Rue and Ruin: Happy island getaway!

Game Master Aebliss



Rue is a battered, worn old world, spiralling through the void in a stately dance around its sun - its red and swollen sun. The mountains have been mostly worn to hills. The moon disappeared long ago, and so there is no tide. The last known mines are close to drying up. Ancient civilizations are growing steadily more corrupt, like fruit rotting on the vine, and twisted ... things ... are creeping out of the shadows that should have remained hidden forever.

But life still goes on, and Baron Kaye has opened a new resort on an island out in the Serene Sea! For whatever reason, you have managed to find placement on the first group to come tour the lavish establishment. Yes, you face a month of fine dining, entertainments fit for a king, and nothing but idle living, you lucky dog!

Then again, you may have to endure some minor interruptions to your vacation.
Welcome... to Rue.

= = = = = = = = = = = =

I am seeking a party of 4 - 6 brave souls willing to brave the luxuries of Kaye's Island Resort, to plumb the depths of its wine cellar, to stomach three lavish meals a day, to explore the wind-swept natural beauty of Kaye's Island and the glass-smooth expanse of the Serene Sea... and possibly to catch a brutal murderer before he can kill you all.

Four to six brave souls, to catch a murderous fiend and solve a miserable crime, preferably before the next supply ship comes in and they can escape. Or, you know, before the killer can finish off everyone on the island.

Be warned that the pace will be SLOW. I will commit to at least a weekly post.
You will be running an investigation, rather than a running brawl, so please keep this in mind.

= = = = = = = = = = = =

Character creation:

Alignment: any, but I expect you to play your alignment sensibly.
Going off on a mad murder spree or insulting every other player and chalking it up to a chaotic and/or evil alignment will not be tolerated. Even if you're CE, you'd still need some skill at getting along with others most of the time, or you would have been knifed in an alley or publically executed long ago.

Races allowed: Drow, Dwarf, Goblin, Half-Drow, Half-Elf, Half-Orc, Human, Tiefling.

About the races:
The races of Ird can be divided into two groups: the Blessed Folk and the Despised Ones.
Humans, Half-Elves and Elves are the Blessed Folk. The Most High Priestess of the Goddess tore open the earth, allowing surface armies to raze the subterranean kingdoms of the Dwarves and Drow. She shattered the defenses of the Darkborn Empire, breaking the resistance of the Goblins and Tieflings. She butchered the last pure-blooded Orc Horde on the Plains of Malk, leaving only their hybrid offspring alive.
No prizes, therefore, for guessing which races are the Despised Ones...
Humans and Elves pretty much claimed supremacy over the planet after all of that.
While Drow, Dwarves, Goblins and Tieflings still exist, over ninety percent of their population is enslaved. Half-Orcs fare slightly better, owing to their human blood, as do Half-Drow. It is possible - though not common - for slaves to earn their freedom through their labour or through some deed for which their master chooses to reward them.
After the victories of the Most High Priestess, the Elves withdrew to their verdant kingdoms, leaving the rule of roughly seventy percent of the planet to their Human 'allies' - and carefully watch their borders to this day. Elves are almost never seen outside their own territory, but Half-Elves are fairly plentiful, owing to 'diplomatic traffic' between Humans and Elves.

Classes allowed: Alchemist, Cleric, Fighter, Investigator, Magus, Rogue, Sorcerer, Summoner, Witch, Wizard

Classes and standing:

Some classes have a better reputation than others on Rue, and the wise man or woman takes care not to expose a truth which could lead to public censure or equally public execution.
Clerics and Summoners are seen as people blessed by the Goddess (or else imbued with the intimidating aura of Kebal) and as such are held in high regard even among nobles.
Fighters, Investigators and Magi are all considered to be useful in their own way. They may not be tolerated in the halls of the high and mighty, but they are not persecuted, either.
Alchemists, Summoners, Witches and Wizards suffer censure if they are discovered; Alchemists and Wizards are seen as tied to the heretical Goddess of Reason, for their constant attempts to control the world by uncovering new knowledge; Summoners and Witches are seen as pagans, who draw upon spirits and heathen gods.

Religions of Rue:

On most of Rue, there are only two faiths in this era: the faith of the Goddess, and the creed of Kebal.

