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Okay, I'm just about finished with character, I just need an answer to my language question.

Dark Archive

Okay, back at this. I have about four character ideas, but I'm going to focus on one for now.

Danalf Tizaal:
is a separatist follower of The Eight who had to carefully navigate his way around, and eventually out of the new monotheistic monarchy-state. He and a few friends made their way to the new world.

Having always been a student of arcane magic, he was lured to this new land by stories of effective, working magic. So he went and began practice and training, turning out to be somewhat talented at it. However, living on the border between Ionian and Valerian colonies, he receives constant subtle and not-so-subtle suggestions to pledge his abilities to Morgath, which he resists. Meanwhile, not all Valerian's in Tanner's Crossing trust him immediately because of his coming from Iona, being wary of his resistance and not knowing if it's real.

Only his closest friends can verify his intentions, but it often falls on deaf ears when they vouch for him. So he goes, balancing his ability to learn and practice arcana with the burgeoning tensions around those same abilities and how they will be aligned.

Liberation will be a pretty strong motivator for this character, as will Understanding related to "wild" magic.

Will have an alias up later today. Saving off my other concepts for later :)


Here is paledim's character. I need to flesh out the profile with some more detail (spellbook/special abilities) and the status line.


Fallen_Mage wrote:
Okay, I'm just about finished with character, I just need an answer to my language question.

I'm actually interested in the answer to that question too.


Pathfinder Adventure Path, Maps Subscriber
Fallen_Mage wrote:
@ DoctorEvil - Question on languages, is there any setting specific ones? I imagine there is a Novan language (or several) and possibly one for the Sea Wolves. Just asking what others a Free Merchants daughter might pick up.

Valeria speaks the equivalent of the Common tongue, and so do most Ionians, though they have their own language. The Sea Wolves speak something else, and the Novans language is very primitive. Elven is a language, but very few humans speak it at this point. There are also most monster languages.

Many Valerians will not know a second language at present, so you can save the point, if needed, to add once exposed to some of these new cultural languages. Hope that helps.


Pathfinder Adventure Path, Maps Subscriber

I am good with Danalf and Tiny. They may matriculate to the Gameplay and Discussion tabs and post how they have come to be situated in the Sign of the White Wolf in Tanner's Crossing


Pathfinder Adventure Path, Maps Subscriber
Adair wrote:

One elven Archery Fighter for consideration/evaluation.

Reused alias, of course.

Application accepted. Feel free to migrate into the inn in Gameplay and begin interaction there. Perhaps an adventure will begin to present itself.


Pathfinder Adventure Path, Maps Subscriber

I believe that is 4 or 5 accepted characters. Unlike most games, there is no selection process. As long as you have an acceptable concept and a legal character you will be invited inside. How you group up for things is up to you, and there may be multiple "parties" including solo, I suppose, adventuring at the same time in different gameplay threads.

If you are late to the party, please create something and come join us!


Fallen_Mage here. I present Divina Plavix. Full character details in the profile.


Did you get the chance to take a look at my second character?


I'm still here, I just need to write a proper background! Plan to do that soon.


Here is Tazo's character! I made up a town in Terra Nova named Tannisport--if you have other ideas for a port town, I'm happy to change that.

For now, Elise can serve as a party healer with a dash of damage from spells and a shortbow. Eventually, she'll probably be more of a general purpose sorcerer.


Pathfinder Adventure Path, Maps Subscriber
Elise Emeria wrote:

Here is Tazo's character! I made up a town in Terra Nova named Tannisport--if you have other ideas for a port town, I'm happy to change that.

For now, Elise can serve as a party healer with a dash of damage from spells and a shortbow. Eventually, she'll probably be more of a general purpose sorcerer.

Awesome! The main Valerian settlement in Terra Nova is Redmont, where Castle REdmont is being constructed for the baron. The castle will overlook a fabulous natural harbor where most of the ships from Alderran will dock. Adding another coastal town of fishermen called Tannisport is fantastic.

