Beef's Reign of Winter

Game Master BeefLaRoux



I am looking to run five adventurers through the Reign of Winter AP so they can put an end to this miserable winter once and for all. This would be my first time GMing Pathfinder in a play-by-post format, but I am currently GMing three games IRL--including another game of RoW.

If you are interested, please post here with your character concept, including race/class, as well as a short backstory (or a long one, if you are so inclined). I encourage all applicants to familiarize themselves with the free Reign of Winter player’s guide.

Some character creation guidelines and other notes:

-Core and Featured races are allowed
-20 point buy
-Maximum starting gold for the class
-2 starting traits of different types (campaign traits are optional)
-All classes are allowed, but I have a strong preference to keep the Occult classes to Occult-themed games
-This adventure can be deadly, even in book one; I don’t set out to kill PCs, but I also won’t pull my punches
-I expect all players, and myself, to post at least once a day

Liberty's Edge

Hey there, Egil Forkbeard, Skald 1, at your service.

I built this character for a different Reign of Winter campaign but didn't make the cut (hence my rapid completion). I would really love a spot here, and usually post several times a day. If you are looking for consistent players, I've been here for around five years and have over 19,000 posts.

This character would make an excellent 5th man for the group. Thanks for your consideration!


Heya folks. Henric Drake, Human (Taldan) Occultist 1. Specializing in Evocation, and some Abjuration magics... and who knows what else down the road. :)

I'm not currently at home, so I'll have to double check, but I think he should already be ready to go, as is. Though if you're not requiring Campaign Traits, I may make a small adjustment.

Hopefully you're not too against Occult classes. I really love the Occultist in specific, and hope to be a really useful member of the party.

EDIT: Are you using any of the Unchained rule sets? He's currently set up for Background Skills and Automatic Bonus Progression, but I can easily reverse that.


How do you feel about firearms? I’m thinking maybe a Gun Chemist, but could go with a more traditional alchemist as well.

Also, how do you feel about aasimar/tieflings rolling on the variant ability table?

Edit: Also, could I convince you to consider using the Eliminating Feat Taxes rules? I’m a big fan. It really opens up a lot of flavorful, character-driven options for your feats when you don’t have to spend your first few feats on weapon finesse, power attack, deadly aim, etc just to have a viable build.


Henric Drake wrote:

Heya folks. Henric Drake, Human (Taldan) Occultist 1. Specializing in Evocation, and some Abjuration magics... and who knows what else down the road. :)

I'm not currently at home, so I'll have to double check, but I think he should already be ready to go, as is. Though if you're not requiring Campaign Traits, I may make a small adjustment.

Hopefully you're not too against Occult classes. I really love the Occultist in specific, and hope to be a really useful member of the party.

EDIT: Are you using any of the Unchained rule sets? He's currently set up for Background Skills and Automatic Bonus Progression, but I can easily reverse that.

Like I said, all classes ARE available. I really just wanted to avoid having an occult-heavy party.

EDIT: And I will not be using any Unchained rule sets.


BeefLaRoux wrote:

Like I said, all classes ARE available. I really just wanted to avoid having an occult-heavy party.

EDIT: And I will not be using any Unchained rule sets.

Fair enough. :)


Ouachitonian wrote:

How do you feel about firearms? I’m thinking maybe a Gun Chemist, but could go with a more traditional alchemist as well.

Also, how do you feel about aasimar/tieflings rolling on the variant ability table?

Edit: Also, could I convince you to consider using the Eliminating Feat Taxes rules? I’m a big fan. It really opens up a lot of flavorful, character-driven options for your feats when you don’t have to spend your first few feats on weapon finesse, power attack, deadly aim, etc just to have a viable build.

I feel positively about firearms and aasimar/tiefling variant tables. As for eliminating feat taxes, I am hesitant, but I am considering it. Perhaps if there is enough demand from other applicants?


Reign of winter! Always wanted to do that ap. I’ll grt an Ulfen worked up.

Also yes to feat tax removal :)


I'm rather indifferent to the whole Feat Tax document. I could easily take it or leave it.


I'll toss my hat in the ring with a tweaked version of Rikka here (Ulfen Human Tattooed Sorcerer). Her backstory and description are still valid. I'll likely be changing her familiar and some feats.
At some point in her future, I'd like to give her a couple levels in Monk and I prefer the Unchained version but that isn't a deal-breaker for me.


Given the thematic nature, how would you feel about a changeling? I know that they aren't featured races, but they're one of the less weird uncommon races, and one of my favorites.


Simeon wrote:
Given the thematic nature, how would you feel about a changeling? I know that they aren't featured races, but they're one of the less weird uncommon races, and one of my favorites.

A very good point. Changelings are a-ok!


Awesome! Think I'll make a annis hag-born changeling bloodrager. Nothing like natural attacks.

Edit: Forgot to mention, I'd be totally in favor of feat tax rules.


Ok. Made the tweaks to Henric, so he's officially all ready to go.


So feat taxes? Have some build ideas in mind but would like to know this first


Can we take a drawback for an extra trait?

1d100 ⇒ 49
So my Tiefling is healed by positive and negative energy. Not sure how relevant that'll be, but more useful than a 1/day SLA.


Ouachitonian wrote:

Can we take a drawback for an extra trait?

1d100
So my Tiefling is healed by positive and negative energy. Not sure how relevant that'll be, but more useful than a 1/day SLA.

Yes to Drawback for extra Trait, but this is optional.

Also, unless I misunderstood Simeon's post, it seems everyone's in favor of feat tax removal, so we'll go ahead with that. If anyone missed the link, it's here, and they link to the HeroLab mod and Full Document at the top of the page.

