heavily influenced by Lorrynor, the god of Wisdom and Perfection. (His worshipers and elves in general have the most number and varied styles of martial arts.) I also bet the goddess of Beauty and Perfection, Miravynn, has monks dedicated to grace and the perfected body.
Now if you were going for western style, I illuminated this manuscript monk, that would be Faenithol.
| Valjoen_GM |
About to head home from work, and all this convo is getting me raring to flesh out Randall's history more. Is there any information on The Picks? I didn't see any, but I could easily have missed something.
GM, is there more you can tell me about Loryndol? I like the idea of Randall being a slow convert, despite having spent several years at the monastery, and I want to know more about him so I can potentially work it into my role-playing as time goes on.
Niyut pointed out a few of the greater spirits that would have monastic orders. I'd also throw out Faenithol as an option. He grants his priests and war priests two weapon fighting as a bonus feat but only when using his favored weapon, the quarterstaff.
However, Loryndol is a fine choice. He is the child of Faenithol, and I have no issue fleshing him out further for you. No one, in any of my campaigns, have gone the route of worshipping a godling, so this will be new exercise for me. They will likely have fewer domain options.
The monks of Lorÿndol tell this story:
Lorÿndol first came to be when the pleas of the elf, Solinthol, were heard by Faenithol during the Godling Wars. Faenithol came to the Material Plane but did not take physical form. He came as a whisper in Solinthol's mind, teaching him to pray to the gods through sacrifices and offerings. These offerings were the first act of deific obedience and it granted increased power to the gods as mortals directed their thoughts to gods and, therefore, created ethereal energy which was absorbed by the gods.
While many of the elves began to pray to other gods, Solinthol was dedicated only to Faenithol. He isolated himself from his kin and sat in silent prayer upon the western shores of Æustëra for untold years, protected from the passage of time by the wards of Faenithol. In the maritime twilight as the sun sank into the Alterian Ocean, he saw a shimmering light of a blue star in the western sky. Solinthol sailed across the ocean following the star as it slowly descended to the world upon the shores of a foreign, strange land. There, the children of Faenithol, the Samsaran, lived. They had built a temple to Faenithol upon the sandy beaches of their land. They parted as Solinthol approached, allowing him entrance the temple. Upon the altar, the light of the blue star had come to rest. The elf approached the star who revealed itself as a glimmering aquamarine engraved with runes that Solinthol could not understand. When he reached out to take the gem, a being of pure energy appeared before them. The being took shape as a young Samsaran, where he was called, Lorÿndol, the Guiding Star. The godling drew upon the energy of the ether, creating a thin chain of platinum in which he set the gem.
Lorÿndol led Solinthol and the Samsarans back to Æustëra where they fought along side of men and elves against Kiravor and Gaeruhn in the Godling Wars. Although the Samsarans were few, their gift of rebirth proved difficult for the brothers to overcome until the coming of Korlez and his minions. Consuming their souls, the lycans grew in power as did Korlez. Also, during the war, Solinthol was taken for a time by Korlez where he was lost in nightmarish horrors revealing to him secrets of blood and death. When the war was finally won, the children of Faenithol led by Lorÿndol rescued Solinthol, yet the Samsaran were nearly destroyed in the process. Lorÿndol mourned the loss of his father's children and went to the western shores of Æustëra with Solinthol where the elf had first seen the light of his star. The pair sat together for a time, and Lorÿndol imparted much knowledge of the ether to the elf. Finally, when he could offer no more solace, he departed for the heavens. Solinthol returned to his people for a time before gathering the forlorn and retreating again.
The descendants of these few people, traumatized by the Godling Wars, were the first priests and monks of Lorÿndol, the Lonely. They have just a couple of temples scattered about Æustëra which welcome all who seek solace. Lorÿndol is a empathic godling, protecting those that pray to him. his domains would likely be Protection, Runes, etc. He has followers of most races that come to him later in life, having faced some trauma or difficulty.
| Valjoen_GM |
Throwing my hat into the ring here.
