The party returns to the Town Hall in the pre-dawn twilight and request the night watchman, standing guard over the fire-damaged sections of the building, to send messages to the council members and ask them to meet as soon as possible.
"I expect everyone will be as much in need of some refreshment as I am if they're awoken earlier than they expected to be. Do you think your mother would mind letting us hold a breakfast meeting at the Wizard's Grace?" Shaserai asks Darla. "We were all a bit crowded in the council's offices yesterday."
Leaving the night watchman with instructions to direct the members of the council to the Wizard's Grace, the party repairs there themselves, leaving Darla to arrange breakfast for thirteen.
"I'll fetch Ren and Warbal," Shaserai volunteers. "They should be here, too."
Female Human (Taldan) Bard 2 | HP -12- 26/26 [0 NL] | AC 18 | Perc +6, Stealth +7 (+2 Init)| Fort +7, Ref +7, Will +6 | Speed 25 ft. | Spells: 1st 0/3 | Focus 2/2
"A drink served hot--usually in the morning--made from ground beans," Darla informs the goblin. "Perks you right up! You'll either love it or hate it."
"Goblins generally don't like it," Alak puts in quickly, imagining a caffeinated Highness. "Beans and, you know ... ground. Very muddy. I wouldn't try it, if I were you."
Male Goblin King ; HP 31/32; FP 1/1; AC 19; Fort (e) +7, Ref (e) +9, Will (e) +8; Perception (T) +6
Highness looked from one to another as first Darla and then Alak interjected and after a few moments of consideration, nodded sharply.
"Yes, well...We are very benevolent in our respect for other people's cultural traditions, no matter how stupid they are. If you wish to drink dirty bean juice, We will allow it, graciously." Highness said magnanimously.
"Oh, I never touch the stuff myself..." Jonagher adds, leaving it rather ambiguous as to whether he's serious or just playing along with Alak's minor bit of deception. "But everyone's got to eat. And I vastly prefer a well-prepared meal from the tavern than the rations we've been eating during our little forays out to the citadel."
Darla lets the group into the still-darkened public room of the Wizard's Grace. After a quick conversation with her mother, sounds of clattering pots and pans in the kitchen announce that a hot breakfast is underway. Darla lights the oil lamps around the room, and the party pushes several tables together and arranges chairs around them.
By the time the aroma of coffee and sounds of sizzling sausages begin to permeate the room, the rest of the attendees begin to arrive. The first councilor to walk in is Quentino Posandi. Despite the early hour, he is as well-kempt as usual. With a pleasant nod and some murmured greetings, he takes a seat and asks for a mug of coffee.
Shortly thereafter, Trini Sprizzlegig bursts in, barefoot and still wearing a nightshirt with a housecoat thrown haphazardly over it. "This is fun!" she announces eagerly to anyone listening. "We should have random emergency council meetings more often. We could put a map of Breachill on the wall and blindfold someone and see where they stick the pin, and that's where we'll meet!" She orders griddlecakes. "At least this many," she estimates, standing in a chair and holding her hand several inches above the table.
Ren arrives next, with a nervous Warbal in tow; he looks less excited than Trini to have been awakened so early. "Glad to see you made it back," he yawns. "Eliminates the question of assembling a rescue party." Warbal brightens at the sight of Ragna and hurries over to take a place near the warrior woman.
Jorsk Hinterclaw shows up next, closely followed by Melma Ann Sendari. The dwarf appears unfazed by the hour, but Melma Ann looks drawn and tired; her smile at the group is clearly forced for the sake of politeness. "Tea," she murmurs, as she sinks into a chair, "with plenty of milk. And perhaps a corner of toast, very dry."
The council president is the last to arrive. Greta Gardania appears calm and self-possessed, elegantly attired in her usual Qadiran garb, and makes her way to the head of the table. "Miss Uskwold," she addresses Darla, "we thank your family for the hospitality. As the matter we've been called together to discuss is clearly urgent, let us eschew as many formalities as feasible and get underway." She taps the empty mug at her place setting against the table in lieu of a gavel to call the meeting to order.
Shaserai, who entered with Ren and Warbal, slips into the last seat as Alak clears his throat. "I suppose the first order of business is to report that your Heroes have accomplished the mission I tasked them with. Here," he sets the signet ring on the table in front of his plate, "is my Great-Uncle Alceister's ring. It was in the vaults of the citadel but apparently overlooked when the Hellknights decamped for Varisia. So whatever needs to be done to certify these people as having completed their task should be done -- and my thanks to them and to Breachill."
Female Human (Taldan) Bard 2 | HP -12- 26/26 [0 NL] | AC 18 | Perc +6, Stealth +7 (+2 Init)| Fort +7, Ref +7, Will +6 | Speed 25 ft. | Spells: 1st 0/3 | Focus 2/2
As Darla delivers coffeepots around the room, she can't help but give a quick, "Hear, hear!" in support of her new comrades, Breachill's latest Heroes. Then she's back to the kitchen, returning moments later bearing the first platters of eggs, bacon, and sausages.
"The griddlecakes should be ready in a minute or two!" she assures Trini Sprizzlegig.
"The second order of business concerns additional information we came across in those same crypts," Jonagher speaks up as Alak finishes, "It appears someone conducted a magical necromantic ritual there, and...in Alak's own words...it seems to have triggered some undead Hellknights to rise in defense of the honored members of their order that were laid to rest. There were footprints in the dust of whoever conducted this ritual and they both emerged and fled back to a secret passageway with an underground tunnel that led to no other destination than the cellar under Voz Lirayne's bookstore...which was also hidden under a rug-covered and heavily trapped...trapdoor. As a result, we also investigated Voz's business and private quarters to better understand what transpired."
"From our observations, Voz is apparently no longer there, but we did find a few items in her workroom that suggest she could have been the very necromancer who conducted the ritual. To what end? We're not sure. But, we did find a map of Breachill and the surrounding area among her possessions...which had Guardian's Way pretty significantly circled. Given the troubles your local farmer was having in that region, we fear the other band of Heroes may have wandered into something potentially more dangerous than bandits occupying the outpost again. With your permission, we'd like to offer our assistance to ensure their...and your...safety from whatever Voz may be pursuing there. Or, if she's innocent in all this...we'd like an opportunity to prove that as well, and ensure her safety."
"And finally, while we're about the business of keeping everyone safe, we'd like to send word back to the goblin tribe living in the ruined citadel that they should avoid the crypts with the awakened remains of those Hellknights. The tribe gave us a considerable amount of help in fulfilling our Call with Alak here. We'd hate to see any of them run afoul of such danger. I'm sure our friend Highness here...and no doubt, Warbal, feel the same. In fact, if Warbal would be so kind as to deliver that warning, Highness has agreed to accompany us as a sign of goodwill toward Breachill in dealing with Guardian's Way."
Jonagher nods to Highness as a sign of respect and even a bit of encouragement to add his own words rather than speaking purely on his behalf.
Male Goblin King ; HP 31/32; FP 1/1; AC 19; Fort (e) +7, Ref (e) +9, Will (e) +8; Perception (T) +6
Highness stood up on the seat of his chair at Jonagher's words, sausage gripped firmly in his hand as a mighty scepter.
"You stand a juncture in the Tale. You here. You who make decisions for the town of Breachill." he began, his voice slipping into the cadence of a goblin tale.
"A simple act of affirmation will redirect the fate of two people. Does the town look toward the Citadel and think, "We have neighbors there..they may be small, but they work with us against the greater threats, so we can stop those threats before we are eaten, or squished, or ground up to little bits, or made into sausage..."", he paused to shove the sausage into his mouth, then wiped his greasy hand on the tablecloth.
I can't use my normal inspirational story of a wildfire burning down a whole forest, he thought sadly, going to need to mix it up...let's see...
"Time, water and sunlight make the trees grow. The Brumblebashers need time to grow, the water of your support and the sunlight of your friendship. Then they will be able to stop the lizards and birds and things from creeping out of the Citadel from wherever to invade the region."
"Give this to my people, and We will continue to work on your behalf to stop whatever threatens this region."
"So We say, Highness, King of all Goblins." he said, then gave a thumbs up and a very large grin to Warbal before tucking nosily into a plate of eggs.
Shaserai, who entered with Ren and Warbal, slips into the last seat as Alak clears his throat. "I suppose the first order of business is to report that your Heroes have accomplished the mission I tasked them with. Here," he sets the signet ring on the table in front of his plate, "is my Great-Uncle Alceister's ring. It was in the vaults of the citadel but apparently overlooked when the Hellknights decamped for Varisia. So whatever needs to be done to certify these people as having completed their task should be done -- and my thanks to them and to Breachill."
Melma Ann Sendari fixes the recovered ring with an unimpressed glare, clearly feeling that the completion of a standard Task does not constitute an emergency requiring her to be awakened before sunrise. Fortunately, Jonagher embarks on his explanation before she can protest.
Jorsk Hinterclaw frowns with concern at the mention of undead in the citadel. "Undead are trouble we want no part of in Breachill. They're a danger to anyone they might wander up to."
"No, they won't wander, Mr. Hinterclaw," Alak assures the dwarf. "They're charged with protecting the dead. They won't leave the vaults and pose no danger to anyone but trespassers."
Jorsk scoffs at the reassurance. "You seem to know a lot about this, Mr. Stagram. Why is this the first I'm hearing about this method of security? What were those Hellknights thinking, going off and leaving a passel of undead just outside of town without a by-your-leave? Was Breachill made aware of this at the time?"
Alak smiles coldly. "The guardians of the honored dead were far from the most dangerous things we encountered in Citadel Altaerein, councilor. The whole complex is unsecured and open to anyone or anything that chooses to move in and make use of it -- much like your Guardian's Way, apparently. Perhaps if Breachill had put the slightest effort into maintaining what was at one time a valuable structure, trespassers wouldn't have been able to saunter in and awaken the last line of defense the Hellknights put in place to protect their fallen."