I'll be updating the main post soon with all the new info.

EDIT: Whoops. Guess I can't edit the first post. Here's all the current notes, compiled, if only for my sake:

-Core and Featured races are allowed, as well as changelings, as they are thematically appropriate
-20 point buy
-Maximum starting gold for the class
-2 starting traits of different types (campaign traits are optional) (you may also take a drawback for a third trait, but this is optional)
-All classes are allowed, but I have a strong preference to keep the Occult classes to Occult-themed games
-The campaign will be using the optional feat tax removal rules found here
-Besides the feat tax removal, no 3pp (forgot to mention before)


Oh. I didn't know there was a Herolab Mod. Makes me a little more willing to go with it. :)


Ahoy. I'm not super familiar with Pathfinder, but I'm an old hand at 3.5ed. BeefLaRoux messaged me about joining. Need a cleric?


Presenting Ylbanna, annis-born changeling, ferocious warrior, and lonely survivalist!

Stats:

Ylbanna
Female changeling bloodrager (hag-riven) 1 (Pathfinder Player Companion: Blood of the Coven 5, Pathfinder Player Companion: Blood of the Coven 27, Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 4 29)
CG Medium humanoid (changeling)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +1 natural, +1 shield)
hp 13 (1d10+3)
Fort +5, Ref +1, Will +0
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +5 (1d4+5)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks bloodrage (6 rounds/day), claws of the hag
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Combat Expertise, Deadly Aim, Mother's Gift: Hag Claws[ARG], Power Attack
Traits northern ancestry, poverty-stricken
Skills Intimidate +6, Knowledge (arcana) +4, Perception +4, Survival +5
Languages Common, Draconic
SQ evil eye (1 round), finesse weapon attack attribute, rules changes
Other Gear lamellar (leather) armor[UC], buckler, crossbow bolts (20), light crossbow, bedroll, belt pouch, blanket[APG], flint and steel, masterwork backpack[APG], pot, soap, trail rations (5), waterskin, 21 gp
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws of the Hag (Ex) 2 claw attacks deal 1d4 damage.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Evil Eye (1 round, 5/day, DC 12) (Su) 5As a std action, afflict 1 foe in 30 ft with –2 penalty to AC and attack for 1 rounds.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Background:
Ylbanna has always stood out in Heldren. She stands almost a head taller than most other girls, and her unusually long and fast-growing nails lashed out at those that had the misfortune of rousing her ferocious temper. That wasn’t helped by her heterochromatic eyes and the odd gray birthmark on her upper thigh. Her father, a cooper, found her on his doorstep a while after his affair with a stranger passing through town. The basket contained three things, the baby, a roughly woven blanket, and a note reading, Ylbanna. He did his best to raise her, but the strange circumstances of Ylbanna’s arrival made many people wary of him and his business the man soon took to the drink to cope. As such, Ylbanna spent much of her time on her own, wandering the wilds around Heldren, swimming, climbing trees, and setting traps to supplement the meager diet her father could provide. While many of the more normal children tried to bully her, they soon learned their lesson when they left with long scratches and a sense of ominous foreboding that they just couldn’t shake. Despite the slanderous rumors that many of the village people spread about her, Ylbanna generally wanted to keep to herself. She tried to make a few friends here and there, but few wanted to befriend the unusually tall and unpredictable girl. She lived a lonely but mostly content life until the early winter came.

Appearance and Personality:

Ylbanna is a tall, pale-skinned woman, long black hair hanging around her face. One of her eyes is a deep brown, while the other is a steely gray. She wears leather armor and carries a small shield on her forearm, along with a crossbow on her back that she disdains using, often complaining loudly whenever she has to use it. Her fingernails are long, somewhat jagged, and wickedly sharp. Though few ever see it, she also has a leathery gray birthmark on her upper thigh.

Ylbanna, despite being rather withdrawn and angry at times, is lonely and misunderstood. While confident and strong of personality, her demeanor is rather distant and she doesn’t make friends easily. She seems rather humorless at times, and has a ferocious temper that sometimes flares up. However, she deeply desires someone to care for her. With those she is close to, she can be quite tender with a fairly dry sense of humor. She especially has a soft spot for outcasts like her, going out of her way to help them when possible. She also has a great love for puzzles and logic games, and can often be found trying to solve one of several books of crosswords, riddles, or puzzles that she carries with her.

You understood my post about feat tax perfectly. I am in favor of getting rid of them. Let me know if you have any questions, and I'm looking forward to your decision!


Here's Ouachitonian's submission. I decided to go a slightly different direction. Rather than throw bombs or wield a gun, Nox is a Vivisectionist/Beastmorph, trading bombs for Sneak Attack. He'll be a bit of a Jack of All Trades; capable in melee, possessed of all the versatility of Alchemical extracts, Craft(Alchemy), Brew Potion, etc, and is also trained in Disable Device, so he can act (to an extent) as a substitute Rogue.

Over time, I plan to take feats that involve some alteration of himself; things like Fiend Sight, Expanded Fiendish Resistance, Improved Natural Armor, Improved Natural Attack, things like that. Maybe not the most mechanically powerful feats, but things that represent him experimenting on himself alchemically (which pair especially well with the evolving abilities granted by a Beastmorph's mutagen). I'll probably be taking Discoveries in the same vein, things like Preserve Organs, Tentacle, Spontaneous Healing, etc.


Just to give a rough idea of timeline: I plan on accepting applicants through tomorrow, around 10PM EST, and messaging accepted PCs sometime after that. Over the weekend I'll make sure everyone's up to speed on the setting and we have all the backstories set, and I will launch the gameplay thread either Sunday night or Monday morning.