The Goddess' faith swept all of Rue generations ago. Its core tenet is that the Goddess is supreme and surpasses understanding. In her palm lies the whole universe, and all that moves within it - from the tiniest bug to the pagan gods of old - is but part of the great game she is playing with herself. As the Goddess is too vast for mortals to understand, she has many 'faces'; aspects of her totality worshipped because it is impossible to venerate all of her.
In game terms, the Goddess is True Neutral. She accepts clerics of the CN, LN, N, NE and NG alignments into any of her sects. A Cleric must choose one of those sects to call their own, and can choose from the domains offered thereby.
Currently, the accepted sects are:

Home Faith
Possibly the oldest sect, the Home Faith is a monastic order that concerns itself only with venerating their patron and seeking to become worthy of her.
Domains: Air, Glory, Law, Rune
Subdomains: Heroism, Inevitable, Language, Wind
Favoured weapon: Dagger

Goddess of Chance
An aspect of the Goddess which is unusually playful and impish, and which might have been branded a heresy if not for its huge popularity in all strata of society. This sect runs gambling halls, sponsors pleasure palaces and adventurers' guilds, and organizes lavish parties on the Goddess' holy days, where free food and drink are provided and merry pranks are played. Unkind tongues may claim the Goddess of Chance also sponsors thieves' guilds and meddles in the affairs of the high and mighty to show no one is free of the vagaries of chance, but nothing has ever been proven. At least, not to the point that anyone could make a charge stick...
Domains: Chaos, Liberation, Travel, Trickery
Subdomains: Exploration, Freedom, Protean, Thievery
Favoured weapon: Rapier

Goddess of Knowledge
A monastic order like the Home Faith, this sect concerns itself with the preservation of knowledge and little else - because its core tenet is that all knowledge has already been discovered and nothing new exists to be learned. Moreover, the monks and nuns of this sect rigorously prune the tomes and scrolls in their possession in an effort to weed out heresy against their Goddess. While they are always happy to take reception of new volumes, they are notoriously loathe to share more than the very basics of their knowledge, even when teaching young children.
Domains: Destruction, Knowledge, Protection, Rune
Subdomains: Language, Memory, Purity, Rage
Favoured weapon: Dagger

Goddess of Life
Currently the largest and most widely accepted sect, its members are what most people think of when speaking of the priests of the Goddess. Clerics of the Goddess of Life provide healing to those in need, offer advice to community leaders, and conduct funerals. They are also required to stand ready to defend against followers of the pagan gods, Kebal, and the Goddess of Death, as well as root out heresies. Needless to say, there is a darker side to the sect.
Domains: Animal, Healing, Plant, Sun
Subdomains: Fur, Growth, Light, Restoration
Weapon: Quarterstaff

Goddess of Love
A sect that involves itself strongly with politics and secular life, the followers of the Goddess of Love are a powerful influence on the matchmaking that goes on in the noble classes, as well as the production of healthy offspring, rather than romance. Due to their tendency to use any means necessary to achieve the matches they consider desirable, up to and including blackmail and enchantment magic, the members of this sect are greatly feared.
Domains: Charm, Community, Madness, Nobility
Subdomains: Family, Insanity, Leadership, Lust
Favoured weapon: Heavy mace

Goddess of the Sea
Exactly what it says on the tin. With the loss of the tides and the relative weakness of the wind, those who make a living plying the ocean deep rely on the blessings of this aspect of the Goddess to make sure they reach their goal and return home safely. Of course, pirates also call on this aspect of the Goddess to lead them to rich booty... Clerics of this sect spend most of their lives on ships in either case.
Domains: Law, Travel, Water, Weather
Subdomains: Inevitable, Oceans, Storms, Trade
Favoured weapon: Saber

There also exist three sects which have been branded as heretical, and possibly as masks for pagan gods of old, rather than aspects of the Goddess. While they still exist, anyone found guilty of belonging to them would face a torturous death over months. These three are:

Goddess of Death
Queen of monsters, matron of assassins, or shepherd of souls who depart their mortal coil? At one time, this sect oversaw every burial and assisted the sect of the Goddess of Life in battling plague, but its more sinister aspects gradually lead to censure from the high and the mighty, and the sect was branded a heresy. Black-robed priests and priestesses of the Goddess of Death still minister to their flocks, but nowadays they must do so in secret, and their faithful are most likely to be members of the Despised Ones.
Domains: Darkness, Death, Repose, Trickery
Subdomains: Deception, Loss, Souls, Undead
Favoured weapon: Scythe

