
hustonj |
I've assumed a Roman-esque culture exists somewhere.
Liber is the name used within the city of Rome for Bacchus/Dionysius. I figure Liber can be an aspect of the Prince of Pleasure daemon lord. Kinda skips over the agricultural aspect of the traditional portfolio, but that works for my concept.
Talley had never had cause to rebel against his slavery, because he actually had a very good life, but the fact that Sharthel, who had become a surrogate mother, basically vanished overnight with no warning and with assurances that he would never see her again, created one. A fear he had never known before. Tallet suddenly realized that he couldn't leave, something he hadn't thought about because of how comfortable and easy his life, even as a slave, had been.
Once he fully ran the kitchen, Talley began to meet some of the friends of the family, so that he could learn what sorts of things to prepare, or avoid, for them when they were guests. Septimus was a priest to Liber, and he worked hard to convince Varinia, Liceteus' wife, to join some of the more . . . energetic celebrations of Liber. Eventually he succeeded, and she found that she enjoyed these events. She loaned Talley to Septimus to prepare a special feast for the major Spring celebration. When she returned home, she forgot to retrieve Talley. Liceteus had grown incensed over his wife's new sexual habits, and turned that anger against Talley, taking a foot as punishment for his attempt to run away. Of course, there was no attempt to run away, but it was a way for him to express his anger with Varinia.
The visiting priests of Liber were impressed enough with Talley's work that they paid Liceteus an inflated price for Talley and helped him heal. They decided to send him on tour, basically, rotating to different temples to learn about the local food and drink specialties, and then handle the refreshments for a major celebration. He's actually been on the road doing this for a couple of years, now. A couple of times, the group has been jumped by bandits, and Talley's learned that playing up the slave already punished for escaping once bit usually lets him avoid the worst of the physical abuse the bandits want to dish out. That worked this time, too. But this time the bandits killed everyone that wasn't a slave. They lead the healthy slaves off, and left the one-footed, fat slob alone a couple of days from anywhere.
Talley's reached Xanaste, like he was supposed to, carrying what he could scavenge of the bandit's leavings. He knows no one in Xanaste. He has little more than the clothes on his back. Given how he's seen other slaves treated, he's afraid that should he find Liber's Temple, the priests there will blame him, as the sole free survivor, of having been in an alliance with the bandits against the caravan, which would surely mean his death.

mrkrrtft |
1 person marked this as a favorite. |

So I saw the post for the game, i liked the Warhammer universe I played in over a year ago (1 time), and I had $50 of Amazon credit and prime so I ordered the core rule book. I'm still going through it to get all the stats and things filled out. I rolled everything following the example character build except that I rolled for both alignments on one roll.
I'll post what I have and am new to the Paizo Forums and very new (12 hours new) to Zweihander.
Name: Roland
Age: 31 (Adult)
Social Class: Lowborn
Sex: Male
Ancestry: Human
Profession: Warrior > Dragoon (rolled two warriors and one commoner)
Order/Chaos: Heroism/Martyrdom
Background:
- Winter / from the cold, something eyes you hungrily
- Different Colored Eyes
- Tan Skin
- Trait: Esoteric Memory (Always succeed at Scrutinize Tests)
- Drawback: Eunuch
- Body: frail, 6'1", 193 lbs
- Combat: 44
- Brawn: 35
- Agility: 43
- Perception: 45
- Intelligence: 34
- Willpower: 39
- Fellowship: 38
All the other items: I'm still reading through character creation in the core rulebook so I don't have everything else ready to go.
Background Story:
I'm still working on this part and fill it out if I am selected. Here is what I have so far.
---------
Roland was sick for the first years of his life. As a result he was always a bit frail, but he grew fast. He ended up being tall, quick, and perceptive. Walking through the fields one day a horse happened upon him. He felt a strange affinity towards it and reached out his hand. To his surprise the horse came over and nuzzled him, then ran off. He was enchanted. He would go back to that field and eventually learned to tame the horse enough that he could ride it. This eventually led him into the service of the Dragoons. (More can be filled out later).
Thank you, Helix, for taking the time to read my first ever Zweihander character and my application for your game.
-mrkrrtft