A note to future applicants (and anyone who might want to revise): the party could do with a fighter-type, someone who can wear heavy armor and has a d10 HD.


Technically, the Bloodrager is a d10 HD, if not heavy armor.

I think the only thing we haven't had a submission for is a healer-type. Bard/Skald helps, but not enough on it's own.


Submitting Maka for application. This character was made years ago for a Reign of Winter game that fell through.

Appearance:
Tall, well-muscled build with tan skin and black hair. Notable draconic features, including: glowing, golden eyes, elongated canines, and scaled patches of skin. Sides of head are shaved, remaining hair tied back in a long braid. Numerous tattoos, dresses in monastic clothing. Maka initially makes for an imposing impression but this fades as soon as she smiles, which is frequently.

Personality:
Maka is well suited to her element; brash, compulsive, destructive, powerful, but also energetic, passionate, pure, and warm. Maka burns with a true zeal for life, often finding joy where she looks and creating it where there is none. A creature of emotions, Maka is quick to anger but also quick to forgive. She has a friendly, outgoing nature which helps offset her more destructive and violent impulses. Though she has a true love for combat, she takes no joy in the suffering of others. For her, a fight is a test, an action of purity. A way to learn something about yourself and your opponent. They are also a lot of fun. Maka’s monastic training taught her to judge herself by her own worth, not in how she stands above or below others. That a loss is as good as a victory if you grow. Lessons that heavily color her outlook on life.

Background:
Maka was raised in a monastery on the island nation of Jalmeray. It was founded by Bala Isa, a former master of the Monastery of the Unblinking Flame. One day during meditation, Bala came to a simple conclusion. There was no perfect style, only perfect styles. This conclusion did not sit with the Houses of Perfection, so Bala took his leave with but a handful of students following him. They reclaimed the Tiger’s Eye Monastery from the bandits occupying the abandoned school. Renamed the Dragon’s Eye Monastery, it was formed as a cosmopolitan school with no focus on a particular style, but instead on helping students develop their own.

Maka’s draconic nature and ability with fire developed at an extremely young age, possibly at birth. However, she is not sure as she has no memories of her family. She was found living in the wild by Zhen Riko, a monk of the Dragon’s Eye Monastery, during one of his travels. Unwilling to leave the child alone, and knowing her nature made her ill suited for most homes, he took her to be raised at the monastery. The monastery featured a wide range of students, teachers, and techniques, including other kineticists. This proved to be an ideal environment to hone her abilities and gave Maka an accepting nature and a true love of combat.

Maka truly loved her home, yet despite that, she long had the urge to leave. For years, she had had dreams about flying with dragons, flying away from the island. Flying away, but never quite leaving. Then one day, something new happened in her dreams; The dragons flew so far away that Maka could no longer see Jalmeray. They kept flying, faster and faster. In what felt like both a lifetime and a heartbeat, the dragons circled the globe, showing Maka things she had never dreamed of. Maka awoke with a start. For the first time, she had a true idea of the scope of the world. Just how far it stretched beyond the monastery, beyond the island. Excitement overtook Maka as she packed her few belongings in preparation for the long, long journey before her.

Maka was able to book passage to Absalom. The city at the Center of the World did not fail to impress. Maka had never seen anything quite like the city and it’s people, nor has she since. But the thing that impressed her most was the food. The monastery served good, but simple food. Nothing that could even compare to the things Maka tasted in Absalom. What little money she had was spent on food on her first day of arrival. She would have had to sleep on the streets had a grateful inn keep not given her a room for the night in thanks for stopping a fight after a blade was pulled. This gave her the idea of using her fighting ability to make money, so she could buy more food. Possibly her most successful idea to date, Maka made a name for herself in tournaments and underground fights and was able to buy almost as much food as she wanted. After a few weeks, her skill with fist and flame brought her to the attention of a group of Pathfinders. They were setting out on an expedition and needed muscle.

Her adventures with not without danger, which made them all the more exciting to Maka. She proved her worth several times and the venture was an overall success.When the group headed back to Absalom, Maka continued with her journey. Along the way, she got in to trouble numerous times for the sake of those in need. She tended to stay longer than she needed when she did so. Enjoying her time with the friends she made and helping to make sure they would be all right after she was gone. Eventually she made her way to Oppara, the capital of Taldor.

It was in Oppara that Maka met her friend, Sullivan Queen. ‘Sully’ was a thief with a heart of gold, working against the corrupt nobility to help the common people. Though Maka didn’t always agree with Sully’s methods, she had no doubt about his intent. Unfortunately their antics drew the attention of greater powers. The pair were lead in to a trap from which they were barely able to escape.

The pair fled south while being pursued by their enemies. No matter their efforts, their enemies kept managing to track them. After a long and arduous chase, they were finally able to lose their pursuers in the Border Wood. Grievously injured from the many battles and exhausted from their efforts, Maka and Sully collapsed. The pair likely would have met their end if not for a stroke of fortune. John Oakwood, a local resident from the small village of Heldren, came across the injured pair while on a hunting trip.

John was able to get the pair back to this house, getting a feverous version of their story along the way. With some tender love and care, and a healing potion or two, John and his wife were able to nurse Maka and Sully back to health. Though the extent of their exertion and injuries required lots of time and rest. However, the pair are finally back on their feet, though still quite sore and stiff.