Goddess of Reason
In some ways, this sect is feared more than the other two heresies. In times long gone by, the followers of the Goddess of Reason worked hand in hand with those of the Goddess of Knowledge; while their sister order preserved and 'purified' knowledge, the priests of the Goddess of Reason were devoted to discovery and research. Alas, the sect even dared to analyze and criticize dogma held as sacred by the Home Faith, and its research all too often delved into subjects best thought left alone... such as animating the dead, raising up constructs, and teaching commoners how to read, write and do arithmetic. Even today, the mad scientists of this sect spend a lot of time poring over heretical and pagan tomes and perform weird research in secret laboratories, seeking to uncover... something.
Domains: Artifice, Knowledge, Liberation, Magic
Subdomains: Arcane, Freedom, Revolution, Toil, Thought
Favoured weapon: Club

Goddess of War
Once, this sect held great favour with the high and mighty, as its Clerics were forever marching off with the armies in battles against the deep kingdoms and the Darkborn Empire... But then members of the sect started turning up in the enemy's camps as well, and no one in the sect would agree to censure these 'traitors' or even admit that what they were doing was wrong. Members of this sect worship violence in all its forms, though it is probably not true that the sole ambition of every member of this sect is to plunge the whole world into unending bloodshed...
Domains: Chaos, Madness, Strength, War
Subdomains: Blood, Ferocity, Insanity, Protean
Favoured weapon: Greatsword

= = =

By rights, Kebal should be counted among the pagan gods, whose worship was suppressed by the sweeping wave of the Goddess' faith ... but somehow, that didn't work out.
One possible reason why Kebal's faith has never weakened is that the dour priesthood of Kebal doubles as Rue's most prominent society of bankers, with the vaults of his black, fortress-like temples and monasteries holding the precious metal that backs the global economy, as well as the mint that stamps out coin.
However, it is far more likely that Kebal's faith has never died out because Kebal is too powerful for even the Goddess to suppress.
The Lord of Doom's faith is possibly as old as Rue itself, and its message has never changed over the aeons: the world is inevitably doomed, its end coming closer as time passes and grinds existence itself down into dust. Kebal's black-robed clergy stands at the edge of every settlement, casting unholy water on travellers and reminding them that Doom awaits wherever they go; they hold grim marches on the holy nights of Kebal, their monotonous chants reminding the people that darkness will fall over everything soon enough; Kebal's churches receive the suicidal and the murderous both, providing a quick death to the one and vile poisons to the other.
Many people hate and fear the church of Kebal, but no one has dared to seriously challenge it for centuries. The soot-blackened ruins of the City of Kreiborne are a testament to what happens if someone challenges the rich, powerful cult of men and women who willingly embrace death for a chance to destroy all they hate.
Kebal's alignment is Lawful Evil, and he accepts Clerics of the LE, LN and NE alignments.
Domains: Death, Destruction, Earth, Law, Luck, Strength
Subdomains: Catastrophe, Devil, Fate, Metal, Murder, Resolve
Favoured weapon: Greatclub

= = =

Finally, there are the pagan gods, also called the heathen gods by followers of the Goddess, or those who fled by the faithful of Kebal.
Once, Rue was home to thousands of religions, many of whom conflicted. Today, only two are widely acknowledged, but many wonder where the gods, fiends and spirits of yester century have gone. Are they truly all dead? Or do they lie dreaming in the wild places of the world? Are they perhaps striding among the stars, awaiting some revolution to change their fate? Who knows?

Abilities: 15-point buy.

Starting level: 1

HP: Max + Con. modifier at first level, half max +1 + Con. modifier on following levels.

Traits: Two, one of which must be a 'campaign trait' from the list provided below. You are free to take the Additional Traits-feat.

'Campaign' traits:

Agent of Doom
Prerequisite: Worshiper of Kebal
Doom is coming to Rue. This is inevitable. In fact, it cannot come soon enough; an end to the whole sad farce. You saw the coming of the end in the swift decay of your family. You saw it in the desintegration of your own life as you lost your job, your home, your possessions... Only entropy awaits, and Kebal sits upon its throne.
Walking into the gambling hall, winning a free trip to this island resort, was clearly all part of the Lord of Doom's plan. You must go into this glittering illusion of happiness and ease and rip it apart from the inside out. You just need to find its heart.
You gain a +1 trait bonus to Appraise and Perception checks, and one of these is always a class skill for you.