Elise is good to go, feel free to enter the White Wolf and interact with the NPC's or the other players.

Liberty's Edge

I've got a couple character ideas popping around through my head. I'll try to start working on some of them soon.

Is there any sort of in progress map of the surrounding region available? It wouldn't have to be super detailed, just marking a rough coastline and major interest points. (I ask because it might help with some of my backstories.)


Pathfinder Adventure Path, Maps Subscriber
Vrog Skyreaver wrote:

Character #2:

** spoiler omitted **

** spoiler omitted **

Yes, Katze is ready to enter the game. Sorry I over looked her before now.


Pathfinder Adventure Path, Maps Subscriber
Art Burd wrote:

I've got a couple character ideas popping around through my head. I'll try to start working on some of them soon.

Is there any sort of in progress map of the surrounding region available? It wouldn't have to be super detailed, just marking a rough coastline and major interest points. (I ask because it might help with some of my backstories.)

I don't have a map outline complete yet, sorry. If you tell me what you're thinking, we can probably add it at this point.


Pathfinder Adventure Path, Maps Subscriber
Divina Plavix wrote:
Fallen_Mage here. I present Divina Plavix. Full character details in the profile.

Divina also is ready to enter the game world. Thanks for submission.


Finally got around to fully filling out Danalf's profile. All the info should be there.


DM DoctorEvil wrote:
Elise Emeria wrote:

Here is Tazo's character! I made up a town in Terra Nova named Tannisport--if you have other ideas for a port town, I'm happy to change that.

For now, Elise can serve as a party healer with a dash of damage from spells and a shortbow. Eventually, she'll probably be more of a general purpose sorcerer.

Awesome! The main Valerian settlement in Terra Nova is Redmont, where Castle REdmont is being constructed for the baron. The castle will overlook a fabulous natural harbor where most of the ships from Alderran will dock. Adding another coastal town of fishermen called Tannisport is fantastic.

Elise is good to go, feel free to enter the White Wolf and interact with the NPC's or the other players.

Yay! I tweaked my background a bit more to imply that Tannisport is where smugglers and people who wanted to avoid attention in Redmont might choose to land to enter Valerian Terra Nova. And a few other tweaks to set the stage. Will appear in the inn soon.


Before I put together a full-blown sheet, here's the part of my prospective elven monk's background that deals with the whole monk business, or one form of it at any rate. Just felt I should get it okayed first to avoid stepping on any toes and what not. :)

Concept:
Dhennaa fech, “those who are apart”, are ritualised outsiders in elven society [as they utterly lack the magical aptitude found in almost every elf]. Numbering no more than a few dozen at any one time, they gather ceremonially once in a great while but spend most of their adult lives in seclusion, meditating on what it means to live without magic and honing their physical form to the absolute limit. Other elves tend to pity the dhennaa a little, but also respect them; while they are far from outcasts, in the minds of many their lack of magic means they are not quite “true” elves either. Still, the dhennaa are sometimes sought out for the wisdom they might bestow, their perspective being free from many of the concerns and prejudices that would trouble a more ordinary elf. In addition to this, the dhennaa fech are also respected for their martial skill – they do not patrol the wilderness as a ranger would, but they nevertheless oppose anyone and anything that threatens their fellow elves just as fiercely.

During certain times of the year, a dhenna fech travels between the tribes in the general vicinity of his or her hermitage to observe the tradition known as “life-etching”. Sometimes a dhenna’s meditations will guide her to a handful of elves among the tribe she is visiting, but it is also not uncommon for life-etching to be treated as something more like a service being offered. In either case, those who avail themselves of it are elves who have just completed an important chapter in their life or otherwise had something momentous happen to them. After carefully questioning this elf on this, the dhenna then spends another night in meditation before applying a tattoo to the elf that represents the subject matter in question. What the tattoo looks like and where on the body it is applied is entirely up to the dhenna, but it is virtually always a highly abstracted affair whose meaning is known only to the artist and the one who received it. A similar process may also be employed to honour and commemorate the dead, though it is more common to scrimshaw their bones rather than tattoo their bodies.