"The lad has a point," Quentino Posandi puts in before Jorsk can respond. "My family's business built that citadel, but since the Hellknights decamped, Breachill hasn't paid it the attention it deserves. Never quite sure what to do with it, by my understanding, but kicking the can down the road has only exacerbated the problem. No, there's no point placing blame now, but it's clear we can't ignore the issue any longer."
"Why not give it to the Bumblebrashers?" Trini Sprizzlegig asks guilelessly, drawing a smiling face with a bit toothy maw on her top griddlecake with syrup. "They're living there anyway. Let them fix it up and take care of it, and we can all be neighbors."
"That's a valuable piece of property," Quentino objects. "I hardly think a tribe of goblins... I mean, yes, very welcome and all," he smiles at Warbal a little stiffly, "but we can't just give it away for nothing."
"Actually," Greta Gardania replies, "I believe we can't do anything with it at all, legally. From what I've read in the Archives, the town doesn't officially own the citadel property. I suppose it still belongs to the Order of the Nail, but that's the main reason nothing's been done about it for so long."
"Excuse me, sir," Ren addresses Posandi, "but you say your family firm built the citadel? Would they also have built the tunnel leading to the basement between Voz Lirayne's bookstore?"
"Erm, I ... I couldn't say," Quentino responds with a frown. "I'd have to have a look at the original schematics, if I can find them."
Female Human (Taldan) Bard 2 | HP -12- 26/26 [0 NL] | AC 18 | Perc +6, Stealth +7 (+2 Init)| Fort +7, Ref +7, Will +6 | Speed 25 ft. | Spells: 1st 0/3 | Focus 2/2
Before I forget (which I will), when Darla does her information gathering, she'd like to concentrate on three things:
1) Recent comings and goings around Voz's bookstore;
2) Info about Voz's past (including how long she's been in Breachill)
3) What was the building's purpose before Voz bought it (especially around the time Citadel Altaerein was built).
Shieldmaiden (2) | HP 32/32 | AC 17 | F: +08, R: +05, W: +07 | Perc: +07 | Battle Axe: +10 (1d8+4 S | Reaction: AoO| Speed 25ft | Active Conditions: *None * | Special Abilities: Hero Points: 0/3 | Rage ◆ : +2 Dam, +4 Temp HP, -1 AC
"What about the elf portal all the animals came through?" Ragnhild asks. The warrior makes sure to sequester a large amount of maple syrup for Warbal. Young goblin ladies need lots of sugar, or so she assumes. She is still cross at Jonagher for killing all the big game for himself. "We should find the portal and hunt the animals that come through. The exotic hides and stuff could make us silver, as well." Ragnhild isn't sure why she's the only one that cares about the weird animals. More interesting than 'good' (apparently) undead or the legal ownership of some castle nobody wants.
Despite her general aura of unflappability, Greta is beginning to look a little overwhelmed by the sheer volume of complications which has resulted from a single Task. "After so many years, it seems that Citadel Altaerein has suddenly become the epicenter of a number of dangerous threats. Perhaps Councilor Posandi and Mr. Stagram are right: we should have paid more attention to the place in the past, and now the bill for our neglect is coming due."
"There appear to be two immediate problems to be dealt with: One is the danger inside the citadel, and the other is the possible connection to Guardian's Way. I'm afraid that there has still been no communication from the other group of Heroes and we must conclude that their Task is unfulfilled." She looks around the breakfast table. "May I suggest that you divide into two groups, one to contain the dangers at the citadel and protect the Bumblebrashers and the other to investigate Guardian's Way? Leaving either location unguarded at the moment would seem to be unwise."
Shaserai nods. "I will return to the citadel with Warbal," he volunteers. "We know that there are undead there, and my connection to Torag may prove useful."
"I will go, as well," Ren adds. "I am far from an expert on aiudara, but I have at least studied the topic."
Male Goblin King ; HP 31/32; FP 1/1; AC 19; Fort (e) +7, Ref (e) +9, Will (e) +8; Perception (T) +6
Highness once again stood on his chair and nodded as regally as the goblin could, first to Shaserai and then Ren before finally turning to Warbal.
"Warbal, I send you back to the Citadel as I go forth as representative of our people...to succeed where the longshanks have failed. Shaserai and Ren are great warriors and will help keep the tribe safe. I charge you with first, protecting the tribe; second, using goblin cunning to help the longshanks contain any dangers that lie in the depths of the Citadel; and last, growing and protecting the tribe in my abscence." he ordered, with all the authority he could muster.
"I will return to check on your progress as soon as I am able."
Highness then turned to the assembled town leadership. "If We do this for you, then the Brumblebrashers should be recognized as a part of the story of this town. No longer apart, hidden, but woven into the main story. If things don't go well while We are off dealing with the issues of the lost adventurers, then the Brumblbrashers will be safe retreating with Shaserai and Ren back to the town...right?" he asked pointedly.
"Warbal, I send you back to the Citadel as I go forth as representative of our people...to succeed where the longshanks have failed. Shaserai and Ren are great warriors and will help keep the tribe safe. I charge you with first, protecting the tribe; second, using goblin cunning to help the longshanks contain any dangers that lie in the depths of the Citadel; and last, growing and protecting the tribe in my abscence." he ordered, with all the authority he could muster.
Warbal's eyes grow larger with every responsibility Highness places on her shoulders. Words fail her, but she nods her head so emphatically that her ears flap.
Highness wrote:
Highness then turned to the assembled town leadership. "If We do this for you, then the Brumblebrashers should be recognized as a part of the story of this town. No longer apart, hidden, but woven into the main story. If things don't go well while We are off dealing with the issues of the lost adventurers, then the Brumblbrashers will be safe retreating with Shaserai and Ren back to the town...right?" he asked pointedly.
"Well, of course they can," Trini replies stickily from behind her plate of griddle cakes. "There's plenty of room."
Quentino Posandi frowns almost imperceptibly, and Melma Ann Sendari inflates with disapproval, but Greta readily backs up the gnome's response. "Absolutely. Breachill was founded on the principle of kindness to strangers. We've been strangers to the Bumblebrashers too long and intend to start being neighbors." She looks around at the rest of the council pointedly, raising her mug of coffee. "Lamond Breachton, and the kindness of strangers," she stresses the words of the traditional local toast.
Female Human (Taldan) Bard 2 | HP -12- 26/26 [0 NL] | AC 18 | Perc +6, Stealth +7 (+2 Init)| Fort +7, Ref +7, Will +6 | Speed 25 ft. | Spells: 1st 0/3 | Focus 2/2
Darla's facial expression is closer to those of councilors Posandi and Sendari when the idea of having the goblin tribe as neighbors is first floated, but when Greta Gardania speaks the magic words, Darla instantly and genuinely echoes the toast, "The kindness of strangers!"
And why not? the young woman thinks. They've been in the citadel for a while now and have offered no threat to the town. True, they hadn't proven themselves as an actual asset yet, allowing evil to stir in the keep's depths, but the tribe seemed to at least be earnest in their desire to live in peace with their neighbors. They deserved a chance to prove themselves....
Male Goblin King ; HP 31/32; FP 1/1; AC 19; Fort (e) +7, Ref (e) +9, Will (e) +8; Perception (T) +6
Highness looked around for a moment, trying to figure out what they were doing, before picking his now empty plate up and raising it up to mirror the others. "The kindness of strangers!" he toasted with a toothy grin.
He set the plate down and peered around at the others at the table.
"When do we leave?" he asked, eager to get started.
The other councilors also echo Greta's toast, though Quentino's and Melma Ann's expressions display a singular lack of enthusiasm.
"I suggest leaving as soon as you can equip yourselves and be ready for the road," Greta replies to the goblin-king. "The silence of the other group of Heroes is even more concerning given what you have discovered at the citadel. The sooner you can locate them, the sooner we can deal with the problems at Altaerein. Be sure you pick up your Hero medallions at the town hall; they'll entitle you to a discount with any merchant in town. Oh, and you'll need your reward, as well."
"I'll take care of it," Jorsk volunteers, wiping his mouth with a napkin before pushing his chair back from the table. "I'll head over to the town hall now. You can come with me or meet me there when you're ready."
Shieldmaiden (2) | HP 32/32 | AC 17 | F: +08, R: +05, W: +07 | Perc: +07 | Battle Axe: +10 (1d8+4 S | Reaction: AoO| Speed 25ft | Active Conditions: *None * | Special Abilities: Hero Points: 0/3 | Rage ◆ : +2 Dam, +4 Temp HP, -1 AC
Ragnhild stretches, groans, and stands, taking Warbal's hand. "Once the shops open up, we should go shopping to celebrate the alliance between Breachhill and the Bumblebrashers. You deserve something nice for all your bravery, Warbal."
Warbal looks intrigued at the mention of shopping. She readily takes Ragna's hand and follows the others out of the tavern.
Jonagher and Jorsk and anyone else who wants to go walk across the road to the town hall. Up and down the street townsfolk are now getting out and about as the morning dawns, opening shops, doing chores, walking children to school, and so forth. The dwarf leads the way into the council offices and opens a cabinet on the wall with a small key. "There's supposed to be a bit of speech," he confides a little sheepishly as he counts out five golden Hero coins. "You don't mind if we skip it, do you? I'm not much for public speaking, and as it's just us anyway...." He gestures around the empty office.
"The coins will speak louder than words," Jonagher agrees as he pockets them, "And I'll see that everyone receives theirs. We're all a bit busy preparing for that foray up to Guardian's Way right now, but I'll hand them out before we set off."