Brought low
Prerequisite: Female; Half-Elf or Human
Once, your family had wealth and standing in society. Events conspired, however, to ruin it all. Your older sister's engagement to a marquis was called off; your father's business is failing; your mother has fallen gravely ill from the stress; you are starting to worry whether the family can even afford to send your little brother to school...!
Baron Kaye's invitation to attend the grand opening of his island resort came as a godsent. You have heard from reliable sources that the Baron has spared no expense in outfitting his resort, and you have always been good with your hands. Needs must make a thief of you, before your family loses even more...
You gain a +1 trait bonus to Disable device and Sleight of hand checks, and one of these is always a class skill for you.

Darkborn memory
Prerequisite: Goblin, Half-Orc or Tiefling
Whispers travel from father to son, mother to daughter. Through the blood, it travels; whispers of the Darkborn Empire which once covered a large part of the world. Where went the twisted spires and the black domes, thick enough to keep out the sun? Where went the flesh-forests, its trees yielding fruit that tasted and nourished like meat? Where are the herds of mammoths and aurochs your people used to follow in accordance with the seasons? Where are the shrines of your people, the monuments of their achievements? All gone, brought to dust by the hateful enslavers.
But you remember. Even trapped in servitude to Baron Kaye, you hold the memories inside. You learned the stories from your mother, your father, your siblings. You remember the Darkborn Empire and so much more...
You gain a +1 trait bonus to Knowledge (history) and Knowledge (religion) checks, and one of these is always a class skill for you.

Deepborn Stalker
Prerequisite: Drow, Dwarf or Half-Drow
You are a Despised One, born a slave. But you are also a child of the deep kingdoms that were, and your blood boils with the hate of your ancestors for the Blessed Folk, the ones who destroyed your ancestral home without provocation and turned your people into slaves. Yes, you are a Despised One, born a slave... but you did not stay one for long. You have always been good at escaping from cages, and you found your way into the criminal underbelly that festers beneath the glittering façade of the Blessed Folk's society.
Your presence on the cruise to Baron Kaye's island resort is not a coincidence. You are masquerading as a slave, but that is not what you are. You are a Deepborn Stalker, an agent of vengeance... and you have come to kill a man for the blood he carries; the blood of one of the Most High Priestess' generals of yore.
You gain a +1 trait bonus to Escape artist and Stealth checks, and one of these is always a class skill for you.

False face
Prerequisite: Female; Drow, Half-Drow or Tiefling
Your mother was a table dancer in a big city, your father probably its landlord. It is not impossible that he is also your grandfather. Before you could be locked into her own miserable fate, your dear mother taught you ways of disguising yourself as one of the Blessed Folk and hid you in a crate due to be shipped out of the city.
You have managed to survive, masquerading as something you are not... and you have not seen your mother since. Finding an excuse to be on the cruise to Baron Kaye's island resort, you are keeping your eyes and ears open for opportunities to improve your lot in life, and maybe to one day save your only (known) living relative from her indenture.
You gain a +1 trait bonus to Bluff and Disguise checks, and one of these is always a class skill for you.

Love-Lost
Prerequisite: Female; Half-Elf or Human
Once, you were the daughter of a noble house, betrothed to an actual prince, and he held your heart in his hands. You knew your heart was safe with him, for yours was a match made not only in politics, but also a meeting of kindred souls... And then a Cleric of the Goddess of Love came to the college where you were studying. Before you knew it, your great love had been turned away from you and towards some other woman. Perhaps you should not have protested so loudly or so persistently. Regardless, the sect of the Goddess of Love started making trouble for your noble family, and your father decided to send you to Baron Kaye's island retreat to keep you safe. Literally, to keep you safe! He seems genuinely concerned about your safety.
If anything, you wonder why the horrible Cleric never tried to simply twist your mind...
You gain a +1 trait bonus to all Will saves to resist all spells and spell-like effects from the school of Enchantment.