GM, I'm thinking about a Half-Orc Warpriest of Valthyra. Can you tell me a little about where Half-Orcs fit into your setting?
Half-orcs are found throughout Æustëra.
1. In the First Lands as described above, they are fairly common and accepted in the Firebird Clan. However, they would never worship Valthyra as the denizens of the First Lands do not trust any of the Greater Spirits, including benevolent gods such as Valthyra.
2. Across Esteparon, they vary. They are uncommon and accepted amongst the tribes of the Alterian Wastelands and in Avenell, where they band together as mercenaries. In the Dukedoms of Esteparon, they are uncommon and treated with mild hesitation. In the Free Cities, they are uncommon but welcome as any strangers would be. Once proven to be decent denizens of the city, anyone would be treated warmly. In the Northern Coasts, they would be rare and held in suspicion. Most people there would treat them with mild prejudice.
3. In the Vale of Talanor, they would be common as any non-human.
4. In Haemil, they would be pretty unique as hostility between the orcs in the southern Iron Mountains and the people of Haemil is high.
5. In Nynasis, they would be extremely rare and most likely killed as an infant unless hidden. I wouldn't recommend a half-orc originating from there without a real solid explanation.
6. They wouldn't originate from Greyton which is a purely elven culture. Most visitors there are regarded with suspicion. Permission to enter their lands is only allowed for trade purposes or specifically granted by the aristocracy or the military governors.
Valthyra is high respected among mortals, even those that do not worship her... unless they worship an opposing god, of course. As a deity, Valthyra gets along with most of the others except Gaeruhn, Kiravor and Korlez. She has some issues with Mylesar, Celestri and Vra'lithe due to differences in ethos. Yet, she has aligned with them when after a similar goal. She avoids Elanil and thinks little of Veavys.
There is a good bit of lore developed for her paladins and worshippers that I haven't posted in the wiki yet. I'll try to update a bit of it this weekend.
| Apoc Golem |
Somebody got a mop so I can clean up this drool puddle? :P
Seriously though, this puts my homebrew to shame. I thought I was detailed, but this is amazing. Plus I lost the only world map I had so it doesn't even have maps anymore (not that they compare; they were hand-drawn and not nearly as detailed). XD
Also I'm an idiot. I kept asking for info on The Picks when it's listed right on the page with the map of the Vale of Talanor! I thought it was just the map. I didn't see that it kept scrolling to list info on ALL the map locations! Derp. While The Picks doesn't have its own page like some of the locales, I can work with what's there.
Just finished my D&D session with my son, so I'll start working on that history now.
| Sam C. |
@Valjoen: Almost done with Randall's backstory. Just figuring out a last detail or two. Would you rather I post it here when I'm done, or PM it to you?
Valjoen is off doing family things for the following week, and so is unlikely to chime in soon or frequently. As for your post, here would fine, especially if other players are interested in established links with your proposed character (and us lookie-loos want to read along too :D).
| Valjoen_GM |
I'm trying to check the boards at least once a day this week. But will be back home next weekend. If I get time this week, I'll be adding to and updating the wiki, along with commenting on this thread to answer questions as best I can give the limitations on my internet connectivity this week.
@Apoc - Posting your backstory on this thread is fine. I'd ask you to use spoilers.
@BloodPaw - No rush. Take care of your kiddo.
| JonGarrett |
OK, here is my character design. Hopefully I didn't get any of the lore too wrong, although I deliberately left things vague.
Also, I'm really sorry about the history. It got...longer than I expected.
Any feedback would be greatly appreciated.
Muraisa
Female Half-Elf Drunken Brute Elemental Kin Unchained Barbarian 2
Neutral Good Medium Humanoid (Human, Elf)
Initiative; +1 Perception +6
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Defense
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AC 17/15 touch 11 flat-footed 16 (Second score during Rage)
hp 26
Fort +4 Ref +1, Will +1
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Offence
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Speed 30 ft.