As the dhennaa fech have no ties to what many deem the three chief pillars of elven life – the tribe, magic, and the divine –, so are their tattoos and scrimshaw work regarded as something slightly alien, yet potentially illuminating. Few elves are so set in their ways as to completely deny the potential validity of something beyond their worldview, at least if it is so steeped in tradition as the ways of the dhennaa fech are. Still, a tribe gladly welcomes a dhenna fech and just as gladly sees her off; few envy them the secluded, magic-less lives they lead, as highly prized as their insight and skilful life-etchings may be.


Pathfinder Adventure Path, Maps Subscriber
TheWorstFighter wrote:

Before I put together a full-blown sheet, here's the part of my prospective elven monk's background that deals with the whole monk business, or one form of it at any rate. Just felt I should get it okayed first to avoid stepping on any toes and what not. :)

** spoiler omitted **...

Elven mysticism works for me. Go ahead.


Okay, my background is ready, sorry for the delay!

I'll post in the Gameplay Thread tomorrow :)

The “Great Reunification” saw the collapse of the most powerful, wealthiest aristocratic families, and the sudden rise of the more humble, wiser ones, who quickly caught on the benefits of lending a hand to Morgath’s righteous political coup. Within a day, tables were turned. The noble houses who supported the King fled, or hastily converted, foolishly thinking that they would be spared. After being stripped of their land and property, the stubborn ones were publicly executed for the education and entertainment of the good people of Iona, or thrown into a withdrawn cell and promptly forgotten. Ancient and noble family trees were cut down and uprooted, and most of their offspring followed them in the afterlife.

Unpredictably, the first obstacle to what the commoners would later refer to as the “spring cleaner” came from within the Morgathian Church. The slaughter of half a dozen little lambs from the House of Luzina, accused of worshipping the Nameless Ones and publicly purified by holy flames, was enough to horrify Father Aldaric. Under his influence, it was reluctantly decided that the crime of heresy could no longer apply to individuals without a grown reason. Children under twelve having grown up in an unbelieving family would therefore be rescued from their sinful influence by finding shelter in the Orphan Holy Asylum, where the benevolent presence of Father Aldaric would welcome them with open arms.

Three days after House Luzina’s domain became the rightful property and just reward of Thrice Blessèd and Very Devout House Ader, Father Alderic found Litsy on the threshold of the orphanage.

Father Aldaric was a good man who raised the children by the book, for there is all the advice and wisdom that a sweet-natured, pious youth can find. For the spiritual being of the ever-growing community, the endless swarm of filthy little arms and legs, any deviation was punished quite severely by the beating stick of a nun, or a sigh and a disappointed head shake by the Father himself. Any weeds had to be plucked out to allow the small sprouts to grow.

Along with the basis or arithmetic and a couple prayers that she never quite got the meaning of, Litsy learned how to hunch her shoulders, keep her head down and take the least amount of space possible. Her porcelain doll frailty, coupled with the easiness with which she learned how to read and write softened the edges of most teachers. At nights, she would read the Book of Prayers and children’s stories in a whisper for Connor, whose struggle with letters left him more bruised than the easily won brawls against other boys.

Since the teachers could conceive no other reason for his strange disability than thick-headedness with malice aforethought, Connor eventually grew fed up with the Morgathian academic life. Tales of good-hearted thieves and well-meaning scoundrels, told softly in the darkness of his room, were much more appealing to him. Even a child could fare for themselves out there, he would tell the other orphans excitedly. There would be plenty of parks to grow their own apple trees, and no shortage of detective pairs who would be ready to pay for information in exchange of discretion on their activities.

It had been raining on the night before they left, and the pavement still glimmered, mirroring the light of the rising sun. Half of the first apples they stole, they planted.

The seeds never grew.