Lucky kid
Prerequisite: Young-aged (+1 to physical abilities, -1 to mental abilities); Half-Elf or Human
Yours has been an unusually blessed life. Your family was comfortably well off and could afford to get you an education, but not so rich that it became embroiled in political skullduggery. You are doing well enough in your studies that you can breeze through your education, but not so well that you are likely to become a target for resentment.
You even won a tidy sum of money at the local gambling hallclast week, as well as an invitation to attend the grand opening of Baron Kaye's new island resort! Now, strictly speaking you shouldn't be taking an unannounced break from your studies, especially not without telling your parents, but come on! When are you ever going to have another chance like this...? You'll make up for it all when you come back!
You gain a one-time bonus to your starting gold, raising the sum to 500 gp.

Old retainer
Prerequisite: Middle-aged; Drow, Dwarf, Goblin, Half-Drow, Half-Orc or Tiefling
You have been a slave to Baron Kaye all your life, as were your parents before you, and your grandparents before them. When the Baron started his new island retreat, you were among the 'lucky' servants selected to come serve at the retreat.
You are not as young as you used to be, but you have a lifetime of experience serving your 'betters', and you know some secrets - secrets passed down from parent to child, just in case.
You gain a +1 to Diplomacy and Knowledge (nobility) checks, and one of these is always a class skill for you.

Opportunistically mobile
Prerequisite: Male; Half-Elf or Human
You grew up poor, but that has only made you try harder to succeed in life. Let others wail about the unfairness of fate; you make your own luck and you make your own way in the world! Picking the pocket of that rich drunkard netted you an invitation to the opening of some grand new island resort you'd never heard of! Stealing some laundry from the garden of the local lord got you a suit of clothes fit for the occasion!
Now all you need to do is keep up the charade that you are this 'Viscount Maxwell' whose name is on the invitation long enough. Which is to say, long enough to make a selection of some tasty valuables from the resort to fence after making your way back to shore! It'll be a challenge, but you're determined to meet it the way you do all challenges; with guile and skill!
You gain a +1 trait bonus to Appraise and Sleight of hand checks, and one of these is always a class skill for you.

Out to pasture
Prerequisite: Old-aged; Half-Elf or Human
Life has come and gone like a great wave, and you were washed up on the shores of old age.
Whatever or whoever you are, time is the great equalizer, and now you are just old. Whatever children you had have left the home; whatever partner you met has abandoned you for a younger spouse or just passed away; all you have are your little house and your memories.
Actually winning such a prestigious prize as a free ticket to the opening of Baron Kaye's resort in the temple raffle came as a great surprise, but you knew you couldn't pass it up. Not just because this is a once in a lifetime opportunity, but also because it would be seen as terribly rude.
And maybe, just maybe, you will be able to add a last precious memory to your supply. Maybe there will be something new to enjoy at this island. Maybe.
You gain a +1 trait bonus to Knowledge (history) and Sense motive checks, and one of these is always a class skill for you.

Scarred minister
Prerequisite: Middle-aged; male; Half-Elf or Human
Once, you were a priest )not necessarily a Cleric) of the Goddess of Life, tending to the population of a small village. Life was good; you were happy in your work, ministering to your flock. Then came the strangers; fellow priests of the Goddess of Life, come to preach - but also to purify. To your horror, your fellow priests found flaw and heresy everywhere they looked, and your village burned.
You were the only survivor... and you knew you could not go on as you had done. You had to reinvent yourself somehow, and find out whether you had truly overlooked evil in others... or whether your own faith had betrayed its purpose.
You gain a +1 trait bonus to Perception and Sense motive checks, and one of these is always a class skill for you.

Victorious gladiator
Prerequisite: Dwarf, Goblin or Half-Orc
You were born into slavery and thrown into the arena as an opening act at a young age. Against all odds, you survived; your hands stained with blood, flesh under your fingernails and the taste of death in your mouth. You have waded through gore to get where you are, but you finally reached the end of the road: a freedom earned with a slave's wages and gifts thrown to your feet by the cheering crowd.
Freedom is a strange thing to you, and you are unsure of what to do with it, especially given how the Blessed Folk still look down on and spit at you in the streets. For now, you have decided to spend your hard-fought earnings on a little 'vacation'. You will have to see what comes next...
You gain a one-time bonus to your starting gold, raising the sum to 500 gp.