Melee Teinntean - +7-2 to Hit - 3d6+9 Slashing +1 Fire - x3
Teinntean (Rage) - +7-2+2 to Hit - 3d6+11 Slashing +1 Fire - x3
Ranged Masterwork Spear-Sling - +3 hit - 1d8+3 Piercing Damage - x3 Crit - Standard Action Reload - 30ft Range
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Statistics
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Str 18, Dex 12, Con 12, Int 12, Wis 12, Cha 12,
Base Atk +2; CMB +6; CMD 17
Bonus Feats
Exotic Weapon Proficiency (Butchering Axe) - Wield a Butchering Axe without non-proficiency penalties. Gained from Half-Elves Ancestral Arms.
Power Attack - Gain a bonus to damage at the cost of accuracy. Campaign bonus.
Feats
1st - Furious Focus - Negate the penalty for using Power Attack on the first attack of each turn.
Traits
Infernal Influence - Gain fire resistance 1 and a +1 to Fort saves against poison.
Extremely Fashionable - Gain +1 on Diplomacy, Bluff and Intimidate when wearing 150gp of stuff. One becomes a class skill (Bluff)
Wary = +1 to Perception and Sense Motive, Sense Motive becomes a Class Skill.
Drawback
Vainglory - Take a -1 To Bluff, Stealth and Disguise.
Racial Traits
Ancestral Arms - Gain the Exotic Weapon Proficiency feat with a weapon of your choice.
Elf Blood - Count as both human and elf for feats, classes, spells and the like.
Fey Thoughts - Gain Diplomacy and Stealth as Class Skills
Elven Immunities - Immune to sleep effects, and gain a +2 against Enchantments.
Keen Senses - +2 to Perception.
Low-Light Vision - See twice as far in low light.
Skills Climb +8, Diplomacy +7, Intimidate +7, Perception +9, Sense Motive +5, Survival +6(+2), Stealth +5, Swim+8
Bonus Skills Knowledge (Nature) +6*, Craft (Food) +6, Handle Animal +6
*Campaing bonus
Languages Common, Elven, Draconic
Combat Gear Teinntean (Masterwork Siccatite Butchering Axe), Masterwork Breastplate, Spear-Sling (+3), 10 Javelins
Other Gear
Large Tent, Bedroll, Blanket, Chalk x 2, Rope (100ft), Fishook and Twine.
7 x Fire Ink Tattoos (Right wrist and forearm, right upper arm and right shoulder, neck, right ear, upper right back, lower right back), Masterwork Backpack, Waterproof Bag, 2 x Boozeliers, 30 iron vials.
3 x Adventurer’s Outfits, 1 x Warm Weather Clothes, 1 x Cold Weather clothes, 200gp jewelry (earings, necklaces and rings of silver, tourmaline and fire opal), soap x 2.
Wondermeal x 14, Travel Cake x 10, 10 x Trail Rations,
10lbs dried meat, 4oz Allspice, 5lbs cheese, 4oz Cinnamon, 1lbs Chillies, 10lbs beans 10lbs Potatoes, 4oz Ginger, 4oz Cumin, 1lbs Basic
All Bottles - 1 x Absinthe , 2 x Applejack, Oldlaw Whiskey x 1, Baiju x 3
Cooking Kit, Grooming Kit, Masterwork Survival Kit
Cash 159gp, 2sp, 40cp
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Special Abilities
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Rage - Gain a +2 to hit and damage, will saves, +2 temp hp per level and a -2 to AC. Enter a state of fatigue after that lasts twice as long as the rage.
Rage Powers - Barbarian’s rage is strong it can manifest in strange and unusual ways…
-Good for What Ails Ya - If a drink is taken during a Rage, you can make a second will save to suppress certain effects for the rages duration.
Raging Drunk - As a move action drink a potion or shot of alcohol. Each alcoholic drink means no rounds of Rage are spent. For each drink the Barbarian suffer from 1 round of nausea when the Rage ends.