He pauses as he regards the dwarf with a bit more contemplation. "You know, between the two of us," he remarks, "I have this sense of foreboding...like we may have stumbled across something far more sinister about to take place here in Breachill. I think the citadel is just the beginning. But necromancy? And whatever Voz is searching for? Keep your eyes and ears open, Jorsk. Make sure the council looks to the safekeeping of the townsfolk. I'd recommend posting some kind of guard or at least keeping an eye on that bookstore in case anyone returns. In the meantime, we'll look into all this a bit further, and hopefully come back with a better sense of what we're dealing with..."
Once they're done with the ceremonial bits and any additional niceties, Jonagher heads back to the streets, looking to catch up with his companions.
Male Goblin King ; HP 31/32; FP 1/1; AC 19; Fort (e) +7, Ref (e) +9, Will (e) +8; Perception (T) +6
Highness skipped the award ceremony and wandered off into the town to go and shop with Ragnhild and Warbal. His curiosity furiously active, he wandered with his subject and party member, taking in the sights and sounds. It was only after a he saw a child watching him with curiosity, but not running away in fear that he realized what was different about this moment that made it so special.
I am not being treated like some sort of vermin! he thought, chest puffed out a bit as he marched along proudly.
The two goblins shopping in company with the red-headed lumberjack draws a great deal of curiosity from onlookers. Since Warbal's arrival in town the previous day, word of the Bumblebrashers and their residence in the Citadel has spread, and everyone seems interested to catch a sight of their new neighbors. Simply by following the excited children, Jonagher is easily able to locate Ragna and the goblins and to deliver the medallion that will entitle her to a discount on her purchases.
Male Goblin King ; HP 31/32; FP 1/1; AC 19; Fort (e) +7, Ref (e) +9, Will (e) +8; Perception (T) +6
”That Warbal,” Highness announced, pointing, ”That is what we need.”
Excited, he grabbed her shoulder and nearly shook her with excitement, his eyes wild.
”That is what we need to set us apart, while bringing us together!” he said, a wide grin erupting from his face. Warbal however, slightly dizzy from being shaken, did not have the same instant appreciation for the object in the window as Highness.
”I see you don’t understand.” Highness began, seeing that Warbal had not caught on. ”We are goblins. Look around you and see the way that they stare and point at us. We are the outsiders, the wild creatures, the barbarians. The longshanks don’t understand the simplicity and complexity of our people…the freedom that being one of us holds.”
”So we need something to change that view. Something that may make us more like longshanks without losing what makes us goblin…our tribes…our families. Well, more like longshanks in how they look at us.”
”But that something needs to add to Us, make us better, but not less of who we are.”
”We aren’t ever going to live in towns or have houses like the longshanks. We aren’t builders like the dwarves, and our creations are far more likely to explode in interestingly mutilating ways than the gnomes.”
”So it has to be something that can fit where we live, in castle, ruin, cave or beneath the stones of the town. But recognizable…so if a longshanks sees it, they think: “these are civilized goblins!”.” he continued, gesticulating wildly.
”Imagine it Warbal! One per family, everyone together. Each family can carve and decorate their own to make it reflect their family. If there are too many goblins piled into one, then they buy a new one and start a new family! Tighter families, tighter tribes! Families will each be responsible for their own, and each tribe will keep a small one for the King, me, when I visit.”
Highness, an enormous grin on his face, turned away from Warbal and stared with rapturous attention at the sanded and polished, quilt covered, four poster bed in the display window of the store.
Jonagher observes the goblin antics before the store's display window before finally offering the medallion coin to Ragna. "Here you go," he says and then explains its potential use in town for discounts, "We're certified heroes now. At least in Breachill. It may not say 'dragonslayer' on it for you yet, but maybe it puts you one step closer..." He adds that last part with a friendly, encouraging wink to show he's just half-joking with her.
The half-elf then points back down the street. "While the rest of you get prepared for the trek to Guardian's Way, I'm going to go have another conversation with Calmont. Maybe the jailor's gotten something out of him. If not, I'll see if I can motivate him to share a bit more about Voz and whatever she may be after..."
Following that, Jonagher searches for any of the town authorities who can grant him access to Calmont.
OOC: If there's a law enforcement NPC that Jonagher can start to befriend (to bank a few trust points) in the event anyone still thinks of him as a rogue, he'll use his downtime activity to also do that.
Shieldmaiden (2) | HP 32/32 | AC 17 | F: +08, R: +05, W: +07 | Perc: +07 | Battle Axe: +10 (1d8+4 S | Reaction: AoO| Speed 25ft | Active Conditions: *None * | Special Abilities: Hero Points: 0/3 | Rage ◆ : +2 Dam, +4 Temp HP, -1 AC
"Beds are too big and heavy to move around, Highness." Ragnhild says, looking across the street at a clothing shop. "What about big hats instead, so everyone knows you're in charge? What do you think, Warbal?"
Male Goblin King ; HP 31/32; FP 1/1; AC 19; Fort (e) +7, Ref (e) +9, Will (e) +8; Perception (T) +6
"No, no. You miss the point. The bed doesn't go with me. I am the king of all goblins, I need to be able to go tribe to tribe so they know who I am and I can deal with any issues that need to be resolved. The bed stays with each tribe. It reminds them that I am a part of the tribe, but above it. The bed stays open and only the King sleeps in it...me!" he finished pointing at himself.
"Warbal needs a big hat though. People need to know that she is in charge when I am not around."
Highness, an enormous grin on his face, turned away from Warbal and stared with rapturous attention at the sanded and polished, quilt covered, four poster bed in the display window of the store.
"Pib and Zarf have something like that," Warbal ventures, staring at the bed. "Not near as big and fancy, though."
Ragnhild Iona Eklune wrote:
"What about big hats instead, so everyone knows you're in charge? What do you think, Warbal?"
Highness wrote:
"Warbal needs a big hat though. People need to know that she is in charge when I am not around."
The little goblin looks intrigued by the idea of a big hat.
Meanwhile, Jonagher heads back toward the town hall where the guard, fortunately, is headquartered in an end that didn't receive any direct fire damage.
Shieldmaiden (2) | HP 32/32 | AC 17 | F: +08, R: +05, W: +07 | Perc: +07 | Battle Axe: +10 (1d8+4 S | Reaction: AoO| Speed 25ft | Active Conditions: *None * | Special Abilities: Hero Points: 0/3 | Rage ◆ : +2 Dam, +4 Temp HP, -1 AC
Ragnhild takes Warbal to a few clothing shops once they open up to try on some appropriately large hats. She suggests the little goblin buy an oversized, sunflower yellow sun hat, the brim easily wide enough to fully shade the young leader. "But you can pick whichever you want." She encourages Warbal. "It's important that the hat matches your personality, so no one but you can tell you which one is the right one."
Male Goblin King ; HP 31/32; FP 1/1; AC 19; Fort (e) +7, Ref (e) +9, Will (e) +8; Perception (T) +6
"Ragna, do you know anything about where the lost longshanks went? Is it a swamp or forest? I am trying to figure out if there is anything that I should get that might help." Highness asked as they ambled past another shop.
Warbal tries on several hats, somewhat to the consternation of the woman behind the counter, before agreeing with Ragna that the yellow hat is the most impressive. She bounces proudly out of the store, holding her hatted head higher than before and admiring the lacy pattern of light in shadow cast on the ground as the sun shines through the wide brim.
As they head toward Quarters and Bits, near the town's western wall, Ragna informs Highness that Guardian's Way is located in a forest clearing at the foot of a hill. It consists of three platforms built in the trees, so the foliage provides cover for archers firing from a higher vantage point, a log cabin, and a cave dug into the hillside. It is relatively low-tech but easy to defend when occupied.
A halfling with an eager glint in his eye, wearing a smart suit and a jaunty hat which Warbal instantly admires, greets the trio as they walk into a door under a sign reading "Bits." "Ah, visitors to our town, I see, no doubt drawn by rumors of the endless variety and incredible prices available in this humble storefront. Whatever you have heard, I assure you, reality surpasses the report. Crink Twiddleton, at your service."
Jonagher explains the purpose of his visit to Captain Wilford Lavendil, the half-elven head of the town guard. Like Jonagher's, Captain Lavendil's human parent was his mother, a direct descendant of one of Breachill's founding pioneers, but the soldier is decades older than Jonagher and his mother long dead.
"I haven't been able to get much out of him," the captain admits. "He's quite angry at being locked up without a clear charge against him. Can't say I'm happy about it myself, but between the arson and the disappearance of his employer, the council feels he might be a danger to the community if he were free. Anything you can do to get to the bottom of all this would let me rest easier at night."
As Captain Lavendil advised, Calmont is sitting sullenly in his cell, an expression of deep aggrievement on his face. "Oh, it's you again," he greets Jonagher rudely. "Come to gloat?"
When asked about Voz's demeanor out of the public eye: "She was just as rude in private as in public. She liked people to think she was shy, but she just doesn't care about people. Don't ask me what she was really like. It's not like we were friendly. She just told me what to do and left me to it, went in the other room to do her own thing. Probably putting her feet up and having a bit of a nap while the halfling did all the real work. Honestly, she barely spoke if she could avoid it. Just 'do this, Calmont, do that.'"
When asked about necromancy: "Necromancy?! What's that? Wizard stuff? Not that I ever saw. I bet she'd like people to think she had some sort of powers, all that showing off, mucking around with books and such. Wouldn't put it past her to start a rumor like that herself, get people thinking she's special."
"Guardian's Way? I never saw her go outside the town walls myself. What would she be doing going all the way out there? If she had parcels to post, she always sent me to carry them for her. Honestly, she barely left the shop if she could avoid it."