Stats:
About Maka Na’Shota
Female Aasimar Kineticist 1
GG Medium Humanoid (Human), Outsider (Native)
Init +3; Senses Perception +7 (Low Light Vision, Darkvision 60ft)
Languages Common, Vudrani
________________________________________________________________________
DEFENSE
________________________________________________________________________
AC 13, touch 13, flat-footed 10
( +3 Dex)
hp 11 (1d8, +3 Con)
Fort +5, Ref +5, Will +3
Defensive Abilities
Resistance - Acid: 5, Cold 5, Electricity: 5
________________________________________________________________________
OFFENSE
________________________________________________________________________
Speed 30 ft. (6 squares)
Kinetic Blast (Fire, Touch AC) +3 (1d6+1/x2) 30ft
Base Atk +0; CMB +1; CMD 14
________________________________________________________________________
STATISTICS
________________________________________________________________________
Abilities STR 12, DEX 17, CON 16, INT 10, WIS 16, CHA 7
Feats: Precise Shot
Traits: Blood of Dragons, Restless Wayfarer
Skills: Acrobatics +7, Appraise +0, Bluff -2, Climb 1, Diplomacy -2, Disable Device +0, Escape Artist +3, Fly +3, Handle Animal -2, Heal +3, Intimidate -2, Linguistics +0, Perception +7, Ride +3, Sense Motive +3, Sleight of Hand, +3, Spellcraft +0, Stealth +7, Survival +3, Swim +1, UMD -2, Perform -2, Knowledge Geography +1, Knowledge Local +1, Knowledge Religion +4
Racial: Celestial Resistance, Crusading Magic, Darkvision 60ft, Scion of Humanity
Class: Burn, elemental focus, gather power, infusion, kinetic blast
Combat Gear:
Other Gear: Backpack (common), Bedroll, Belt Pouch, Blanket, Candle, Canteen, Chalk, Fishhook, Grooming Kit, Dagger, Incense, Scarf, Pocketed, Monk's Outfit, Halfing Trail Rations, Trail Rations, Wandermeal, Tent, Small, Chocolate, Bar, Twine, 50ft

Character Sheet

References


Indiecred324 has offered a cleric.

Indie, 3.5 and PF are siblings. You should have no difficulty picking it up. You'll get tripped up on small rule differences, which are easily straightened out. Welcome to PF!


Henric said almost exactly what I was thinking. Ylbanna can dish out some pretty decent damage with a full attack and bloodrage, along with having some respectable HP. My armor suffers a bit, but the best defense is a good offense.


I have a prebuilt warpriest that I can use I just have to make the lias for it, should be up tomorrow

Grand Lodge

Dot. Will submit character in the morning.


I made this character for another RoW game attempt so it was pretty much ready to submit.

Winter Witch:

Anina
Female peri-blooded aasimar (emberkin) witch (winter witch) 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 7)
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +3; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +0 (1d4/19-20) or
. . handaxe -4 (1d6/×3) or
. . quarterstaff +0 (1d6)
Ranged light crossbow +1 (1d8/19-20) or
. . sling +1 (1d4)
Special Attacks hex (cackle[APG])
Spell-Like Abilities (CL 1st; concentration +0)
. . At will—speak with animals (arctic fox only)
Witch Spell-Like Abilities (CL 1st; concentration +6)
. . Constant—endure elements (cold only)
Witch (Winter Witch) Spells Prepared (CL 1st; concentration +6)
. . 1st—infernal healing[ISWG], mage armor, snowball[UW]
. . 0 (at will)—detect magic, message, ray of frost
. . Patron Trickery (infernal contract) (1d6)
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 13, Int 20, Wis 12, Cha 9
Base Atk +0; CMB +0; CMD 11
Feats Alertness, Fey Foundling[ISWG]
Traits beastkin, failed winter witch apprentice
Skills Knowledge (arcana) +9 (+10 to identify spells or magical effects with the cold descriptor.), Knowledge (nature) +9, Knowledge (planes) +11, Linguistics +6, Perception +3, Sense Motive +3, Spellcraft +9 (+10 to identify spells or magical effects with the cold descriptor.), Survival +3, Use Magic Device +3; Racial Modifiers +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Hallit, Skald, Sylvan
SQ cold flesh, crusading magic, witch's familiar (arctic fox named Kali)
Other Gear blunted bolts (10), cold iron dagger, crossbow bolts (20), handaxe, light crossbow, quarterstaff, sling, sling bullets (10), backpack, bedroll, belt pouch, candle (10), candle lamp[UE], chalk (10), cleats[APG], cold weather outfit, flint and steel, furs[APG], grappling bolt[UE], ink, inkpen, mess kit[UE], pot, shovel, signal whistle, silk rope (50 ft.), snow goggles[UE], snowshoes[APG], soap, spell component pouch, tindertwig (5), torch (10), trail rations (5), waterskin, winter blanket, 4 pp, 8 sp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Crusading Magic +2 racial bonus on caster level checks to overcome spell resistance.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Trickery (Infernal Contract) (1d6) Each day when you prepare spells you must deal 1d6 points of damage to yourself.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
--------------------
level up plan:
Feat: Spell Penetration
Prestige class: Winter Witch at level 6.

Background:

The beginning of Anina’s life was a common occurrence for the superstitious people of Irrisen, sacrifice the baby. Her human birth parents were shocked at her birth and thought her cursed when she was born a peri-blooded aasimar. It was very unusual for an emberkin to be born to human parents this far North in the cold reaches of Irrisen. So her parents, directed by the village elders fearing a curse on their village, took her out to the frozen woods and left her there as a sacrifice to the White Witches. The baby crying and half frozen in the arctic woods was discovered by a curious and intelligent fox. The fox being intelligent knew this was not food but instead a helpless baby so she dragged the crying baby back to her den and saved Anina’s life. Anina was raised with the arctic fox family and community, learning their language and their ways. As she got older the foxes knew they couldn’t keep her and had to send her to others of her kind so she could survive and learn. The foxes arranged to send Anina away to the Winter Witches which were their closest allies and many an arctic fox had become a trusted familiar to the witches. The Winter Witches were shocked to find an emberkin this far North but they reluctantly accepted her as an apprentice. This apprenticeship did not turn out well as Anina was much more capable of fire magic and utterly failed at the ice magic. The Winter Witches unable to train a fire witch, sent Anina away. Having been thrown away by her human family, sent away by her fox family, disgraced and discarded by her witch family, she was determined to prove them all wrong and become a great Winter Witch maybe even the greatest, greater than Baba Yaga.