Uncanny Dodge - Cannot be caught Flatfooted and cannot lose Dex to AC except by feint.
Favoured Class Bonus - +2 Skill Points.
Murasia wears her hair tied back, or occasionally close cropped if something annoys her enough to cut it down, and prefers to keep it in simple braids for the most part. Her already auburn hair is often highlighted by red henna streaks, and her eyes are a striking blue with flecks of navy. Her voice is a deep mezzo-soprano.
One of the first things most people will notice about her, especially in a darkened area, is the glowing tattoos that run along much of her right side - from her fingers and palm up her forearm in gently swirling fire and feathers, up to her shoulder and neck, along her ear and down her back. These tattoos are made of fire ink, a flickering concoction that lights up the area. Among the feathers and the flames are the the words of Muraisa’s life, her lineage, her great deeds. Insulting or belittling them is one of the fastest ways to annoy her. Most of her outfits are cut in such a way as to reveal as much as these tattoos as possible.
Her left ear is pierced several times, and contains several gemmed studs most of the time. She also tends to wear tight necklaces or torcs, and several rings on her left hand. Her clothes are usually utilitarian, meant to keep off the rain, and most have a large brimmed hat rather than a hood. Two bandoliers, full of vials with shots of booze, cross her chest. She tends to smell of soap and, as the day goes on, more alcohol.
Muraisa is ruled by pride. She is a proud, powerful warrior. She’s achieved things most others fail at. Insulting her pride will get her angry (rarely an ideal) but playing it too can be used to manipulate her. Most of the time she won’t allow her own pride to blind her...but she enjoys adulation, and expects recognition for her deeds in coin and praise.
She’s also loyal and tenacious. She’s hunted across countries for love, and vowed even the Storm wouldn’t stop her from her revenge. She’s a fast friend and a terrifyingly stubborn enemy.
It’s also noticeable that she feels strongly, and allows her emotions more control of her actions than her head. She’s more likely to choose what feels right rather than what feels best. There is almost never any doubt as to whether she likes, loves or loathes a person as her actions, words and deeds are fairly...blatant. She wears her heart on her sleeve.
Not surprisingly, all things considered, Muraisa is passionate and quick to anger. Her training has helped in this regard - her rage is another weapon, one not to be wasted or thrown away in the moment, but to be kept, to be savoured, to be tended and honed like any other weapon.
As the two grew they remained inseparable, despite there seeming opposite natures. There was no scheme, no plan, no adventure that Muraisa couldn’t dream up that Asiarum couldn’t plan for. Whether it was the simple toddler schemes of finding the honey pot or the more ‘grown up’ plans to avoid a thrashing for poorly done chores, it was clear which twin got them into trouble and which got them out again - but they were always together doing it.
Children grew, and children are wont to do, and the twin children became twin teenagers. It was soon after her first period that Muraisa started having...problems. A scolding for leaving a floor unswept resulted in a raging tantrum and broken furniture. A slight from another child only ended without bloodshed because Asiarum was there to calm things. Sometimes the rage would end and she wouldn’t remember what had happened, and others she knew but had no control. It got so bad that there were whispers that the girl was spirit-touched, her blood tainted - it was true that such rumours had sprung up around her father, on occasion.
Desperation brings stupidity, and during an especially terrible bout one of the elders dragged the girl to a cellar and locked her inside. Muraisa awoke from her berserk fury in the dark, somewhere that smelled wrong and unfamiliar, and it was several hours before the child was freed again. As she staggered through the dark, she cut herself on stored tools, staggered into walls, and generally made a mess of herself. The child that emerged was wounded and weeping,
For the first time in her life, another emotion ruled Muraisa - terror. She feared the darkness, the shadows took the form of every monster her childish mind could recall of conceive of. She refused to enter a darkened room, and wept if she awoke in the dark. While her bouts of rage could now be stopped by threats of darkness, her mother Kalia couldn’t bear to see the outgoing, outspoken, adventurous girl slowly fold into herself as the fears took hold.