Sourcebooks permitted: Core rulebook, Advanced player guide, Ultimate magic, Ultimate combat, Advanced race guide, Advanced class guide.

Archetypes: allowed

Background: please do! Tell me a little something about your character's past, present and wishes for the future, in keeping with the themes provided by the Campaign trait you have selected.


Looks cool!

Scarab Sages

dotting for interest!

The Exchange

Turnin myself in for interest. Sounds like a really cool idea. Thinking about making a retired slooth, probably with a drinking problem to boot. Or, maybe for something different, one of the caretakers on the island caught up in the mess, retired tour guide?

One question, do you plan on this being a short campaign? If so, what would be our capstone level?

Grand Lodge

No Inquisitors? Is that an oversight?


Accepting the cordial invite! No idea what I'll play yet.


Dax Thura wrote:
No Inquisitors? Is that an oversight?

Hmm... Alright, yes. Inquisitors are allowed! ^_^


Tealk wrote:

Turnin myself in for interest. Sounds like a really cool idea. Thinking about making a retired slooth, probably with a drinking problem to boot. Or, maybe for something different, one of the caretakers on the island caught up in the mess, retired tour guide?

One question, do you plan on this being a short campaign? If so, what would be our capstone level?

The Happy Island Getaway will be a single instalment in what I hope will be a series of mysteries.

Level will probably not go beyond 2 in this adventure.


GM SpiderBeard wrote:
Accepting the cordial invite! No idea what I'll play yet.

Glad to have you. ^_^


I've noticed you mention summoners as both held in high regard and censured - I'm assuming its the latter as you explain it a bit more?

Also can you go over how the different races fit in the world? Like how are drow and tieflings and goblins treated since they're the accepted non-standard races. Since elves are not a playable race I imagine they occupy a different space (as half-elves are allowed) that sort of thing.

Basically to figure out my character I need to figure out where my choices fit in your game world :)


GM SpiderBeard wrote:

I've noticed you mention summoners as both held in high regard and censured - I'm assuming its the latter as you explain it a bit more?

Also can you go over how the different races fit in the world? Like how are drow and tieflings and goblins treated since they're the accepted non-standard races. Since elves are not a playable race I imagine they occupy a different space (as half-elves are allowed) that sort of thing.

Basically to figure out my character I need to figure out where my choices fit in your game world :)

Yeah, that was an unfortunate typo I didn't spot before today. >_<; Sorcerers (and also Clerics and Inquisitors) are held in high regard.

Summoners are definitely not.

Drow, Dwarves, Goblins, Half-Drow, Half-Orcs and Tieflings are mostly enslaved.
Even free specimens are held in low regard, as they are the descendants of the Deep Kingdoms and the Darkborn Empire, which once checked the expansion of the Elf/Human hegemony and worshiped 'pagan' gods.
They are a common sight everywhere, but are treated as second-class citizens at best. At worst, they are treated as barely-intelligent animals, which can be abused without repercussions -- other than possibly needing to pay their owner for damages.
Half-Drow and Half-Orcs are generally treated a little better than the other Despised Ones because they have some Human blood; they can rise to be more high-ranked servants, trustees and overseers if they are diligent enough.

The Elves are doing well, but have mostly withdrawn from Human lands. Half-Elves are either the result of 'diplomatic traffic' or the descendants of other Half-Elves. They are a common occurrance and have full citizenship in most places.


Dotting for interest. Using the scarred minister trait, Witch pretending to be a minister of the Goddess of Life.

I'll work on the details and update this alias, hopefully tonight.


Ah, I remember this world. :)


Almonihah wrote:
Ah, I remember this world. :)

Want to give it another go?


I don't see griffons on the race selection this time. :D


Almonihah wrote:
I don't see griffons on the race selection this time. :D

Nope. This time, we have Goblins. ^_^

And a murder mystery.


I assume with regards to archetypes, you only want ones from the sourcebooks you approved, correct?


Looking back over the campaign traits, Opportunistically Mobile looks like it'd be tons of fun. A few questions though. Will you allow use of the Unchained rogue? It tends to fix a lot of the issues with the class. Also, what's the starting gold?


CS completed. (I think)

Good question about starting gold. ??


Newbonomicon wrote:
I assume with regards to archetypes, you only want ones from the sourcebooks you approved, correct?