Brunhard Schölhamer |

The background looks very good to me, as I mentioned before. Short and sweet, fills in some setting info related to his past, provides some character hooks and his reason for heading to Xanaste. I would, however, like to hear a bit about how he ended up becoming a Hedge Knight. I'd also be interested in hearing about why he's turning toward the path of the adventurer (admittedly not a large step from his prior way of life), and why he's taken up with this caravan rather than just embarking on his own errant way.
Have expanded upon his expanded background below - hopefully answering your questions :)
Do feel free to make the Leviathan your own, by the way. What manner of God do you see it as: Divine, Fey, or Demonic? You can answer this from either your own perspective or Brunhard's/the worshipers' (which might be different).
Drawing on the rulebook’s description of the faith and its priesthood that The Leviathan Queen (as I’ve renamed her) is viewed by her worshippers as an ancient goddess; monstrous daughter of The Demiurge. I’ve pulled that further - drawing themes/influence from within the Ancient Greek pantheon and the Titans - specifically Cymopoleia, Scylla and the primordial sea god Phorcys.
As such I leaning toward The Leviathan Queen as a primordial goddess and primal force. She is divine in origin, but her elemental nature aligns her with seaborne fey.
Born and raised in the coastal city of Cymopol, the Schölhamer family were renowned shipwrights and fervent followers of The Leviathan Queen. Their reverence to the capricious goddess of Seas and Storms granted their vessels perceived favour by merchants and royalty alike, who sought their brine blessed services for their fleets.
A large, jovial boy Brunhard enjoyed his childhood and adolescence - the port of Cymopol bustled with tales of the wider world, and of the great Holy City of Xanaste itself - the cradle of all civilisation. The scion of the Schölhamer’s delighted the myths and stories of heroes, villains, gods and monsters that the seafarers and mariners spun to him.
Inspired by these legends young Brunhard sought to purse a career more martial than mercantile - he sought to be a hero, and earn a place in the myths for himself.
The lad trained with the household guard, earning their respect with his growing strength and fearless enthusiasm. The Captain of the Guard - a grizzled veteran named Vithos, bequeathed to him a hoplos (heavy wooden shield) traditionally carried by the Order of the Crashing Wave - knights who devoted themselves to the enigmatic ideals of The Leviathan Queen.
Old Vithos claimed to have won it in a taproom game of chance, though the idealist Brunhard preferred instead to believe the old man had once been a knight himself. Regardless, the shield became his most treasured possession, and symbol of his dreams and martial aspirations - much to the chagrin of his parents.
His family, driven by their status, and portents of the Leviathan Queen’s sacred clergy - The Drowned Ones, had other ideas for the young man: he was charged by his father Georg, to accompany a newly clinkered merchant cog - The Ardent, to sea on its maiden trade voyage. The belief being Brunhard would gain experience of the waves and replace his fair-weather fantasies with hard tack and harder work.
Despite his protestations, the young Schölhamer was indentured upon the ship to begin his voyage into a life industrious. However fate (and perhaps The Leviathan Queen herself) had other ideas… A mere day out of port and The Ardent was beset by a sudden and violent storm that sundered the vessel and scattered the crew to the treacherous waves.
Somehow Brunhard survived, and was found 3 days later by a small fishing boat - half-drowned and weather-beaten, clinging to the buoyant hoplon gifted to him by his mentor at arms Vithos.
Though he recovered from the ordeal, the near drowning had damaged Brunhard’s lungs, leaving him with a damp cough. To the Drowned Ones however, the portents were clear: Brunhard was flotsam that had survived the storm - and the hoplon bearing the symbol of The Leviathan Queen had saved him.
No longer was no longer his life voyage to be one of keels and cargo. Through augur’s of seaweed and fishbones they decreed he would become a knight-jetsam (knight-errant); wandering where his compass took him, living by honour and strength of arm until such time as he is ready to be tested by The Leviathan Queen once again… and prove himself worthy to take a place in the ranks of enigmatic Order of the Crashing Wave themselves…
So it was that Brunhard took leave of his family, his heritage and home in Cymopol to take up his arms and armour in the name of The Leviathan Queen as a vagabond knight-jetsam. In the 7 years hence he has wandered the realms - honing his trade - fighting for righteous causes, indifferent lords and the necessary evil of coin.
Scant days ago he encountered a Soothsayer, who in payment for protection from a gang of bandits granted him this portent: "The chosen of the Leviathan Queen were born from the sea, and to the sea they shall return... Too long have you toiled in mud and blood Son of Cymopol. Seek now the Holy City. Seek now the Sea of Trials. Flow back to your birthplace and rise anew crashing wave upon your next tide."
The prophetic words cut true with Brunhard, who now finds himself amongst other disparate souls seeking to earn keep and passage to the Holy City of Xanaste upon a caravan…