When asked about Laslunn and the Scarlet Triad: "All I know is in the papers you took from me. I think Laslunn was part of the Scarlet Triad or worked for them or something. Kintargo -- that's where the letters mostly came and went from. I'm not sure where it is, but I guessed it must be far away; it always seemed to take a while for the letters to get back and forth. Wait! Do you think...? Could this Laslunn or someone from them have come to Guardian's Way to collect the ring? But they can't have; I kept the last letter telling them to come and didn't send it. Unless Voz is a wizard and sent a message by some sort of spell. But then she'd know ... know that I took the letter and didn't send it, and she's be after me." The halfling begins to shiver, clearly terrified at the thought of being the target of an angry wizard.
Were you going to tell Calmont directly about the tunnel, or just hint around to see if he is aware of any secret ways in and out of the building?
In the meantime, Darla makes a few visits to germane areas of Breachill. She consults Fadelby Vusker, the wainwright, and Kellen Carondil, the priest at the Great Dreamhouse, whose places of business are located at either end of the street where the Reliant Book Company is housed. Neither recalls seeing any unusual comings and goings from the store. It saw, in general, little local custom, though Voz, and later Calmont, often posted and received parcels.
From there, Darla heads to the northern part of town and Lamond's Lament, a charitable hostel where newcomers to Breachill commonly get their start. Renatta Gilroy, a sort of house mother, can tell much more about Calmont than about Voz. "A very troubled little soul," she says of the halfling, "distrustful and secretive. I have the feeling he had some awful experiences in the Goblinblood Wars. I had hoped that he and Ms. Lirayne might have drawn out each other and found a kindred spirit, both so quiet and stand-offish, but I'm afraid it didn't work out as we had hoped."
"No, she didn't spend much time here when she arrived, what, two, two and a half years ago now? She wasn't a refugee, after all, not like so many we used to get in here. She had seed money, I suppose, to start her business and a well-heeled clientele; the parcels started shipping in and out almost as soon as she paid the lease on her storefront. I've no idea what decided her to operate out of Breachill, when it seems she could have set up shop in a city somewhere and had more custom. Of course, she's dreadfully shy. Perhaps the poor thing just got overwhelmed in the city; I know I would, with all those crowds of strangers. And after all, if you can work anywhere, why not choose somewhere nice like Breachill? But you'd think she'd want to make some friends. We did try, you know, all of us ladies: inviting her to tea and trying to get her involved in civic affairs. But she never showed an interest in anything but books. You might try Mr. Blacktusk at the Archives; I believe she spent some time there when she first arrived, looking into the history of the town. Perhaps she opened up to him."
"Yes, she came in here," Jorell Blacktusk tells Darla a little later at the Archives, as he pulls out old town maps and records so she can look up the history of the building presently housing the Reliant Book Company. "A woman interested in books, of course she was interested in the history of Breachill. It's a fascinating subject; I was able to show her all the old town records and manuscripts from the first settlers. She was interested in local geography, as I recollect, caverns and rock formations, but after I told her about the town's founding, she did quite a bit of research into Lamond Breachton. I believe she read all the eye-witness accounts we have, the pioneers' diaries and memoirs, everything from those who actually met him and saw him."
From the documents Blacktusk shows her, Darla concludes that the Reliant Book Company was constructed by the Posandi Brothers masonry company in 4638, at the same time construction was underway on Citadel Altaerein outside of town.
Female Human (Taldan) Bard 2 | HP -12- 26/26 [0 NL] | AC 18 | Perc +6, Stealth +7 (+2 Init)| Fort +7, Ref +7, Will +6 | Speed 25 ft. | Spells: 1st 0/3 | Focus 2/2
Darla frowns as her investigation begins to bear fruit, and that frown deepens the more she learns. The bard blushes in embarrassment when she realizes the outsider scholar likely knows more about Breachill's hero than she--a bard for whom Lamond Breachton is her very muse!
Why have I never bothered to read the accounts of folks who actually met him, rather than just listen to recounted tales passed down through the years? Part of her brain replies, Because oral tradition is important, that's why! And because the people of Breachill are good folk, who wouldn't hero-worship a man who wasn't worthy of their esteem!
Still, that didn't mean Lamond didn't have his secrets--most folk do. Nor did it mean he didn't have enemies...and the enemies of Breachill's founder could still be enemies of Breachill's present...if any still survived.
"May I look at some of those accounts that Voz was interested in?" Darla asks the half-orc with a smile.
Another secret Gather Information check, please! Then Darla will report back to the others.
Ooh...since Darla has Expert proficiency in Perception, I'll also make a basic Seek check (or two) once Jorell shows her where the first-hand accounts of the earliest settlers are stored, for a secret stash of documents or maybe hidden knowledge in the journals themselves.
Darla's modifiers are Diplomacy +8 (T), Perception +6 (E).
Shieldmaiden (2) | HP 32/32 | AC 17 | F: +08, R: +05, W: +07 | Perc: +07 | Battle Axe: +10 (1d8+4 S | Reaction: AoO| Speed 25ft | Active Conditions: *None * | Special Abilities: Hero Points: 0/3 | Rage ◆ : +2 Dam, +4 Temp HP, -1 AC
"Good morning, Crink." Ragna greets the halfling. Like everyone else in town, many of Ragnhild's posessions came from Quarters and bits. "This is Crink. Crink, Warbal and Highness. Our new neighbors, from Hellknight Hill. You can get pretty much anything you can think of here, dears. Are there any supplies the Bumblebrashers need you bring back, Warbal? I think I'm going to upgrade my armor, and I have a bunch of things to sell if you're interested, Crink."
Male Goblin King ; HP 31/32; FP 1/1; AC 19; Fort (e) +7, Ref (e) +9, Will (e) +8; Perception (T) +6
Upturned wooden fists mounted on the wall and fists wrapped in red and gold cloth drew Highness like a moth to the flame. The gorgeous cloth shimmered in the afternoon light streaming through the shop window. Highness tugged at Ragna’s sleeve, unable to read the writing on the small placard next to the display.
”Ragna, We must have those, whatever they are. They are amazing!” the diminutive monarch said, eyes wide and obvious craving in his voice.
”Please let me know what they are and how much the longshanks wants for them.” he asked, near pleading.
Were you going to tell Calmont directly about the tunnel, or just hint around to see if he is aware of any secret ways in and out of the building?
OOC: Yes. Jonagher wants to see Calmont's reaction to that news, even if he was unaware of the secret tunnel. Perhaps that alone might elicit a reaction that'll tell him more about the relationship between him and Voz.
Calmont wrote:
...Honestly, she barely spoke if she could avoid it. Just 'do this, Calmont, do that.'"
"And what kinds of things did she ask you to do exactly?" Jonagher presses.
Calmont wrote:
"...Could this Laslunn or someone from them have come to Guardian's Way to collect the ring? But they can't have; I kept the last letter telling them to come and didn't send it. Unless Voz is a wizard and sent a message by some sort of spell. But then she'd know... know that I took the letter and didn't send it, and she'd be after me."
"All very possible," Jonagher admits, intentionally playing upon the halfling's fears, "Look, I won't lie. There's a very good likelihood Voz was a wizard...and a necromancer on top of it. We found spell scrolls in her room. And signs she performed some kind of undead ritual in the crypts below Citadel Altaerin. She used a secret tunnel under the bookstore to go underground and into the citadel. And if you disrupted whatever plan she had with this Laslunn and the Scarlet Triad and she finds out about it? Well, let's just say I wouldn't want to be you here in this cell where it would be very easy to find you. And I doubt she'd stop at just killing you, Calmont. A necromancer would probably raise your spirit, interrogate it, and then torment you so you never even reach the afterlife."
"So, look...okay? I didn't come here to gloat. I came here for information. Not about you. About Voz. Whatever she's up to will be as much a threat to you as the rest of Breachill. If you can help me stop her, it'll do more than help me. It'll keep you alive and away from her vengeance. So, if there's anything else you can share...like that letter...or even just recommend about how to find her and stop her, anything at all, please tell me now. And, if it pans out, maybe I'll put in a good word for you with the town council. How about it?"
"Good morning, Crink." Ragna greets the halfling. Like everyone else in town, many of Ragnhild's posessions came from Quarters and bits. "This is Crink. Crink, Warbal and Highness. Our new neighbors, from Hellknight Hill. You can get pretty much anything you can think of here, dears. Are there any supplies the Bumblebrashers need you bring back, Warbal? I think I'm going to upgrade my armor, and I have a bunch of things to sell if you're interested, Crink."
"Always interested," Crink replies. "I find Heroes tend to run across some interesting pieces in their ... Heroing tasks." He smiles at Highness. "Your friend has a fine eye. These, my good man," he goes on, addressing the goblin-king, "make you more likely to hit what you're trying to punch, as well, of course, as lending you a sartorial flair."
A lot of them start in Breachill. Unlike many towns, where so-called adventurers are met with rolling eyes, doors shut in their faces, jacked-up prices, and the epithet "murder-hobos", Breachill welcomes adventurers. After all, it was a wandering adventurer who rescued a group of lost folk and, out of the goodness of his heart and overflow of his purse, founded the town itself.
In memory of Lamond Breachton, the citizens of Breachill respect all wanderers and enthusiastically employ adventurers to solve problems outside the wheelhouse of the local authorities. Any unusual situation, from lost caravans to lost livestock, rats in the cellar of the local tavern or bandits on the highway into town, can be solved at the monthly Call for Heroes, where young locals looking to prove themselves or outsiders needing work are officially approved and hired to take on the task.
It may not be an easy way to earn some coin, but it's a lot more exciting than mopping floors or harvesting crops. And who knows? a life of fame and fortune, travel and acclaim might be waiting for you!