For the first time ever, the twins were separated. Muraisa was sent to the nearby Shaman, to conquer her old rage and new fear, while her brother studied to become a warrior. This annoyed Muraisa, as she was the bigger, the stronger - she often joked her brother could have been Seven Stars if he just had better ears - she didn’t especially want to serve a crotchety old spellcaster by doing all his chore.
Zala’lar was not especially interested in having a small child underfoot, but quickly understood why she was there when he observed both her rage and her fear. The old Half-Orc understood quickly that there was more here - a taint to the blood, a drop of the Infernal in her that brought her rage to surface and showed her the nightmares in the darkness. But the child herself was innocent, and her brother apparently free of it. A quirk of fate, or the hand of something moving? He had no idea, and no idea how to help at first.
So instead he taught discipline, control, focus. The things you needed to cast a spell, perhaps, but also things that would aid a young child whose emotions were eating her alive. As she grew, and learned that control, she got...better. Slowly, oh so slowly for poor Zala’lar’s furniture, she began to reign it in. First she learned to focus it, to choose how to direct it. Then she learned to start it, at her will and not it. And finally, she learned to end it. As she learned control, the old Shaman also taught her uses for it - the sword, the axe, the bow. It was clear she was gifted.
But the night terrors and fears of the dark never ceased, never abated. In the end, he chose a different solution. If she couldn’t bear to be in darkness, he would leave her in the light. He made a special fire ink and had a friend tattoo the girl with the glowing markings, knowing that her odd blood would protect her from the effects (and having checked with normal fire ink markings first). The tattoos...worked, more or less. There was never any dark, and so Muraisa was no longer afraid. Zala’lar hoped that the fear itself would wither and die in time...but for now he had done what needed doing, and sent her home.
Time had passed, as time does, but the twins picked up more or less where they had left off. The only new addition to this was Arakam, who had become Asiarum’s friend while Muraisa was away. This friendship didn’t alter the twins bond especially, and Muraisa accepted her brother having his attention elsewhere - sometimes. Although it was soon clear that Arakam himself prefered it when all three were together.
Muraisa was much more annoyed that so many seemed to have either forgotten her, or remembered only her troubled moments. She came up with a plan to change this. The clan held a mighty weapon with few stories told of it, Teinntean. The axe was too heavy for all but the strongest of warriors to wield, and even they refused in time, for the weapon burned its master as well as its target. But, as Asiarum mused, Muraisa might not burn so easily...
To be able to claim such a weapon, one needed to become a warrior. It wasn’t normal for a woman to undertake the Trial of Ash, but it was a fool who thought Muraisa was normal by this point. She began to train, to become strong enough to pass the Trial, and to wield the monster axe she wished to claim.
It was then that she, and her brother, fell sick. No one could understand it. Both were robust, hale and healthy. Beyond the odd childhood ailment they had never really taken ill. But despite their mother’s care, with the help of Arakam, they fell sicker and sicker.
Eventually the Shaman Zala’lar was called for. By this time both twins were desperately ill, although Muraisa less so. It didn’t take long for the Shaman to discover the problem - poison. A salt made from metal of some kind was destroying the twins from the inside. The old man struggled for several days, casting spell after spell and using every herb and potion he had known of or heard of that might aid the pair, but was only half successful. Muraisa lived and Asiarum died.
It was only then that anyone had time to ask two important questions - who, and why? A noticeable absence in the village answered one - Arakam had fled shortly after the Shaman had arrived. A search of the youth’s home quickly turned up why - an obsession with the twins. His own life had been...less kind, and as he had grown he wished two things. To be with Muraisa and to replace Asiarum. In his twisted mind Muraisa taking the Trial of Ash would eclipse him, and so he poisoned them both - but lessened the dose for Muraisa. Then troubled youth managed to escape.