After having spent several years alone and trying to learn witch magic on her own, Anina has finally mastered the art of icy magic at the expense of never being able to work her emberkin fire magic again. She travels back to Heldren to seek out each of her families in turn, the human, the fox, and the witch to show them that they were wrong; she is worth something and should not have been cast away.

Look & Personality:

Anina is a sightly below average looking peri-blooded aasimar. She has a fiery red mane of hair that occasionally show sparks of flames flickering throughout it. She wears no armor and carries a quarterstaff for defense and for use as a walking stick. She has a tiny arctic fox familiar, Kali, that follows her around and can frequently be seen curling up on her shoulders like a furry shawl. She talks mostly to her fox friend and avoids most others as she has been shunned all her life by them. She feels mostly at home out in the woods far away from the civilization of villages and cities. She favors learning on her own and reading books, thus she had to learn several languages to help with the reading so that she could learn even more about becoming the best Winter Witch ever. She has a very competitive drive which compels her to try to be the best and prove it to everyone.

Kali:

--------------------

Kali CR –
Female arctic fox (Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8+1)
Fort +3, Ref +4, Will +3
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+14 to jump), Linguistics -1, Perception +8, Spellcraft -1, Stealth +10 (+14 while in snow), Survival +2 (+6 to track by scent), Use Magic Device -1; Racial Modifiers +4 Stealth while in snow, +4 Survival to track by scent
SQ empathic link
Other Gear companion cold weather outfit[UW]
--------------------
Special Abilities
--------------------
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
--------------------


Will get Background up soon. But mechanically:

An Ulfen woman who summons Ice Armor and who creates spiked ice gauntlets to fight.

While her class is occult, I picked Elemental Annihilator. So she acts more as a fighter. With the differences being that she summons her own armor (made out of ice), and creates her own weapons.

In close combat she has +4 to hit and does 1d8+9 damage.

At 30ft range she either has +3 Hit vs touch AC, doing 1d6+4 cold damage
Or at 30ft she can have +4 Hit vs regular AC, doing 1d8+6 damage

And she is pretty tanky. Effective HP11 (due to Nonlethal she is stuck with), AC20 and Fire/Electricity/Cold resist 5.

——

Taking a gamble on the class. But I figure that there is nothing occult about it...


Background:

Gallessa stumbled into the village of Heldren. She was weary, as her feat aches worse than she could ever remember. Her tattered cloak was wrapped around her. Not so much from the cold. She was used to far worse, and truth be told, she didn’t feel it. No, she didn’t want to be seen.

While a native of Kalsgard, one could be excused for not recognizing her as an Ulfen. While tall, she is slight of frame and weak of arm. One would be hard pressed to imagine her with spear, shield and shining mail. Galessa’s mother was a thrall, for she had been caught stealing and had to pay off her debt. If that were not unfortunate enough, she was also born with a birthmark. It was the symbol of Thremyr. The first Jarl. Lord of the frost giants, father of winter wolf, and Scion of the long winter.

Galessa’s status as a thrall was not permanent, for that was not the Ulfen way. But her status as the lowest of the low was. While she did her best to keep her birthmark hidden, everyone knew her as being Thrall-Dottir. The daughter of a criminal, who like her mother, took whatever work she could to get by. A girl who did not even know her own father. And as cruel as the rumors were, Galessa knew that the truth was likely much worse. For when she asked her mother, all she got was a guilty stare at the birthmark. She soon stopped asking.

It was when Galessa came of age as an adult that she finally had to leave. For years she had tried to suppress the yearning inside of her. It had begun when she had hit puberty. She had made a dagger out of ice with nothing but her mind. Try as she might, she found that her mastery of winter’s bite could only be used to destroy. She could make swords, spears, daggers and mail. She could throw shards of ice or freeze with a thought, but she could not make anything productive. Her blood only knew how to kill.

It happened one night. She had left the bar which she had found work sweeping, when a drunkard followed her out. A would-be Skald. A youth, who kept spinning sagas about her mother and whom her father might be. In anger she spun around, and before she knew it, had thrown a dagger of ice directly into his chest. For what felt like an eternity she stood there over the body, trembling in fear.

Using all of her savings, and most of her mother’s, she managed to get herself on a ship going to Taldor. She had to leave before anyone found what she had did. For once they saw her birthmark, she would certainly hang. There would be no mercy for one such as she.

—-

And so it was that she stumbled into the village of Heldren. She was moving for the sake of moving. She had nowhere to go and nowhere to be. All she knew was that, for whatever reason, be it mystical ley lines or just fate, she felt like she belonged there. Slowly walking into the village she was determined to find out why.

Appearance and Personality:

Galessa is tall, like most Ulfen. But she is thin of frame, much more like the women of the south. What stands out most about her though, is her eyes. They are as blue and as pale as a winter sky. And they hold in them the promise of brutal violence, a desire which lurks within her.

She is, by most accounts, a polite enough person. She learned from a young age how to keep her head down, and how to lie her way out of trouble. Or into a meal, as the case was. But underneath that persona lies something darker. She carries with her the blood of Thremyr, or at least his influence. She got her first taste of blood and war, and deep down inside she found it intoxicating. It is something she both yearns for and is ashamed of.