The nights were cold outside, but the worst was the rain. It soaked their clothes, dampened their hair, and left them shaking and teeth-chattering for hours. Shoes only made it worse, and they went barefoot when they could. It would save them up for winters, so that they wouldn’t catch a cold. No one knew what to do what they caught a cold.
There were no clever detectives to give away coins like pieces of bread to the ducks, but it wasn’t rare to see a looming, tall shadow walking around the streets after sunset. The thieves and burglars they left alone; they didn’t dare to ask for a share. The policemen and holy men they feared the most, because that could mean being dragged back to the orphanage, and having to pay for having escaped for the rest of their lives. The worst were the sweet-talkers and the dream-sellers with their honeyed words and their hungry eyes, who would lure them in with promises of a warm bed and a hot meal, of joy and happy dreams. You’d find yourself raped, or with a needle in your arm, and the same vacant, broken expression of someone who has just walked into a nightmare and doesn’t know how to wake up.
Gangs were no better, grown-ups harassing you to work for them or kids wanting to kick you out of their turfs.
They all learned the hard way, the whole fourteen of them, how to fare for themselves. They’d find vacant houses to spend the night, food to steal, houses to rob, kids with soft and warm clothes to beat up. Agile and nimble, Litsy would find windows to crawl through, trees to hide in and roofs to dance on, away from the predators roaming through the streets. In a land of wolves, you could become a bird.

Yet, with each year, she could feel the walls of the city caging in. Diseases and street violence took her companions one by one until their number was divided by two. Smelling weakness, the other gangs have grown more and more relentless in their attempts to seize control of an even bigger territory, alternating between threats and promises of an alluring alliance. Most of her former group, even Connor, are half-convinced already, but Litsy sees no future in the street urchin business. Day-to-day survival is no way to have a prospering career, she thinks. You’d have to think big.

A land-sized thought would be perfect.

News went fast when you spent most of your day circling people lost in conversation for an opening. A kingdom of unbelievers, Terra Nova would need to be evangelized. And who would be better for that role but the Fervent, well-intentioned Father Aldaric himself, whose old age made the management of the orphanage a little more difficult each day?
All that it took was an unexpected visit from a former, bright student, the sweetest, quietest little girl you’d ever seen, explaining in between sighs and sobs how she had been led astray from Morgath’s path by older and more cunning friends, and how they’d ruthlessly seized part of her share. Her dutifully taking care of the youngest children day and night, demonstrating astonishing maternal instincts for a teenage girl. A boy she doted upon and refused to leave, despite knowing he was damned. The wound Connor once received from a rival gang. A twisted tale woven with scraps in a couple books, snippets of conversation heard on the street and her own imagination, told with the gravitas of a skilled actress. A nugget of truth wrapped up in lies, with a couple of clichés tossed in. A descent into sin and promiscuity, a story of suffering and repentance that would make the most steel-willed housewife weep for the hapless soul of the helpless girl, and bought tears to the eyes of the elderly Father. She would have been almost proud of herself.

She got on the boat, at the cost of spending two hours each day studying the Holy Texts with the Father, put to a sad stop after five days, when all the might of his faith failed to protect the Father from seasickness,

She volatilized as soon as the boat landed on the shore, which no one really noticed, eager as they were to tend to the elderly Father.

Against all odds, he had probably saved her life, although no one really noticed either.[/spoiler]


I'm thinking a young Valerian noble. Back in Alderan, he could see the writing on the wall (as he saw it) - that the kingdom and its nobility were going to take a hammering from the Ionans.

So he decides to leave, to start afresh in Terra Nova.

Questions:

1. Are there any restrictions or recommendations for names, particularly for Valerian nobility?

2. Are there any specific obligations or quirks specific to Valerian nobility?

3. How does a human noble rogue scoundrel sound as a face/skillmonkey type?

4. Was there another section referred to by this bit?

Quote:
Humans (from Alderan): newcomers to Terra Nova. Medieval society. Magic disappeared until The Landing. Multiple nationalities (see below Regarding Alderan).