Muraisa, heart broken, healed. When she was well she took the Trial of Ash, and it left a bitter taste in her mouth. Only when she claimed Teinntean after several challenges did she feel anything approaching joy again. Her brothers words had been true - she could wield it. She, and she alone.
Now a warrior, Muraisa swore an oath - to find Arakam and to kill him. With her families blessing she left, picking up his weeks old trail slowly, narrowing down his destination - he was leaving the First Lands. At one point she got within hours of him, but somehow he realized that he was being hunted and made his trail much harder to follow - he was better at sneaking and tracking than Muraisa.
The chase continued for several years. Muraisa wasn’t able to track him down on her own, and so instead she worked for gold and for the favour of those with magic that could track him for her. Sometimes she would lose the trail for months, only to have it found by a mage of some kind. This, she enjoyed. This was not a process to be drawn out. She wanted Arakam to flee, to run, to hide - and know he would never, ever escape her in this world or her brother in the next.
She considered the disaster that nearly ended the world a more serious problem, however. Having finally chased the little rat to Earthenwork, she was hunting him in the city when trouble fell. In the chaos she was side tracked, often, by the simple process of staying alive and helping others.
When she heard that a portal was open and people were escaping to the Vale of Talanor, she knew where the little rat would run next...
This massive axe looks like it was made, or made from, a weapon designed for a creature much larger than a human. It long, curved haft is almost six feet long, and the blade is monstrous. Both are made of silvered metal, and seem to pulse with heat. On each side of the single axeblade an image of the Twins has been etched and filled with a red metal, each side subtly different.
Despite being a powerful weapon, clearly finely crafted, there are almost no tales of Teinntean. It is simply too heavy and too dangerous for a normal person to use it. The only story Muraisa’s people had of the weapon is that it is, in fact, not the only one - it is called the Twinned because there is more to it. Whether a second identical weapon, or an addition to the weapon itself, no one is sure.
* Why did the character become a member of the chosen class?
A natural inclination in both temperament and abilities. Her experience as a berserker has actually granted her a certain focus and control - she unleashes her rage when she so choose, and not before.
* Who are the character's mother, father, siblings or extended family?
Kalia - Mother. A matriarch that considers tradition very much secondary to her children's happiness.
Asiarum - Twin Brother - Deceased. Although opposite in many ways, the twins were very close in their life. Asiarum’s loss - and in such a despicable fashion - has left a lasting scar on Muraisa, and has led to her quest to find - and horribly kill - Arakam.
Zala’lar - Teacher. Taught Murasia control, and it’s importance. Perhaps a little too much, as she now needs alcohol to help unleash her anger. But it’s better than the trail of bodies she would have left otherwise.
* What was the character doing just before the campaign started?
Hunting for Arakam, her personal nemesis and slayer of her brother. She tracked him to Earthernwork, and since people were fleeing through the portal she assumed the spineless coward would have gone through too, and follows.
* What is the character's favorite item or possession?
Teinntean, the Twinned - her axe. Her possession of the ridiculous weapon, and her ability to use it at all, is a point of pride.
* What is the characters’s politics in regards to the local government?
Indifferent. ‘Civilized’ politics are insane, and no matter who wears what shiny hat or has which title it’s not likely to change anything for anyone else. Heroes are the people who get things done - any Saga will tell you that.
* What is the character's religion?
None. Respect for the powerful is one thing - blind obedience is madness.
* What is your character's short-term goals for the future?
Find Arakam. Kill Arakam. Fashion Arakam’s bones into a worthy trophy.
Unfortunately, that may have to wait until the Vale of Talanor has been cleared of the undead. For now, revenge needs to wait on survival.
* What are you most afraid of? Why?
The dark. The secret behind her fire ink tattoos, other than showing off her ability to withstand fire, is so that she can never be left in darkness again.
* Who is your worst enemy? Why?
Arakam - a spiness coward who killed Muraisa’s twin with poison and deceit. Muraisa hunted him into the North East, out of the First Lands, through the lands of other clans and into Haemil. One day the two will meet, and there will be a lot of blood.