Hello! I have been recently applying in a RoW game, but haven't been accepted. I will change my submission, though, as it was an Arcanist and I see a good amount of casters around here.

I'll be submitting a ranged character, but need to write down the background (though it's already in my mind). He's a disappointed ex-member of the Molthune army who's on his way to Southern Taldor to sell shelter with a far branch of the family, but gets stuck in the winter storm.


Submissions
* Galessa: Tiefling Elemental Annihilator
* Maka: Aasimar Kineticist
* Anina: Aasimar Winter Witch
* Nox: Kineticist Alchemist
* Ylbanna: Changeling Bloodrager
* Henric: Human Occultist
* Rikka: Human Tattooed Sorceress
* Egil: Human Skald


Oh, cool! I'd like to throw my hat into the ring with Adula Osherri. While she may be an arcane caster, she fills much more the role of a divine caster, healing and supporting the party. I haven't picked out spells known (just prepared) or gear, though. Would it be alright if I wait until (if) I'm selected to do so? Gear tends to take me as long to pick out as the rest of the character combined.

Spoiler:
Adula Osherri
Female Human Hedge Witch 1
NG Medium Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 10 [+2 Dex]
hp 7 (1 HD; 1d6+1)
Fort +1, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Quarterstaff -1 (1d6-1/x20)
Ranged Weapon +[To Hit] (Damage/Crit Range) | Feat +[To Hit] (Damage/Crit Range)
Special Attacks Slumber (Will DC 15)
Witch Spells Prepared (CL 1st; concentration +5)
. . 1st (2/day) - Burning Hands, Chill Touch (DC 15)
. . 0th (at will) - Detect Magic, Light, Guidance
Spontaneous Casting: Cure
Patron: Healing
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 19, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 11
Skills Knowledge (Arcana) +9, Knowledge (nature, planes) +8, Spellcraft +8, Heal +5, Use Magic Device +5, Perception +6
Feats Extra Hex (slumber), Accursed Hex
Hexes Healing, Slumber
Traits Adaptive Magic, Seeker
Languages Common, Celestial, Hallit, Draconic, Sylvan
SQ
Gear
--------------------
Special Abilities
--------------------
Name of Ability

Familiar: Athali (hedgehog)

Backstory:

Adula was born and raised in Heldren, the only daughter of the town scribe, Kalaven. Her mother Estrail, sadly, passed away in childbirth, and Kalaven raised his daughter with all his heart. However, as she grew up, the young girl found herself keenly in want of her mother. As a result, she did her best to study medicine as she matured. While not terribly religious, she even tried to become an acolyte of Sarenrae, to become magically empowered with healing, that she could aid others in similar trouble.
However, for whatever reason, be it a lack of devotion or simply not having the discipline to channel the power of the gods, Adula never managed to cast even the most basic of divine orisons. Dejected, she returned home and returned to careful study, to at the very least, master mundane healing. Fortunately for her, though, she found another path to healing. Hidden in the depths of dusty tomes, and then more audible, tangible whispers in her ear, Adula found herself following the directions of a mysterious 'sponsor' who she strongly suspects is a celestial servant of Sarenrae (as fires seem to respond to her presence). Still, regardless of its source, she's been using it since she was 16 to serve as Heldren's primary healer, caring for her aging father until his death the previous year. She's gentle and kind to her patients, helping them rest and magically aiding healing however she can. She's also immensely protective of those around her, and frequently finds herself using her magical abilities to stop fights before they happen.

Adula is an average-sized young woman, in her mid-20s, with bright red hair and gentle blue eyes. Her hands, while soft, are also strong from working with the human body from an early age and constantly spotless, to reduce the danger of infection. She wears an outfit reminiscent of a cleric of Sarenrae, with a staff bearing the goddess' holy symbol and golden ornamentation on white robes, kept magically clean at all times. She's soft-spoken most of the time, which only serves as a greater point of contrast for when she speaks firmly.



Would like to throw my hat in with Baldwin here. First try at a sword & board fighter.

Just to note, I've played RoW all the way through with a RL group, but it was years ago and it felt a bit rushed so looking forward to something with more RP opportunity. Stats/Background in profile.


Galessa wrote:

Submissions

* Galessa: Tiefling Elemental Annihilator
* Maka: Aasimar Kineticist
* Anina: Aasimar Winter Witch
* Nox: Kineticist Alchemist
* Ylbanna: Changeling Bloodrager
* Henric: Human Occultist
* Rikka: Human Tattooed Sorceress
* Egil: Human Skald

*Vivisectionist/Beastmorph Alchemist for Nox.


I had hoped my friend, the player of Sully in my backstory, would join me in the application but unfortunately he is tied up. If Maka is selected I'd modify her background slightly, preferably tying it together with one of the party members. @Galessa, can't help but imagine opposing element besties.

Also, it's on my sheet but I forgot to mention it in the actual post. I'd be taking a monk dip at lv 2.


I'd like to try out a human Warpriest of Abadar tank, since you pointed out the lack of front liners. He will stand in front to keep bad guys away from the squishy back-liners but can also buff and heal.

For his campaign trait he'll have Northern Ancestry. I'd also say, just fluff, that his appearance makes him look like he has the Blood of Giants trait even though he doesn't get the mechanical benefit of that trait- basically, he's a really big dude.

I haven't played through RoW before but have been in a lot of PbP games here on the boards.