That is correct!


Simeon wrote:
Looking back over the campaign traits, Opportunistically Mobile looks like it'd be tons of fun. A few questions though. Will you allow use of the Unchained rogue? It tends to fix a lot of the issues with the class. Also, what's the starting gold?

Sorry, no unchained materials.

Starting is gold is average.


I think I'm going towards a spellcaster. Maybe a magus or a witch since I haven't really played either class. Considering half-drow or tiefling since I normally play boring races, lol.


Go for whatever feels right. ^_^


Dotting for interest. I'll see what I come up with.


Okay I'm going to play a female drow magus with the deepborn stalker trait. I really like the idea of an enslaved drow because that's just not the fantasy of that race and is kind of a contradiction, which means I like it. So ideally someone who may have been a drow noble in another world, but is not and thus has a SERIOUS chip on her shoulder and a lot of racial trauma to deal with. Probably neutrally-aligned. Fluff is a work in progress, but you get the picture.

Crunch is half-done but she'll be a hexcrafter magus who at first will just be doing typical magus-y things. Also taking the fast talker trait for the bluff skill.


I still have a few details to work out for Zhenka, who is an Old Retainer - the Baron has kept Zhenka around as a curiosity for many years, using them as a shiny trophy when guests come over. The Baron also believes Zhenka to be a good-luck charm, and a seer capable of auguring the future and speaking with spirits. Zhenka (Rogue - False Medium) has no such abilities, of course, but as a slave also has no choice but to try to survive from one bluff to the next.


Question, what about Oracles? How are they regarded?


Oracles aren't on the class list. In the current age, they're mostly legendary, relics of the distant past.


Zhenka will read your fortune for you, if you'd like...


Sorry for not having the detail stuff done yet but it's all 3/4 of the way there! I'll try to have a completed character by Sunday.

The Exchange

Sorry, I’ll have to bow out of this game. I don’t have any time right now to start something new. Thank you!


Or a little later than Sunday since I'm sick. Still on it though. Drow magus, from a once-proud lineage, now angry and bitter and wants to murder some fools.


Okay, guys. I have two finished character entries and one solid concept.
Just one more, and maybe we can get started in early April...? ;)


Okay here's the crunch for Lledrith.

Backstory:

Backstory is in point form since I don't know the game world in too much detail:

- Lledrith is quite young and was born enslaved as a household servant and raised in the household her parents worked in.

- Her family were once drow nobles in the long past with House Vrammyr a
mighty military house in the Darklands commanding a small army of driders.

- She secretly trained as magus under her mother's tutelage, growing up vengeful, angry, and determined to seek revenge for those who had destroyed her once-proud race. Her lifelong goal has been vengeance against the Blessed Folk.

- Her freedom from slavery is extremely recent thanks to the machinations of her mother, whose unfettered access to the house allowed her to forge the will of the owners granting their slaves freedom. It was a simple matter to poison the family until they were legally freed.

- Lledrith struck out on her own. Despite her dislike of the surfacers, she has more compassion than her parents did and was in conflict with their killing the eldest daughter whom she had befriended.

- Lledrith's life since then has been that of a gang enforcer while she tries to learn more about the Blessed Ones to determine how her vengeance will take shape. She is now on her way to the island, masquerading as a slave.

Character concept:

She's a frontline damage dealer at early levels but as a hexcrafter she'll become a debuffing machine as she levels up. She is strict N in terms of alignment, but is capable of evil acts. The concept being that she will have strong party loyalty and a sense of self-interest, but no particular care for the lives of strangers and vengeance as her underlying motivation.

Personality:

Lledrith is supremely self-interested but can form close bonds with people who show her any true kindness, something she's seen very little of in her life. Her behaviour is fitting that of a slave - she is subservient and docile until she has an opportunity to act as she wishes. At that point she becomes imperious, cruel, and excessive. She is emotionally unstable thanks to a miserable traumatic life, given to feats of heroism and evil according to the context and her mood, and at her core is self interested.

Appearance:

Lledrith dresses in simple dark clothes and has short practical hair and a rather broad, stocky build for a drow (maybe there's some human ancestry there). Her back is scored with whip scars and she moves with the awkwardness of someone who has been injured more than a few times in the past


Alright, then. Three people it is.


ONWARDS!

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