* Do you know other characters in the party?
Possibly. Muraisa will take on jobs that either pay well or offer information about Arakam - or sometimes just because people need help. She might did several around Earthworks.
* Why is your character with the party?
Convenience or loyalty. It’s smarter to survive as a group than it is to try and go alone, and if she is friends with anyone she’ll want to keep them alive. The longer she is with a group that don’t try and betray her the more it’ll be the second.
| Sam C. |
@Apoc & Jon: Lol, don't worry about the length. I'm maybe the least lore/background intensive player in the current BT campaign, and I've still kicked out some content somehow, the campaign just inspires that kind of investment in time and effort. Assuming you're selected, you won't be at all out of place :D.
| Sam C. |
@Jon: Okay, commentary as requested.
I understand taking a rank in Swim as something of a background skill, something she made use of before the Shaping. I'll just point out that it'd be virtually useless to further invest in, however, as there either aren't any bodies of free-standing surface water worth talking about left, or that you could reasonably survive in; whatever the Shaping didn't quite literally suck up--the lake in the Talanor map, for example, is just a dried-out basin now--due to distance from the event has been reduced to temperatures that'd kill you in moments after entry.
(I get playing the character that you want, but I also don't you want to do like I did and invest in skills that turned out later to be so borderline useless due to how the campaign is structured that it required (a few separate acts of) GM intervention to remedy. Fortunately, Valjoen was quite willing to let me present my reasoning, and allowed the requested forms of remediation to be added, though the latest is still pending final review.)
You're pretty well kitted out for surviving though, and making said survival a little less dreary than sucking down another helping of cold (or, maybe, body temperature) rations. What's the background behind her cooking supplies, and the fancy accessories? It's interesting, and not at all something that seems suited to her initially. And why the use of alcohol to fuel her rage, another interesting character choice.
The background is pretty amazing, and it's interesting to have a character afraid of the dark in a world that will, in all likelihood, never see another sunrise (or at least, not see one in the foreseeable future).
I really hope that this one gets picked, and that Valjoen lets us do crossovers periodically. My character is sidelining as our party's purveyor of alchemical support, and he's just stumbled across the wondrous world of alchemical booze-craft. The prospect of fueling up your drunken barbarian with alchemical brews is... intriguing.
| Niyut |
As far as the lore goes, I have only one quibble. The Trial of Ash is less a coming of age rite and more of taking a position of responsibility in the clan. Is Muraisa responsible enough to be sponsored by a more seasoned warrior? Is she in control of her rage? Or does it still control her?
The Trial of Ash is serious business. While she could likely survive the physical challenge, there is a spiritual one as well.
I second Sam's question about fancy accessories.
Otherwise, I think the lore and flavor is spot on.
| JonGarrett |
Hmmm...I'd say she's hot-headed still but dedicated and in control of her anger. If she's given a job (or takes one on herself) it will get done if it's possible to do it. I'll clarify the Trial of Ash when I polish off the history (I can feel the spelling errors staring at me).
The idea behind her using alcohol for her rage is basically that she's got a little too much of a grip on it now - alcohol lets her loosen up and use what came naturally. She can use her rage without it, but it's more forced...hence the daily limit. I started to explain it in the characters section but forgot to detail it in the backstory proper.
Swim (and climb) are not high on my list of priorities, but I've found it's a terrible idea to leave them off a skill list. I'll bear in mind that Swim isn't likely to be too useful, but I'm glad I tossed at least one skill that way.
Cooking is simply something she's learned to do from her family and perfected because there's only so many burnt pre-packed rations you can eat. It's kind of a thing for my characters to take cooking supplies - I have chef training in real life, and my brother was actually a well-rated professional chef, so I always things a character should know how. I kinda consider it a basic of survival, especially if your society is pre-microwave.