So, what's the deal? We're all excited about the new edition. This is the chance for all of us to kick some tires, take a test drive, and inhale a deep whiff of that new-system smell. I will commit to run book one of the Age of Ashes Adventure Path, Hellknight Hill; when we get done with that, we'll decide whether to continue on. My purpose in running this game is threefold:
to learn how to play 2e;
to see how the intricacies of the system (triggers, reactions, etc.) run in PbP;
to have fun!
Who are you anyway? Hi, I'm Joana! I've been playing since 1998, starting with AD&D 2nd edition and continuing through 3rd, 3.5, and Pathfinder 1e. I've been active in PbPs on these forums since 2009. As GM, I completed a game of We B4 Goblins! and am currently running a sandbox campaign set in Riddleport that has been running since 2012 and a Giantslayer campaign that has been running since 2015.
What are you looking for? Players who can post at least once per 24 hours on the average day (weekends negotiable). Mechanically, I don't need any numbers yet. Since one of my goals is to learn the new system, I'd rather walk through character creation in the Discussion thread once the party has been assembled. I just want to know the A-B-Cs (Ancestry, Background, and Class, with the Background selected from the campaign backgrounds listed in the Age of Ashes Player's Guide), a little about your PC's life up until now, and why your PC is applying to be an adventurer at Breachill's Call for Heroes.
Anything else? I use maps, updated on every PC's initiative so we all stay on the same page. You can check the combat in my existing games to get a feel for my style.
Because this is a new system, we're going to start out sticking as close to RAW as possible. I am not an expert on 2e; unless you're a Paizo dev, you probably aren't, either. We'll muddle through together. I'll make mistakes; please let me know about them (politely) and we'll do our best to fix it.
I was an English major, so spelling, grammar, and punctuation count. You're not being graded, and typos happen, but please make an effort.
I don't recruit in your gameplay thread, so please don't roleplay in my recruitment thread. :) It's easier for me to keep track of submissions if I don't have to scroll through prospective PCs talking with each other. There will be a chance for preliminary roleplaying and meet-and-greets in the gameplay thread when the party has been selected.
Let's set a tentative cut-off date for recruitment one week from today, whatever that happens to be in your respective time zones.
I'm very, very interested in this AP. I'm not entirely sure about what I would like to play, most probably a human/half-human bard, but I'll come up with an idea as soon as I can.
Question: can we also use backgrounds form the CRB? Because on the Player's Guide some of those backgrounds are suggested.
Age of Ashes Player's Guide wrote:
You are, of course, free to choose a background from the Pathfinder Core Rulebook. If you do so, the following choices make the most sense for Age of Ashes: Acolyte, Artisan, Artist, Bounty Hunter, Detective, Emissary, Entertainer, Gladiator, Guard, Hunter, Laborer, Martial Disciple, Merchant, Nomad, Scholar, Scout, Tinker, or Warrior.
A-Human
B-Haunting vision
C-Cleric (Warpriest) of Gorum
What has he been up to? Traveling with armies preaching the glories of battle, but was drawn to Breachill by visions of fire.
Edit: Just so I am clear, the Background has to be one from the Age of Ashes Player's Guide, correct?
Diaz Ex Machina wrote:
Question: can we also use backgrounds form the CRB? Because on the Player's Guide some of those backgrounds are suggested.
I find the backgrounds from the Player's Guide more flavorful for the adventure, but if you wish to use one of the more generic backgrounds, I will allow it. In that case, I'd like to see a more specific explanation as to why your PC is applying to the Call for Heroes, as the campaign backgrounds have that a little more baked in.
I'm interested as well. I should be able to post at least once a day, as I usually have a fairly lenient work schedule.
A: Halfling
B: Emancipated
C: Ranger
Very basic background:
Aronida, (she has no idea what her last name might have been), was born into slavery in Kintargo, serving one of the noble families there. Upon being freed she was left unsure of what to do with her new life. Any time she stepped foot in a city she always felt like she was about to be captured and sold again. At the same time she wanted to free others as she had been freed. The compromise was to work for the Bellflower Network as a tiller, escorting escapees through the wilderness.
After several years of this, she began to feel homesick for a home she'd never had. She still distrusted cities, but didn't want to spend her whole life in the wilderness either. A contact from the Bellflower Network suggested Breachill. As a small town that welcomed adventurers of any background, she could surely find work there, and maybe, just maybe, she could make it her home. The Call of Heroes provides an excellent chance for a newcomer to establish herself.
He's a recently left the order, with the council agreeing that this omen was worth looking into, and since he's had the visions all of his life, it's his best bet for success.
He grew up a in a rural existence, so he's never really dealt with any true high population areas. He decided to apply dominantly to do the right thing. They've looked for a huge variety for the Call, so this is his best hope at saving Breachill.
Hi would love to play, excited about 2E and getting back to pop.
Current idea is
A - Human/Half orc
B - Reputation Seeker
C - Barbarian
Having grown up in Breachill felt overshadowed by those who had previously answered the Call and felt that they needed to make a name for themselves. Travelling to the upper reaches of the Darklands they fought for a time to recover some lost trove or defeat a worthy foe, yet the time never came. Feeling dejected at the lack of progress they decided to return home in order to become a Champion in this latest call in order to cement their legend.
A waved hand raised in greeting followed by a furrowed brow in trepidation and thought. I also share an interest in seeing exactly how the ways and wherefores of 2nd edition play out in the PbP space.
For my first foray I'd fall back to my own warm and secure place - and promote a:
ūnus) Halfling
duo) TBC
trēs) Rogue
My initial malformed thought is of a chef at training with delusions of grandeur that seeks to skewer something more lively than fungi with his filcher's fork.
Will fill out his form later tonight when one has time for rumination.
Very excited to try 2e in a PBP setting, I have been playing Pathfinder for a decade now and have done PBP before.
a) Half-Elf
b) Dragon Scholar
c) Sorcerer (Or Monk/Sorc or Fighter/Sorc)
The character will be joining the Call to be able to continue his research into dragons. After discovery that they possessed a Draconic Bloodline, and not exactly know their place as a half-elf, they have thrown themselves into the study of dragons and to learn more about this part of his heritage which makes him special. While they aren't the brightest student they are very persuading in getting their hands on the knowledge they seek.
Going to be a weapon and shield fighter. I'm interested in the new shield mechanics, never liked how they're just another weapon that adds some AC in 1e. Or pretty much every other game in the world, for that matter. Don't have a name yet.
A: Human
B: Dragon Scholar
C: Fighter
She definitely saw a dragon flying over a distant mountain when she was six, a fact she will tell anyone that will listen, and the sighting sparked a fascination with the creatures. Merely seeing a dragon doesn't pay the bills, however, and she's strong, so she works for Narine Howerdell at the lumber mill. She had finished going through all the material on dragons Jorell Blacktusk had at the city archives years ago and new information trickled in at an infuriating pace. She wants funds to improve the archives and fund a search for a real dragon, and the Call for Heroes might be just the thing to secure some meaningful wealth.
I, Highness son of Draggut son of Pinch who ate all her 7 husbands one sunny afternoon, daughter of Stonescar who was a goblin chief in the bowels of Breachill now return to Breachill where I will be King of all Goblins because I am the best. If you don't agree, I will punch you. A lot.
Hi everyone. Would love to try out PF2 via PBP. My submission:
A - Human
B - Hellknight Historian
C - Fighter
He's a neutral good idealist who admires what he sees as the motivation for the Hellknights but sees the over-reliance on Law as a failing. He plans to reclaim the abandoned keep and hopes to found a similar, martial order dedicated to promoting good and protecting the populace.
I plan on going dexterity focussed with light armor and dual wielding.
I'm also hoping to utilise the rolling-for-stats method (though am more interested in testing how the low end of the spectrum plays than the high, so very happy to adjust downwards or reroll super-high stats if that eventuates).
Updated:
ūnus) Halfling
duo) Local Scion
trēs) Rogue
Gethric Orted is a baker's son, a baker's grandson and a baker's great-grand-son. The Orted's have long held regard in Breachill, supplying sourdough and sweet comestibles to the Cayden's Keg. Having tended dough for most of his life, stories of adventure and derring-do enjoyed over rye bread, cheese and kvass have sparked a wanderlust within him.
To the grumblings of his most respectable father, he has tightened belt over his modest girth, tucked his filcher's fork to one side and strode forth to answer the call.
Here be a list of applications so far (I have included mine in the list, bare bones though it is, but I will put it in a proper and separate post as soon as I have it a bit more clearly). I used to do that on occasion in previous recruitment threads and you know what they say about old habits...
This goblin has always had dreams of fire. And not in a good way, like the rest of her tribe! In fact, it rather scared her. She didn't feel like she fit in, so she set out into the world. Her dreams became clearer as time passed. She made more and more contact with the longshanks to learn, both about the faith of Desna (who she believes is the source of her dreams) and of Dahak (the topic of those dreams). She eventually traveled to Breachill to visit the Great Dreamhouse. When she entered the town and saw the huge bronze statue of a wizard overlooking the river, she recognized it from her dreams and knew Breachill to be very important. She has stayed to figure out what the town means and answering the Call seems the proper thing to do.
This goblin girl has been in longshanks society long enough to know what's considered proper behaviour and what's not. She still has her antics, but overall she's easy-going, optimistic and mostly kind at heart.
Hello! My schedule is open and I'm available to post daily. I'm new to the Paizo forums, so I may have questions in regards to formatting and navigation. Besides that, I'm excited to play. If possible, I'd prefer to be graded on my spelling, grammar, and punctuation.
A - Half-Elf
B - Out-of-Towner
C - Alchemist
I will update this post with a short story about my character.
I'm currently running 2 Strange Aeons tables here on the forums so I check daily.