Megadonius Ulfia Zimarianus, Taldan Warpriest of Abadar, Background:
Don (formally known as Megadonius Ulfia Zimarianus, which is a mouthful for non-Taldans to say) is the grandson of a retired member of the Ulfen Guard who decided to stay in the temperate south instead of returning to the icy Land of the Linnorm Kings. Don inherited his grandfather's size and hardiness, and as a virtual giant among his peers it was almost guaranteed he would take up the life of a soldier.

As a young man he found he had a special connection to Abadar, feeling the power of his god's prayers and taking Abadar's teachings to heart. With his size, strength, and desire to give back to his community, Don joined the army as soon as he was able, passing for a young adult when he was only 14. It was during training, when he healed a fellow recruit's broken leg with a fervent prayer, that he discovered the connection that he had always felt was more than just a feeling.

Don continued his basic army training but with his special gift was never inducted into the phalanx like his peers. Instead he was taken for further training and indoctrination into Abadar's church, becoming a warrior for his god.

He spent the next two years in intensive training, learning church doctrine along with tactics and strategy. For the last few months, for his first assignment, he has been attached to a unit of soldiers traveling the imperial roads, protecting caravans from bandits and making improvements to infrastructure where needed to keep the highways passable for trade.

His unit recently arrived in Heldren accompanying a merchant caravan, and for the moment he is at loose ends while the squad he's attached to finishes up their duties.


This half-elf Unchained Summoner (Spirit Summoner - Life Spirit) was created for a different RoW attempt, so she won't need too many modifications.

If selected, I would need to remove background skills and adjust purchases, perhaps some small adjustment for the feat tax removal, but nothing else that I can think of.

Fluff:

Appearance:
Zemsta is strikingly beautiful and seductive. Long black hair frames a face with sharp elven featues with a pale complexion that sets off her black eyes. A small, glowing wasp can be seen, only partially hidded, behind the hair that sweeps over her face.

She wears black clothing, a form-fitting shirt with dagged sleeves that flares and drapes over her hips and her tight leather pants.

She carries herself with confidence and her chin held high, in a slightly haughty expression.

Kitt Appearance:
From a distance, Kitt appears to be the most beautiful woman you have ever seen.

She is tall, muscular, and proportioned like a sailor's fantasy. She has short, black hair and skin that appears bronzed as if she had a deep tan. Her features are exotic in a way that you can't quite place.

Only upon getting closer do you notice the differences that clearly mark her as not human. The bronzed skin is actually a very thin layer of fuzzy fur. Her yellow eyes have pupils like a cat's, and her fingernails are pointed like claws. She has a small, glowing wasp on her forehead that she makes no effort to hide.

Standing, she puts one hand on her hip, while the other hand twirls her bardiche. Looking you straight in the eye, you get the sense that she wants to devour you, and you aren't positive if that is a good or bad thing.

Background:
Born Zoastria Oririe, Zemsta was a happy and care-free child.

Her elven mother, Tiatha, from the Verduran forest, fell in love with a human knight who had taken a quest to defeat a great dragon.

Knights who battle dragons usually meet a certain fate, and this knight was no different. Thought the tryst was short lived, it left a living legacy in Zemsta.

As is usual with elves, Zemsta was shunned due to her heritage. Unable to bear the ridicule, Tiatha took her daughter and moved to Bellis, entering service at the Calistrean temple.

Growing up around Calistreans made an impression on Zemsta, and she learned to love the beauty and freedom taught by the faith. With her mother's blessing, she entered training for priesthood, eventually entering service as a courtesan.

Zemsta was very successful in this lifestyle, due to her great beauty and exotic appearance. Life was good and appeared as if it would only get better, until one night when a worshipper became violent.

On this particular night, something went wrong with the wards and safeguards in the temple. The client was a Warlock, who used his magic to keep from alerting the temple's guards. Either the alarms did not sound, or the listeners were somehow distracted. Zemsta was beaten mercilessly and burned by the sadistic creature. She hovered on the brink of death.

At the boundary between two worlds, a power reached out to her. "If you would live, take my hand. Accept my power, and I will be your protector." Taking the barely seen hand, a sudden glowing warmth filled Zemsta's body, bringing her back from the brink of death. When she became fully aware, a voluptuous, deeply tanned female stood over her with a bloody dagger, and her tormentor had fled.

Zemsta eventually healed from the attack, but her health suffered, leaving her weak. The lower half of her torso and legs are covered by horrible burn scars that make her unable to copulate without pain. No longer able to serve as a courtesan, and with new powers, the church instead assisted Zemsta in learning about her new powers and in training her to serve the church as an instrument of vengeance.

She took the name Zemsta, a word she found in a text about obscure languages. The word means Vengance, and it felt appropriate.

Through a twist of luck, Zemsta a recent client at the temple who worked on one of the river barges recalled the night of the attack and a wounded man who booked passage on the barge. Questioning brought with it an old trail leading to Heldren.

On a quest for vengeance, Zemsta and Kitt set out to see if the trail could be picked up.


Alright, finally put together that cleric.