Helix Missionary |
1 person marked this as a favorite. |

Okay folks, I know it's been a bit since my last check-in and that's mainly because there hasn't been much to give feedback on, and this weekend's been a transition from working to my summer off. But! I want to announce the 24 hour notice for submissions to the game. There's a lot of great stuff going on here with characters, so I want to really start cracking down on who the final party will be.
Listed below are the voices of interest and characters in the thread so far--please let me know if I'm missing anything from you! I've bolded the folks who I think have a complete submission (i.e., made the rolls/choices for their character and gave some flavor and background to the numbers). Those who've expressed interest or only rolled, you've got until tomorrow night to give me what you've got. Everyone else, thank you for what you've done already, and feel free to keep polishing and touching up between now and then!
kamenhero25--Hedir Starsoul, Elf Astrologer
thejeff--Interest
Gaming Ranger--Robbet Reeve, Human Reeve
Krek--Rolled
Boss Zog--Rolled
Reckless--Rolled
Branding Opportunity--Rolled
hustonj--Talley, Elf Artisan?
Maho Tsukai--Brazod Stronglock, Dwarf Bailiff
Helikon--Aurelius the Arctic Fox, Elf Pit Fighter
Black Dow--Brunhard Schölhamer, Human Hedge Knight
Markus the Librarian--"Scaramouche", Human Entertainer
Spazmodeus--Rolled, Valet?
mrkrrtft--Roland, Human Dragoon

![]() |

I honestly do not know how I missed this one...I have been wanting to play this system for quite a long time. I hope I am not too late to be considered?!
Combat: 3d10 + 25 ⇒ (2, 10, 10) + 25 = 47
Brawn: 3d10 + 25 ⇒ (9, 8, 6) + 25 = 48
Agility: 3d10 + 25 ⇒ (5, 8, 9) + 25 = 47
Perception: 3d10 + 25 ⇒ (1, 1, 9) + 25 = 36
Intelligence: 3d10 + 25 ⇒ (1, 1, 3) + 25 = 30 Swap for 42
Willpower: 3d10 + 25 ⇒ (9, 1, 7) + 25 = 42
Fellowship: 3d10 + 25 ⇒ (4, 3, 5) + 25 = 37
Ancestry: 1d100 ⇒ 76 Ogre
Ancestral Trait: 1d100 ⇒ 37 Gut-Plate
Archetype 1: 1d100 ⇒ 76 Socialite
Archetype 2:1d100 ⇒ 93 Warrior
Archetype 3: 1d100 ⇒ 80 Socialite
Season of Birth:1d100 ⇒ 64 Autumn
Age Group: 1d100 ⇒ 68 Adult
Distinguishing Mark: 1d100 ⇒ 8 Balding Pate
Build: 1d100 ⇒ 32 Slender
Height: 1d100 ⇒ 71 9 foot
Upbringing: 1d100 ⇒ 1 Cultured
Social Class:1d100 ⇒ 2 Low-born
Complexion: 1d100 ⇒ 40
Hair Color: 1d100 ⇒ 66 Ginger
Eye Color: 1d100 ⇒ 98 Ice Blue
Drawback: 1d100 ⇒ 67 Nemesis
Order Alignment: 1d100 ⇒ 15 Charity
Chaos Alignment: 1d100 ⇒ 45 Cowardice