I'v been itching to come up with a character for Age of Ashes. My initial concept is:
Half-Elf
Bard (Enigma muse)
Truth Seeker
I would like to ask question that I plan on asking in the other recruitment threads as well. The feat Virtuosic Performer gives examples of other uses of perform, specifically Comedy: Puppetry. As there is no "puppet" listed in equipment, I was wondering if you might consider using the same cost and bulk for a musical instrument (handheld)?
A - Human
B - Haunting Vision
C - Barbarian (Spirit Instinct)
The ashen house of Daud, long forgotten in their home of Ustalav for their subservience to him, resurfaced as the Whispering Tyrant walked above Gallowspire once again. The most fanatical ones anyway, leaving those who wanted to be left alone to be left alone. With the unliving armies forming and marching south those not too keen on serving such a genocidal tyrant fled to the corners of the map.
Not wanting to risk heading north to the demons or to... whatever was out east Thursday made his way down through Lastwall, whispers and dreams giving him, and others in what remained of the country, the barest hint of a head start as they fled south by the lake, winding up in Isger.
With the Tyrant's defeat and no longer under the shadow of his house Thursday has thought about seeing what the rest of the world has to offer. Or he would if those accursed dreams would leave him. But then, they helped him and others before. So when he has been given an actual place to see in them... why not?
Hello! I've been working to try and learn the system as best I can so far, and I'm hoping that I'll get a better feel for it through actual play in a game. I've applied to two other Age of Ashes recruitment so far, as well. If I am chosen for one of those, I'll back out of this one to give someone else a chance.
A - Dwarf
B - Hellknight Historian
C - Wizard
Korgar Forgehammer is a Dwarven battle wizard and historian who's looking into the history of the Hellknights because his brother, a paladin of Torag, has joined the Hellknight Order of the Godclaw. Not understanding why his brother would join the Hellknights, Korgar hopes that by studying any documents left in Citadel Altaerein will help shed some light on his decision. He will either be Lawful Neutral or Lawful Good, and will be taking Fighter Dedication feats because I want to see how multiclassing works, and feel it's appropriate for this character.
I'm a long-time roleplayer who had migrated away from Pathfinder and D&D for a while now. With the new edition, I am seeing a lot to love! I have not been active on the forums here, but it looks like you have an excellent method for keeping games running.
I'd love to join your upcoming Hellknight Hill Campaign.
My Character Proposal:
Rivka Dell, NG
A- Human (Versatile Heritage)
B- Truth Seeker
C- Champion (Redeemer of Nethys)
I am interested in testing/playing with the Sorcerer Multiclassing rules and taking those feats as time passes.
Character details:
Despite the local leanings towards other gods the Dell family have always been devout followers of Nethys. Once adventurers who sought out magical artifacts from far and wide, they retired to their home town to raise their daughter Rivka. Trained from a young age in Nethys' philosophies she leaned much more towards the aspects of the god as revealer and truth finder. As she dedicated herself further to the fragmented god of magic, she delved deeper and deeper into Breachhill's past, crossing paths with many others who sought the truth of their home however they could.
This looks interesting, and I've just recently picked up the 2e book. So here is what I am contemplating:
A - Elf
B - Out-of-towner
C - Champion (Liberator) of Calistria
Gender yet to be determined, but the broad strokes of the character would be an elven out-of-towner who is there visiting a friend. Having arrived in Breachill, will have decided to remain in Isger for a time, seeing the people as oppressed (given the vassal state status they have) and the application to the council as an opportunity to ingratiate himself/herself with the council.
I would like a chance to join this.
Please be aware that my native language is NOT english, so I might have some minor problems with the grammar and spelling.
If you are willing to give me a chance nevertheless.
A: Dwarven
B: Haunting Vision
C: War Cleric of Torag.
I'm very interested in joining. Here is my application:
A-B-C
Abigail Garrett, CG, Female, Human Bard, Returning Descendant Background
Story
Abigail is the widow of Hellknight maralictor Deneus Garrett of the Order of the Rack, stationed until recently in Kintargo. As her husband finds death and the city claims its freedom, Abigail sheds the chains of torment that have kept her subdued and secretive for so many years. In the smoking ruins of their former quarters, Abigail discovers her husband’s journal. In it, she discovers another man, stifled long ago by the Order, a man full of life and love, the man she met.
With warm, melancholic, tears, she reads of Deneus’s early adventures around the town of Breachill. Missing the man she both loved and hated, Abigail decides to travel to Breachill in the hope of reconnecting in some small way with her dead husband and breathe purpose back into her life.
The character concept would also be served well by being a cleric of Desna or by having the emancipated background.
Ancestry: Dwarf (strong-blooded)
Background: Truth Seeker
Class: Rogue (Ruffian)
Background
Gunna is a survivor of the Goblinblood wars having lost her home town and much of her family to the horde. Enraged and feeling helpless, she abandoned her remaining family to strike out on her own. At first guarding merchant caravans, she eventually found herself traveling the country as a bodyguard for merchants and minor nobility.
Her work exposed her to a great deal of politics and gossip, and so she learned that Lamond Breachton's legacy may not be what it seems. When the Call For Heroes sounded, it seemed the perfect opportunity for her to do something important, and for her to make her mark.
Concept
Gunna is disciplined, cunning, and politically aware while also being a hard-living mercenary. She is motivated by her desire to make a mark and never feel helpless again, while also dealing with the guilt of being a dwarf who abandoned her home when they needed her. She's built for a redemption arc, but could go in any number of directions.
I would like to ask question that I plan on asking in the other recruitment threads as well. The feat Virtuosic Performer gives examples of other uses of perform, specifically Comedy: Puppetry. As there is no "puppet" listed in equipment, I was wondering if you might consider using the same cost and bulk for a musical instrument (handheld)?
That would be fine.
In the early days of 3rd edition, I played a half-orc bard named Ownka the Iron-Tongued who had a ventriloquist dummy named Dummkopf the Dwarf. She had a couple of half-orc roadies in the group (fighter and barbarian) who worked the crowd and made sure everyone paid appropriately for the entertainment. Lots of fun. :)
I do however have a question: How would you feel about a Champion of Nocticula, the Redeemer Queen?
I'm asking purely because that would mean we'd have to come up with an anathema for her as she's not one of the deities printed in the Core Rulebook. Personally I'd say the first of Shelyn's two anathema's would be a good start.
Neil Spicer
Contributor, RPG Superstar 2009, RPG Superstar Judgernaut
Hey, Joana...
I'd like to submit for your game, as well. Part of getting up to speed on the new edition of the game should be playing the actual game, so that's my ultimate goal. And, given my work schedule and home activities with my family, a play-by-post game is more my speed than a face-to-face tabletop group right now. Generally speaking, I also prefer the enhanced roleplaying/storytelling capability inherent in the play-by-post format. My ABC concept would be:
Jonagher Winnt
NG Male elf rogue
Ancestry:Elf (seer elf)
Background:Reputation Seeker Class:Rogue (with some possible multiclass into Wizard down the road)
Background:
Spoiler:
Jonagher Winnt was originally born in Breachill, but his parents separated when he was very young. While his father returned to Kyonin, his mother chose to stay in Isger and raise him among humans. When Jonagher came of age, he wanted to leave home and travel, both to reconnect with his father and to see the world. His journeys took him to Kyonin where he also joined a brief expedition into the upper reaches of the Darklands to investigate rumors of drow activity. Those regions proved too dangerous to remain for long, and once his expedition returned to Kyonin, he made arrangements to head home to Breachill to check on his mother, far more knowledgeable and cautious about the world beyond his hometown.
PCScipio here. I'm interested in reprising my playtest halfling rogue (this alias), with appropriate background adjustment. The alias hasn't been updated for the final rules yet, so there may be some changes to other minor details.
Fargus is, put simply, a thug. He grew up a slave gladiator in the nation of Cheliax, and learned to be...mean. Fighting in the worst of the pits, Fargus endured blows that killed lesser men, and managed to somehow survive.
People who knew of him say that he was sustained by hate.
There are, however, things that Fargus does enjoy: namely, a good fight. He holds people who can't fight in contempt and has near disdain for magic users (although as a slave he learned early that speaking his mind would often get him beaten, so he can at least hold his tongue).
After all of the slaves were emancipated in Ravounel, Fargus took the first oppurtunity to flee Cheliax altogether. On the road, he learned that being an adventurer was, compared to the abject slavery and loss of life in the fighting pits, an easy job. All he had to do was keep his mouth shut, kill some "monsters", and get paid. He was repeatedly told, however, that one could not adventure alone, and that a party was needed to succeed. When Breachill put out the call for heroes, Fargus answered, hoping to make himself fabously wealthy.
Hello, hello. Just want to start off by saying thank you for giving a lot of people here their first opportunity to really try out Pathfinder 2E, myself included! I really appreciate that, especially for a system so new. With that out of the way... Here's Aurelia Landon.
Backstory:
Aurelia Landon has been obsessed with dragons all her life, and really, why wouldn't she be? Born to a duo of "eccentric" dragonologists from Taldor, Aurelia was constantly exposed to raw draconic power as her parents traveled the world in search of their chosen subjects, resulting in her developing fiery sorcerous powers. As Aurelia grew to adulthood, the would-be scholar yearned to step out of her parent's shadow and make a name for herself in academia.
Aurelia came to Isger, and eventually the town of Breachill, after hearing news of a gold dragon sighting in the area but quickly found herself adrift as the rumors, and her money, started to dry up. The simple fact is Aurelia needs more coin if she wants to continue her studies and travels, and the Call for Heroes seems like just the solution for her financial woes.
Hello! I, too, am excited about Pathfinder 2e and posted a "please recruit me" topic over here. I'd be wanting to play as an Elven Ranger I fell in love with back when I got to play her in a 1e campaign that unfortunately sputtered out pretty quickly. Like some of the others who have already posted, I really enjoy the storytelling / roleplaying that play by post brings to the game, and would love a group who both want to learn the new 2e system and who also want to have great character interactions and roleplaying moments were appropriate.