Cleric:
Vishka Faraj
Female Human Cleric/1
Lawful Good
Init 0; Senses ; Perception 3

DEFENSE
AC 15; Touch 10; Flat-Footed 15
HP 9; Wounds —; Non-Lethal —
Fort 3 (Birthmark: +2 vs Charm/Compulsion); Ref (Birthmark: +2 vs Charm/Compulsion); Will 5 (Birthmark: +2 vs Charm/Compulsion)
DR —; Immune —; Resist —; SR —

OFFENSE
Speed 30; With Armor 30;
Melee 2 Cold Iron Scimitar (1d6+2, 18-20x2); Sla; +2 fire on crit

Spells Known/Prepared

1st—Endure Elements, Shield Of Faith, Magic Weapon
0th—Stabilize, Create Water, Detect Magic

STATISTICS
Str 14, Dex 10, Con 13, Int 10, Wis 17, Cha 14
Base Atk 0; CMB 2
Feats; Extra Channel, Selective Channeling
Skills; Bluff 2, Climb 0 (-2), Diplomacy 6, Disguise 2, Heal 7, Intimidate 2, Knowledge Religion 4, Perception 3, Sense Motive 3, Survival 3, Swim 0 (-2)
Languages; Common, Kelish
SQ; Aura (Ex), Channel Energy (Su), Cleric Domain (Sun), Cleric Domain (Fire), Fire Bolt (Sp), Sun’s Blessing (Su), Spontaneous Casting

Backstory:
Vishka was born into a poor family of the Kelesh merchant class who had been financially ruined by a rival. Unable to support a fifth child, her parents gave her up to the Cult of the Dawnflower with who she remained throughout her life. Harboring some resentment towards her birth parents for her abandonment, she took upon herself the surname of Faraj to honor her guide and mentor in the Cult, finding her new family among the faithful of Sarenrae.

While she has taken solace in her faith and in her mission to battle the cult of Rovagug and all who would threaten peace, she has shown excessive aggressiveness unbecoming of an agent of the Dawnflower. In an effort to help her temper her anger and form it into something more useful to the peoples of Golarion, and to allow her to experience other views and beliefs, her mentor has tasked her with finding a group of adventurers outside of the cloister to aid in a righteous quest.


Got a submission as well, an arcanist who will be multiclassing into Eldritch Knight. Name is Loryn Palastus.

Stats:

Loryn Palastus
Human Arcanist (Blade Adept) 1
NG Medium humanoid (human)
Init +6; Senses Perception +5
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 Dex)
hp 11 (1d6+5)
Fort +1, Ref +2, Will +2
OFFENSE
Speed 30 ft.
Melee rapier +2 (1d6)
Arcanist Spells Prepared (CL 1st; concentration +5)
1st(3/day)—mage armor, magic missile
0th (at will)—detect magic, prestidigitation, ray of frost, resistance
STATISTICS
Str 10, Dex 14, Con 13, Int 18, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 12
Feats Improved Initiative, Toughness
Skills Diplomacy +2, Knowledge (Arcana) +8, Linguistics +8, Perception +5, Spellcraft +8, Stealth +3, Use Magic Device +5
Languages Common, Draconic, Dwarven, Elven, Infernal, Varisian
SQ arcane bond (rapier), arcane pool (4), consume spells
Gear rapier, journals (3), scroll case, spellbook, traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), 67 gp

Backstory:

Born into the middle class in Korvosa, Loryn was always reading books as a child. He loved science and adventure, and his hero was Montlarion Jeggare, the gentleman explorer. When he became older, he joined the University of Korvosa, specializing in Varisian folk lore. After spending his 28th summer with caravans travelling across souther Varisia, he became fascinated with the runic tattoos given to their sorcerors, and transferred to Theumanexus College in East Shore to advance his study. There, while studying arcane theory, learned some magic himself, fusing the Varisian and Chelaxian arcane traditions in the process. His work complete, he took to travelling Avistan, chronicling various arcane traditions from Ustalav to Taldor, his current location.

Loryn has a somewhat eager personality for someone of his age, especially if it concerns arcane lore or spell knowledge, though his excitement is tempered with the prudence of a seasoned traveller. He is dependable when he gives his word, and always willing to help those in need. He has well-kept brown hair and dark green eyes.


Ilamin Sarris:

Ilamin Sarris
Elf ranger (skirmisher) 1 (Pathfinder RPG Advanced Player's Guide 128)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 10 (1d10)
Fort +3, Ref +6, Will +2; +2 vs. enchantments
Immune sleep; Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 10, Int 14, Wis 14, Cha 8
Base Atk +1; CMB +5; CMD 15
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Precise Shot
Traits affable, northern ancestry
Skills Climb +4, Diplomacy +3 (+5 to gather information.), Handle Animal +3, Knowledge (local) +6, Knowledge (nature) +6, Perception +8, Profession (trapper) +6, Stealth +8, Survival +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Sylvan
SQ elven magic, finesse weapon attack attribute, track +1, wild empathy +0
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

This is my current thoughts, I will get equipment and backstory squared away but I am thinking of an Elven Ranger that lives in the surrounding wilderness and makes appearances around the times of winter to ply his wears (furs, hunting expertise, extra meat, that sort of thing.) I'd post more atm but I'm about to take the wife out for her birthday.


I feel a little embarrassed. Somewhere along the way, I lost the background and personality write-up for Henric.

Just re-posted the background. I'll have more shortly.

Background:
Having been an orphan since he was young, Henric Drake has never learned how to set down roots anywhere. His mother died at childbirth, and his father, who was a talented entertainer, died suddenly and inexplicably. A young Henric never had to worry about being left alone, though. He was taken in by a traveling scholar who trained him up as his aid and, after realizing the youth's potential, in the magical arts. The two of them traveled far and wide, researching various artifacts and learning about history and magic together.

Eventually, Henric parted ways with his teacher to find his own way and make his own discoveries in the world. But he also hopes to help others in whatever way he is able, just like his teacher did for him. Eventually, he found his way to the little village of Heldren, from where stories have emerged about strange happenings and stranger beasts. Hopefully, he can use his skills to find out the source of these stories.


Thank you everybody for your submissions! There were way more than I thought there would be, and I had a tough time picking, but I have messaged those chosen. I will keep you all in mind, though, if someone declines/drops out.

Thanks again!


Thanks Beef. Good luck, players.

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