![]() |

Ok...I think this is most of the info you needed...now just a background
Name: Tharp
Ancestry: Ogre
Ancestral Trait: Gut-Plate
Age: Middle Age
Height: 9’
Weight: 654 lbs
Build: Slender
Distinguishing Marks: Balding Pate
Hair Colour: Ginder
Eye Colour: Ice Blue
Social Class: Low-Born
Sex: Male
Archetype: Socialite
Profession:
Order Alignment: Charity
Chaos Alignment: Cowardice
Order Rank: 0
Chaos Rank: 0
Corruption: 0
Fate Points: 1
Reputation Points: 0
Combat: 47
Brawn: 48
Agility: 47
Perception: 36
Intelligence: 42
Willpower: 42
Fellowship: 37
Talents:
Initiative:
Movement:
Dodge:
Parry:
Encumbrance Limit:
Trappings:Coin purse, fancy shoes, fashionable clothing, foppish hat, holy symbol, knuckleduster, mandrake root (3), mantle, shoulder bag, writing kit and a walking cane (as improvised hand weapon).

Helix Missionary |

Daniel Stewart, you're not too late--although you only have today until tonight, really, which is a bit of a soft cutoff at which point no new submissions will be accepted and I'll be reviewing characters to make my decision.
Also, looks like you forgot to roll Professions...
Socialite 1: 1d100 ⇒ 70 Racketeer
Warrior: 1d100 ⇒ 61 Pit Fighter
Socialite 2: 1d100 ⇒ 11 Courtier
Take your pick! Personally I'd encourage one of the Socialites since there's already a Pit Fighter in the running, and variety is the spice of life.

Helix Missionary |

Alright everybody, RECRUITMENT IS NOW CLOSED. Lots of good stuff to go through, and I'm fine with some touches and tweaks here and there. We'll likely be doing some of that even into the game start, so no worries!
For those still working, I'll give you a grace of about 24 hours--tomorrow I'll be doing a primary sweep of submissions, and I'll do a second go-round on Thursday, so finish anything by then! (If you're on the list of folks in my post from Monday, this applies to you.)
Spazmodeus, I'm fine with you bringing in Nuriah! She was also a lot of fun in that game. Feel free to tweak the background, and you can keep her original rolls if you want--we did all of that by the book.

Nuriah |

Alright everybody, RECRUITMENT IS NOW CLOSED. Lots of good stuff to go through, and I'm fine with some touches and tweaks here and there. We'll likely be doing some of that even into the game start, so no worries!
For those still working, I'll give you a grace of about 24 hours--tomorrow I'll be doing a primary sweep of submissions, and I'll do a second go-round on Thursday, so finish anything by then! (If you're on the list of folks in my post from Monday, this applies to you.)
Spazmodeus, I'm fine with you bringing in Nuriah! She was also a lot of fun in that game. Feel free to tweak the background, and you can keep her original rolls if you want--we did all of that by the book.
Super!
I'll tweak the background and clear out anything from the last game from the profile.Thnx