Pathfinder Adventure Path, Maps Subscriber
Decimus Observet wrote:

1. Are there any restrictions or recommendations for names, particularly for Valerian nobility?

2. Are there any specific obligations or quirks specific to Valerian nobility?

3. How does a human noble rogue scoundrel sound as a face/skillmonkey type?

4. Was there another section referred to by this bit?

Quote:
Humans (from Alderan): newcomers to Terra Nova. Medieval society. Magic disappeared until The Landing. Multiple nationalities (see below Regarding Alderan).

1. Most Valerian names are English or Western European in makeup. Aruther, Lancelot and the like woudl fit right in.

2. Not really, the biggest thing is the coming struggle for the throne, and which claimant you'll back. That will certainly have impact on noble families depending on who wins. Some PC's may be able to influence that later on.

3. Sounds great!

4. Not sure, the primer started out as notes to myself, so it may not always be grammatically correct or have meaningful references to everyone else. What I am saying there is Alderran has mutiple nations (Sea Wolves, Valerians, and Ionans). Suppose there are others, but they play a minor role in our story.


Glad to hear it!

I'm debating which, if any, multiclass to take.

Would non-divine multiclass dedications be viable? Say as said noble reaches Terra Nova, he finds power welling up that he never knew he had?

I'm looking at sorcerer for bloodline skills and getting additional use out of charisma. Though any skill-boosting multiclass could work well.


Pathfinder Adventure Path, Maps Subscriber

As long as you are following the archetype rules in Section 3 of the CRB2, I don't have issues with taking a multiclass. There is no requirement to make the second class divine, that i am aware of. So, yes you could take a sorceror multi (or anything else).


Grand job!

I'm currently looking at a human noble or barrister, Rogue (scoundrel) either straight or multiclassing into Sorcerer (Imperial bloodline for nobility-esque spells).


I also plan to take multiclassing for a spin, Wizard into Cleric.

Liberty's Edge

I'm currently working on a Novan Druid. Is there anything you think I should keep in mind as I make them, other than what is in the primer?

Also, how do Novans compare to Ionians and Valerian's physically? (hair/eye color, skin tone, etc...)


I present Blake Fleming, noble son of Valeria!

Background:

Blake Fleming was born into a prestigious, if waning, noble family in Valeria, their arcane might dissipated. His position would have been one of a minor scion of a house that had seen better days. In better times, the ambitious youth might have tried to remedy that trend, or find acceptance. But with the looming succession crisis, remaining in Valeria was like painting a target onto himself. He could see the writing on the wall, and it looked grim. Valeria - and its nobility - were going to take a hammering from the Ionans.

So he decided to leave, to start afresh in Terra Nova. Perhaps Baron Harald might be made of the right stuff to bring Valeria back to glory...or he can find new prospects himself, by the grace of Cleos!

Personality:
Blake is brash, headstrong, and yet possessed of a mercurial bent. Whatever he is currently doing, he will throw himself fully into it, even if his focus changes later. Very adept at gauging people and eagerly studied the great history of his family.

Blake Fleming
CN, Valerian Human Rogue (Scoundrel) 1
Background: Street Urchin
Age: 24
Hair: Dirty Blonde
Eyes: Brown
Deity: Cleos
Heritage: Versatile Heritage

Str 10
Dex 14 (Human, Free)
Con 10
Int 14 (Noble, Free)
Wis 12 (Free)
Cha 18 (Human, Noble, Scoundrel, Free)

HP 16
AC 15
Perception (Expert) +6
Fort (Trained) +3
Ref (Expert) +7
Will (Expert) +6
Speed 25'
Rapier +5 to hit; 1d6p damage; Deadly d8, disarm, Finesse
Shortbow +5 to hit; 1d6p damage; Range 60 ft; Deadly d10

Skills: (7+2 Intelligence Bonus)

Acrobatics (T) +5
Arcana (T) +5
Athletics (T) +3
Deception (T) +7
Diplomacy (T) +7
Intimidation (T) +7
Lore (Genealogy, T) +5
Lore (Heraldry, T) +5
Occultism (T) +5
Religion (T) +4
Society (T) +5
Stealth (T) +5

Languages: Common + 2 more
Offense:
Simple Weapons (T) (+rapier, sap, shortbow, shortsword)
Unarmed Strike (T)
Weapon Finesse

Sneak Attack 1d6
When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Defense:
Light Armor (T)
Unarmored Defense (T)

Class Features:
Class DC (T): 17

Feats:
*Ancestry:
Haughty Obstinacy: Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).