I've only played in about three Pathfinder play by post games so far, but started almost five years ago now and am very familiar with the core 1e rules. With 2e having just come out, it seemed like a great time to see if I could jump back in and learn and help others learn this new edition. All the campaigns I've been a part of have gameplay and discussion threads here, so just check my profile and characters if you'd like to see a sample of my gameplay or role-play style.
As for my character:
Sparks Clearpath
NG female elf Ranger
Ancestry: Elf (Woodland elf)
Background: Field Medic
Class: Ranger (leaning into the flurry and bow feats to create a character that can pump out the shots when needed and take careful aim when necessary)
I had a lot of fun writing stories and background for this character in the past, but have her set up so that she has been adventuring for long enough that her background mostly happened a few decades so she is easy to slip into any adventure. Here's her original character description and background, most of which would still hold true for this adventure:
Character Description:
Though she has the look of a human girl in her late teens or early twenties, Sparks Clearpath's pointed ears, long white hair, and unusual dark eyes, with their bright flakes of orange and red, easily mark her as an elven maiden. As such, she is both slightly taller and slightly thinner than a human of equal apparent age, though a closer look would reveal that she is not unaccustomed to lengthy foot travel nor hard work. Humans almost naturally tend to see her as beautiful or elegant; her own kind, however, would not think her much more than average by their standards.
Sparks' longbow is so often with her that it too is almost a part of her appearance. Its hard, angular shape, save for the rounded wrapped grip near its center, strikes a unique silhouette whether it is across her back or in her hand. Accentuating the bow's unique design is a detailed painting of a long green and brown viper, coiling up the weapon's length.
Background:
Sparks Clearpath first appeared in the town of Sharlstown over twenty years ago at the beginning of the spring thaw. She came looking to trade the furs and crops on her small horse drawn cart for farming tools and other manufactured goods that neither she nor her mother nor father could easily make for themselves. People were wary of her at first for being a stranger, for her unusual dark eyes, with their bright flakes of orange and red, and for the ornately decorated longbow she wore across her back, but they soon found they had little to worry about. Patient and quiet to a fault, though certainly good natured, the white haired elven maiden would only stay in town long enough to trade for the items she wanted before heading back into the nearby forest.
Though her activities brought relatively little to the town’s economy (the total size of her trades were never very large, she only ever bartered never wanting to deal in hard currencies, and she never so much as rented a room for the nights she was in town preferring to sleep in her cart and eat her own food instead) little by little Sparks built up a good reputation through her honesty and her generous dealings. For a time it was thought that Sparks was distinctly timeless. Those who were mere children when she first appeared grew up, got married, inherited their family’s businesses, and had children of their own all while she barely seemed to age. For most, dealing with Sparks Clearpath was like dealing with a lifelong friend. It came as quite a shock, then, when she disappeared!
Sparks always arrived with the coming of each new season. She always had and she always would, or so it was thought… until it did not happen. Her usual vendors began to look for her as a stormy winter transitioned to a lovely new spring but she never appeared. Spring passed to summer and then to fall and back to winter all without her presence. Slowly, it became apparent that she was not coming. A year passed and then another and another as rumors of her disappearance began to circulate. Some said she had been killed by animals in the forest. Others told how they were sure she had married, or gone to fight a war, or been arrested and executed. Some even claimed she was a spirit that had fulfilled it task and gone on its way. But everyone knew, deep down, that those rumors were just that, and that she had vanished for some real reason. And that she was missed.
Some three years later, Sparks reappeared. She walked into town with no horse, no cart, and only a handful of furs to trade. No longer looking to barter and leave, she began to seek out jobs and, in an unexpected change, would only accept hard currency and room and board in exchange for her work. Though still quiet and reserved, living among the town folks has seen her lower her guard, if only somewhat. She seems more opinionated now than she ever was before even if some subjects, such as why it took her so long to return, are clearly off limits.
Over the last few weeks the people of Sharlstown have discovered what they long suspected about Sparks Clearpath: That she is a hard worker, a skilled hunter, and a kind if occasionally naive soul who has some talent for trade. Most would say they are blessed to have her in their town but privately there is a new wariness surrounding her. Why did she vanish? Why did she returned? And what is causing her to spend nearly every waking hour working herself ragged in exchange for the money she would hardly have touched just three years before?
For more on Sparks, I tossed six of the background stories I did for her over at my website here. Having a GM that will encourage storytelling and enforce good grammar seems like a big plus to me!
Hello Joana! I am very excited by your game proposal and only hope my submission meets expectations! I am a fellow English Major(the pressure!) and Private Investigator in real life so I believe the later will prove useful for this character as well as provide me plenty of time to post on stake outs. As for a reason as to why she's in Breachill, for one it's her childhood home and I imagine one of her lingering cases as a detective has lead her to the Call for Heroes!
Born an orphan in Breachill, Poppy was adopted by a local scribe named Briony Cotton, who made his living creating Illuminated texts. As a child, Poppy found a love for music early on due to a traveling band that passed through time. She payed special attention to the bards who showed up for the Call for Heroes. Curiosity was a defining trait of hers as it is for most gnomes but she found her focus towards music. She found that learning the patterns and different rhythms gave her a greater appreciation for the art as there was always more to explore. During the day she worked at the Breachill Archive pouring over dusty tomes in search of sheet music, retaining a great deal of information on a variety of subjects, but in the evenings she'd play the ramshackle piano for hours at Cayden's Keg.
However in her late teens she found she was losing her hearing at an alarming pace due to an unknown affliction. By her mid twenties she found that she was almost entirely deaf. Falling into despair at the thought of her great passion being lost to her, she became a recluse, hiding herself at the archives to the point where she began to suffer some effects of "The Bleaching". Knowing her voice would sound different she attempted different forms of communication including a chalkboard(awkward), and sign language(less widely known) she eventually settled on using her innate gnomish magic to Prestidigitation to craft temporary words in the air. Though uncomplex, it was nice to be able to find her voice in one small way, but couldn't seem to ultimately shake her depression.
This went on for some time until her father took her to Egoria to offer his expertise to the local government and visit his family there. This change of venue offered her a new outlook and she embraced the culture and opportunities available. The most striking moment of her time there was when her father took her to the Chelish Opera for her birthday. Initially she was embarrassed and angry at him for subjecting her to what seems like an uncharacteristic cruel jest. But her father managed to acquire seats near the orchestra by calling in a few favors, and had her touch the instruments as they played. Her passion was instantly reborn as she could recognize the music and tell from the differing vibrations how skilled they were. She could hear it all in her head! The music was back. And all that was left of her early Bleach stages was a white streak shooting through her garnet locks.
Besides her renewed sense of purpose, she fell into part time Private investigative work for anyone willing to pay, as her father was becoming ill and couldn't keep up his usual pace of work. Using her extensive knowledge base and attention to detail to aid her in her short stint as a Chelish Investigator, assisting anyone from nobles, peasants and even the Hellknight order a handful of times. She learned in her time as a P.I. that people may lie with their words but couldn't hide the truth on their faces and found lip reading to also be a great boon to her work. Besides the money, she received from one particularly pleased client a payment in trade in the form of a beautifully crafted Orphica which she took to learning more easily thanks to her time behind the keys in her youth.
After a few happy years though, her father finally succumbed to his illness, leaving her again facing some existential angst which she combated by trying to find closure. She decided to close her business and return her fathers body to her first home, as he had requested. Now looking to tie up loose ends in Breachill, she has come home in search of the next step of her life.
--Order of the Rack
Maralictor Lucien Mahrbrand
Incident Report file 481
Case opened 28 of Arodus 4705
Case closed 30 of Arodus 4705
Crime- Armiger Nathaniel Fukes murdered and heretical vandalism.
Reported by local Korvosan guard.
Location- Basement of abandoned Crow's Kiss Inn, south Dice End, Egorian
Evidence-No wounds, all weapons sheathed, heretical writing on inner wall, room locked from inside with no other points of egress, No signs of poisoning, Signifiers found no evidence of Abjuration magic.
Suspects- None. Guilty party found and prepped for trial. Krom "Wraithringer"-enforcer for local gambling den.
Notes- Amateur investigator Priscilla de Lacrimosa served as advisor on previous cases and solved this issue with great expediency and skill. Eccentric behavior aside, this agent would greatly advocate the use of this person in future incidents.
Hail Lictor Richemar Almansor
--Unrelated Writing Post Sample:
Freydis's humming echoed across the high stone walls of the church, and a rhythm emerged, built by the tapping of her heavy metal boot. Intermittently the sound of tearing paper punctuated the eerie tune as Freydis ripped page after page from holy tome of Shelyn, piling them onto a growing pyre that was once a podium. The pale woman's face wrinkled into a soft smile as she watched the flame take the blasphemous parchment, bits rising into the air, almost dancing in the light cast through stained glass windows. The whimsical sight inspired her to recite in slow song form, a verse she learned in childhood from the forbidden canticle of Lady Graves.
"Eyes sorrow-blinded, in darkness unbroken
Foul and corrupt are those who bear false witness,
And work to deceive others, know this;"
The last page smoldering, Freydis tossed the binding of the book and surveyed her handiwork, the pews filled with fresh corpses, the ages of which ranged from young adult to seniors. The lumbering armored woman took a soft stride along the aisle patiently blessing the nearest people with holy water from her Combat Aspergillium. Flecks of anointed liquid dripped across the lifeless faces of the dead, but otherwise seemingly uninjured crowd.
"There is but one Truth.