![]() |

![]() |

Alright, here is Tharps Background story.
Tharp was born and raised in the city of Haven on the coast of the Sea of Trials, a short way from the delta of the River Xanaste. The city was once a great port, but with the shifting of the great river, the harbor silted over and only in the last few years has any effort be made to repair the once busy wharves. The town was originally a place where people could escape the persecutions of the rulers of the surrounding lands. It was a place of sanctuary for any and all who felt trodden upon or victimized. That is, until Xanaste decided it had become a carbuncle upon their boarder that had to be lanced. Once subdued, a Governor was dispatched to keep the peace and turn the avantgarde town into a prosperous trade centre.
This all happened hundreds of years ago and while the city did indeed become moderately successful, it never reached the level of prosperity that it was intended. Soon the wealthy were moving away, and with them many of the Trade Houses did the same. Without the support of a strong merchant-class, many of the amenities offered by the city fell into disrepair. Add to this several corrupt governors and a few natural disasters and soon the city was a hollow shell of its former glory.
Today, Haven is a quiet backwater city run more by organized chaos than anything else. The current governor cares little for the people and is more concerned with his own pleasures. The city guard are corrupt, and, in many places, it is the crime families who help keep the peace and protect the people. This is the world that Tharp the Ogre grew up in.
Born to one of the few Ogre families in the city, Tharp was just another kid born into poverty. His extended family worked for the Medcici Cartel, and criminal organization who ran protection, usury and hired out “bodyguards” to those who could afford to have such extra protection. Their territory extended from the Grand Prominade to the old City Court and south to the Warehouse District. They were one of the Seven Families who generally ran the city.
As Tharp grew older, he took his place within the family as a “Collector of Dues”, a fancy title for a Racketeer. Being big and brawny, he had little trouble extorting the protection money for the few merchants and tradesmen who worked in their area. He occasionally hired out as ‘extra muscle’ when a show of force was needed, but other than a few back-alley scuffles, the young Ogre stayed out of trouble. This all changed when the head of his clan was accused by the leader of one of the other Seven Families of murder and theft. On the surface this was a ridiculous claim, but the families had several rules that must never be broken, and the unauthorized killing of Family members was one such law. The trumped-up charges were not even verified and the head of the Medcici family handed him over without complaint. The truth was an assassin was hired by the Medcici to kill the son of a rival Family and he botched the job. Someone had to pay, and so they laid the deed at the feet of the lowly Ogres.
After this shameful act, the clan was cast out from the Family and soon fell prey to the other Families and old grudges were finally settled. Tharp had tried to keep his small clan together, but it was impossible. Those who were not killed outright soon sided with anyone who offered them a place of safety. When the dust finally settled, he was all alone. Seeing no future in Haven he travelled to Xanaste to see if he could change his fortunes.

Helix Missionary |

Just posting this in all my campaigns to let everybody know I'm visiting family today through the next week, so posting might get a bit spotty. I'll do my best to keep in touch and check in once a day or more if at all possible.
That said, this in particular I am finishing up things with! I should hopefully have the party selection posted tomorrow! (I need to finish deliberating today, and between driving and visiting I don't think I'll have time to post as well).

Helix Missionary |

Alright folks, this took a bit longer than anticipated because of some family stuff that's come up--nothing too serious as it turns out, which is good, but it did change a lot of plans and leave me with less time than I'd figured in the past couple days. That said, I've finishd my deliberations.
As always, this has been a great and difficult recruitment process. There were a lot of great people in the thread, and a lot of great characters and concepts pitched. I don't always do this, but I'd like to offer a brief chat with anyone regarding their concepts if you're not picked for the game, because I definitely had to make some tough choices. I think every character here has an opportunity to be great down the line, and if anyone has to leave the game for whatever reason, you can rest assured I'll be coming back to the folks who applied here for fresh meat new faces. If you'd like such feedback, please shoot me a PM.
That said, the primary group who will be coming together on the Great Road to Xanaste are the following:
Robbet Reeve, the Human Reeve, played by Gaming Ranger;
Brunhard Schölhamer, the Human Knight-Jetsam, played by Black Dow;
Hedir Starsoul, the Elf Astrologer, played by kamenhero25;
Brazod Stronglock, the Dwarf Bailiff, played by Maho Tsukai; and
Nuriah, the Human Pilgrim, played by Spazmodeus.
Thank you again for everything, everybody! Would my five players kindly post in Gameplay/Discussion, and I hope everyone else has great gaming and keeps eyes and ears out for the future!