Her jewellery is simply a quirk, as I wanted to balance out her appearance - the fire tattoos one side, the jewellery on the other, and I think it might be a pride thing too. She can afford to spend gold on looking good. Once I'd got the visual made sense to take enough to make Extremely Fashionable work, although in her case I think it's simply the fact she's relatively neat, wears nice gems and doesn't look like a rampaging murder hobo (except for carrying a huge killy axe).
| Sam C. |
(I can feel the spelling errors staring at me).
A feeling I know all too well, and it's amazing how I can make a visual spellcheck pass multiple times before posting, and the very instant the edit timer expires, notice all of those marvelous typos that managed to conceal themselves before >_<.
Swim (and climb) are not high on my list of priorities, but I've found it's a terrible idea to leave them off a skill list. I'll bear in mind that Swim isn't likely to be too useful, but I'm glad I tossed at least one skill that way.
Climb actually might be useful, more than you'd initially think. Talanor is surrounded by mountains, remember, and they've been pretty heavily rattled by the Shaping to boot. There is a not-inconsiderable chance that you'll eventually be mucking about either on the slopes, or within the dwarven works that cross beneath them to the outside. I can't speak about conditions in Kaladrym and the Great Southern Gate, but Eastgate had serious internal damage that required some Climb checks to get around.
Cooking is simply something she's learned to do ...
She must, of course, use the axe to cook on! Seriously, I'm getting such a thrill picturing this (relatively) huge, self-heating axe laid across some rocks, with a frying pan full of food sizzling away, a teapot on next to it, some bread baking on another segment, and her allies crowded around and warming their hands over any unoccupied part in reach :D.
Regarding the rest of your gear list, I see that you have money left unspent. YMMV on the following advice, but I really recommend that you spend down as far as you can. Have some coin, sure, but this is very much a post-apocalyptic campaign, and money is going to be quickly worthless; as this campaign starts with the arrival of the Haemil evacuees, that devaluation is already in effect and progressing quickly among them. 150 gp worth of food/rations will get more mileage, both for personal use and as trade goods, than 150 gp itself would by now. Skill kits, and individual things like more rope wouldn't be a bad choice either. You might find it a pain to carry, but dropping it to clear for a fight is better than not having it to begin with if it become necessary.
If you have Ultimate Wilderness, maybe some of the things in there would suit, such as the hydration backpack (drink up to a gallon of her favorite tipple, hands-free), nature climbing harness, or tent cover.
(Keep in mind, though, that this is just my recommendation. I'm in charge of my party's supplies, tracking and acquisition thereof, and I've developed a bit of a mania for making sure that we have what we need :D. Not that I've heard any complaints though, not yet at least.)
| Valjoen_GM |
@JonGarrett - Looks good. When I'm back home, I'll more thoroughly read and consider. I may have some questions.
@Bloodpaw - Using any naming convention is fine. If you're looking for any references to Egyptian type cultures, the Empire of Leyrtis now controls an area that once was similar to Egypt culturally and architecturally. In the current timeline, that Empire has been cutoff from the rest of the world for over a thousand years and is not eligible for play in the campaign. The region of Leyrtis that is the former Egyptian type culture, called Khesyta, is just south of Nynasis (which is predominantly greek influenced). It is not inconceivable that descendants of those people escaped after the invasion by Leyrtis through Haéktôr's Pass and now reside in the southwest portion of Nynasis. From there, your character could have travelled to Haemil and entered the Vale of Talanor with the refugees or come to the Vale prior to the Shaping. The jackal features in the aasimar would work well with that culture. Were you wanting to go the straight Aasimar or looking at a variant. I'll add some lore to the type you want and connect it to the Egyptian-like culture.
@Alias de Tempus - That archetype would play well into the mythos of Valthyra. We've been working on more of her mythos and her followers including a line of paladins. I'll try to update and some of that to the wiki in the net day or so, so you can see it. It's still in draft form but may be helpful for you. As Sam noted, the 3rd level bonus feat would need to be changed. I'd be open to customizing it to something that fits thematically once I see your background.