Whatever your maker,
The Ebon City calls to all, "
The cleansing had ended in a second. Upon first entering the church, she’d been received warmly, but only responded with stoicism until hearing the preaching of the so-called priest. His words were sin. His teachings poison. With a gesture of her gauntleted hand and holy symbol of Pharasma, Fredyis released a flash of concordant energy before the patrons knew what had happened. The souls of the congregation were torn from their form retrieved by her spectral hounds, bound to her call, and promptly delivered to her godly mistress in the underworld. There was no time for screams, and in a moment the once lively church had fallen silent. She was glad they had not suffered.
"o’ Lady mine, my enemies are abundant,
Many are those who rise up against me,
But my faith sustains me, I shall not fear the legion"
Continuing her lilting hymn, Freydis exited the temple into the snowy hamlet of Valeroot, descending the stairs with piercing amber eyes fixed on the only signs of life left in the winter town, ample fields of wheat rolled out across a nearby plain. Rows upon rows of golden full stalks pierced through several feet of snow in a bizarre juxtaposition of the season. Removing her glove, her exposed fingers traced lightly across the yellow plants. She could feel the tug trace of necromantic energy that sustained the plants, stolen from animals and occasional human sacrifice.
“Suffer not the work of a heretic.”
Gray colored flames suddenly poured from the anointed weapon in her other hand and she dipped it into the straw lengths. Freydis watched quietly as the blaze took hold, and left only after the ill-gotten plants had fallen to cinders.
I'm going to withdraw my application for this Adventure Path. My 2E CRB is arriving today, and after reading all these creative character backstories, I realized I'm in a bit over my head without first taking some time to digest the rules and study lore. I'm not surprised at the amount of interest this post is receiving - you certainly won't have trouble putting together a party! Best of luck to you and the group.
I do however have a question: How would you feel about a Champion of Nocticula, the Redeemer Queen?
I'm asking purely because that would mean we'd have to come up with an anathema for her as she's not one of the deities printed in the Core Rulebook. Personally I'd say the first of Shelyn's two anathema's would be a good start.
Having given it some thought, I would prefer not to homebrew anything for this game. I don't feel I have a firm enough grasp on either the mechanic of anathema (and thus, what is balanced with other options) or Nociticula's new niche in the pantheon. Right now, to me, she just feels like "Shelyn but edgy," an impression which doesn't protect either deity's portfolio and which poaching from Shelyn's options to fill in for Nocticula's only exacerbates.
Here's my full submission:
Callinsil Ambuld
Ancestry: Human (Half-elf)
Background: Truth Seeker
Class: NG Bard (Muse Enigma)
Cal is in it for the story. Well, to be more precise, the truth of the story. The way he sees it, there is no way that a ragtag band of adventurers took on an ancient Thassilonian wizard-king or that a few years later another group somehow ascended to demigod status and fought demon lords. People must be exaggerating. The only way for Cal to know what really happens is to do everything he can to put himself in any adventure he can. And what better way to get embroiled in an adventure than to come to join the Call for Heroes?
Writing Sample/Backstory:
“I swear to you, fine sir, I am not the one responsible for your, er, current predicament,” Callinsil stammered. The half-elf took a step back from his would-be assailant. No sense in letting him get too close, he thought. And judging by the size of those arms, if he did get close, Cal might wake up with a few broken bones...if he woke up at all.
“An’ I says that you are,” the big man said. He was a half-orc and just based on the muscles that strained against the threadbare shirt, the man clearly favored his orc heritage. “I saw you watchin’ me last night ‘n’ now I got the citywatch lookin’ fer me.”
Callinsil held out an open palm while keeping the other tucked behind his back, “A simple misunderstanding, I promise.”
“I’m sure!” the man snapped as he lunged forward to grab Cal’s other arm. “What’re you hiding?” He wrenched Cal’s arm and revealed a doll of elven man propped up on Cal's hand.
The elf had intricately designed robes carved from the same wood as its body and its shoulder length hair was made from tightly spun, yellow yarn. In one hand the elf held a simple black wand and in the other he gripped a purple tome. The elven features on the doll's face forever gave a condescending smirk and seemed to peer down its pointed nose no matter which direction one looked at the figure.
"Wh-what in Asmodeus' name is that?" the half-orc sputtered.
"My name," the doll's mouth opened and a breathy voice ushered forth, "is Faieroneousises Aumouruthial Saleyorzwylyn, and I demand you return to whatever pile of sludge from out of which you crawled."
The half-orc gawked at the doll. Then at Cal (who was once again taking several steps backward). Then back at the doll.
Cal shrugged and nodded to the doll, "You should probably do what he says. Faieroneousises was powerful wizard in Kyonin and even though Treerazer turned him into...this, he can still cast a spell or two.”
“I saw your lips movin’ when the puppet talked,” the big man said, composure returning to his voice.
“Nonsense! I’ve all but perfected my craft!” Too late Cal realized his mistake. He stumbled backward desperate for a new plan. Cal lifted a shaking hand to point over the shoulder of the man. “Uh, what’s big, ugly, and covered in mud?”
When the half-orc turned to see what Cal had been pointing toward, the half-elf snapped his whip at the legs of his attacker. The end of the braided leather tangled itself around the man’s ankles and Cal pulled the man’s feet from under the half-orc. Cal belted out a quick limerick as he did.
“A half-orc once filled his purse
By travelers who he did coerce.
A noble lady was killed.
Now someone else's purse will be filled."
The puppet's voice finished, "As long as he comes home in a hearse.”
The carved elf waved its wand and held the book before itself as Cal uttered a few magical syllables. Three beams of pure energy pelted the man in his chest causing the man to curse. The half-orc climbed to his feet and pulled a cruel looking dagger from his belt. Before the half-orc could close the gap again Cal lashed the whip across the brute’s brow. The force, combined with the magical blasts, was enough to knock the man unconscious.
The breathy voice came again as Cal moved to tie up the criminal , “This beastly man said he saw your lips moving.”
“He was bluffing.”
“What would you prefer, Callinsil, that you are not as talented as you think you are or that this,” the wand hand motioned at the snoring half-orc, “thing outsmarted you? Hmm?”
“Oh, be quiet for once, would you, Sal?” Cal said as he shoved the puppet into his pack.
The muffled complaints of Faieroneousises Aumouruthial Saleyorzwylyn followed Cal as he dragged the big man through the city streets back.
Having given it some thought, I would prefer not to homebrew anything for this game. I don't feel I have a firm enough grasp on either the mechanic of anathema (and thus, what is balanced with other options) or Nociticula's new niche in the pantheon. Right now, to me, she just feels like "Shelyn but edgy," an impression which doesn't protect either deity's portfolio and which poaching from Shelyn's options to fill in for Nocticula's only exacerbates.
Too bad but wholly understandable. I guess I'll just have to wait with that idea until the Gods & Magic book comes in January.
Joana, thanks for stepping forward to take the first crack at running this. I've been staring at my Hellknight Hill book refusing to open it in the hopes of getting into an early campaign.;-)
Will be submitting:
A: Human (Half-elf)
B: Haunting Vision
C: Sorcerer
Ezra Denver is effervescent and dilettantish. He claims that a human relative of his joined the Hellknights but cannot say which order. While he has no intention of joining them, Ezya would love to compose an epic about a suitably dark and brooding Hellknight hero. He loves doing research but his tendency to get distracted is slowing things down. For instance, Ezya can make magic! It came up entirely by accident but a lot of the esoteric he'd been perusing added up to telekineticslly throwing a pebble at a poor rat. But he is still very much focused on the Hellknight...
...actually Ezya has been figuring out how to handle an even curve blade. One would think it were just the same as a scimitar but no! He thought of asking his Elven great grandfather but they're not that close...
... He has been practicing paleography. People wrote so differently in the past! There are hand written texts which almost come across as another language entirely...
... Ezya always likes to quote how the Varisian words for 'home' and 'journey' are the same. He loves that! Home is what he can carry with him as he travels Golarion. Although, that old Hellknight castle might be nice to shack up in for a while...
Naura first saw a dragon at age seven. Working the fields with her family, as she had day after day since she could walk. The shadow passed over her in a moment, and looking up, saw the sun glinting off its majestic copper form, wings seeming to stretch from horizon to horizon. Elevhemior, her father called it, and went on ploughing. Protector of the hills of northern Andoran. A friend to humans, even. No orc horde or evil demon would dare set foot in Elevhemior’s demesne, he said.
Naura first spoke to a dragon at age eleven. By then, her power had begun to manifest. At the harvest festival, she had slapped Olthar, Meggin’s son, for lifting up her skirt, and by some strange magic had torn a chunk of flesh from his cheek. Olthar kept his distance after that, but so did all the other children. Playing alone in the woods behind the farm, a woman with lustrous copper hair came upon her. The woman touched her cheek, called her beautiful, and promised to look after her. After the woman was gone, Naura was, for the briefest moment, convinced the skin on her cheek felt just like a scale.
Naura first mourned a dragon at age fifteen. Long before word made it to her village from the larger holdfasts and townships, she felt her body grow cold and a shadow settle on her soul. She knew then that the great Elevhemior had passed from this world. Had somehow been slain. And that the connection to the copper dragon she had felt all her life had fatefully and finally been severed.
Naura first dreamed of a dragon at age sixteen. When she woke, screaming, she remembered nothing more than the feeling of flames consuming her body. The dreams came often thereafter. Always fire. Always pain. And beneath it, a dark, winged presence, like an evil reflection of Elevhemior.
A poor farmer’s daughter, cursed with powers she could not explain and visions she feared with each night’s sleep, had little chance of finding answers in the hinterlands of Andoran. Leaving home, she sought answers in the cities, in the temples, in the quiet of the wilds. She learned to harness her powers, to seek solace in the light of Shelyn, to control her fear. And she learned a name that might hold the answers she sought - Dahak.
But her latest dream was filled not with the visage of Dahak, but of a village in Isger, burning in the same flames she knew oh so well....