*Background
Courtly Graces
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.

*Class:
You’re Next [reaction] Prerequisite(s) trained in Intimidation

Trigger You reduce an enemy to 0 hit points.

After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.

*General: Lie to Me
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

*Skill:
Intimidating Glare
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Streetwise
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Equipment: 2 gp, 9 sp
Maximum Bulk: 5
Current Bulk: 5.3

Studded Leather Armor 3 gp Bulk: 1
Rapier 2 gp Bulk: 1
Sap 1sp Bulk: L
Shortbow 3 gp Bulk: 1
10 arrows 1 sp bulk: L
10 arrows 1 sp Bulk: L
Explorer’s Clothing 1 sp Bulk: /
Adventurer's Pack 7 sp Bulk: 2
Lesser Elixir of Life, 3 gp Bulk: /


Pathfinder Adventure Path, Maps Subscriber
Art Burd wrote:

I'm currently working on a Novan Druid. Is there anything you think I should keep in mind as I make them, other than what is in the primer?

Also, how do Novans compare to Ionians and Valerian's physically? (hair/eye color, skin tone, etc...)

I am excited to have a Novan PC if that's where you end up. Lots of RP possiblities, and there will be signficant Novan storylines throughtout if the campaign stories go as I foresee them.

They are less cultural advanced than the Alderran nations. In my imagination, they use little metal or other forged items, only what they can acquire. (This seems to fit a druid well), and rely on natural products like wood, rock etc for weapons. They are magically based, having lived in Terra Nova forever. Obviously shaman, druid, cleric, but also bard, sorceror, alchemist (naturopathic more than scientific) and even wizard (to an extent).

Their names are more stone age-like than European, and they tend towards dark hair and eyes. They have tribal relations, and may be fiercely loyal to one tribe and fiercely hateful to another. Tribes often mark members with brands, scars, or tattoos.

Novans have lived in a peaceful neutrality with the elves of Terra Nova for a long time, but they do not interbreed. Novans have a healthy fear of the elves whose weapons and magic is much greater than their own.

LMK if you need more.


Pathfinder Adventure Path, Maps Subscriber

Looks like Blake is good to go into Gameplay. Might read the Discussion tab as well as you get started. Welcome!

Liberty's Edge

I'm definitely interested in playing one. I have the stats for a character mostly worked up, just needing to fill out a decent sized backstory. I'll try to get one worked up by early tomorrow. In the meantime, here is a link to the profile I am using for them. Does the name work suitably for what you pictured? If not I can always rework it.

I also have some ideas for how the Novan tribes might work and interact a little (not overly much, just general ideas).

Ideas for Tribal Interactions:
I have two main ideas, one related to the markings and the other to the tribal structures.

.

For the markings, I would imagine that they would not only show which tribe you are from, but other details about who your are. For instance, your rank in the tribe, past achievements you may have done, and/or notable enemies you may have made. I'm picturing that location may also have some importance to them, with facial markings perhaps showing your tribal affiliation (so that it is quick to tell friend from foe), rank on forearm markings, achievements on your back/chest, enemies on your lower legs, etc...

Also, I'm picturing that shamans (anyone with magic or magic-like capabilities) would probably have special markings, probably on their forehead, hands (palms specifically perhaps), and feet (again, perhaps the bottoms specifically). These markings might give hints as to the type of magic that they specialize in, or serve as conduits for their power in some way.

Again these are just my ideas for the markings, and may not be representative of Novan tribes as a whole.

.

As for my idea pertaining to tribal structure, the main thing that I am thinking of involves the shamans (mainly due to my character being one). I am picturing them as often being near the top of the tribal pecking order, not necessarily the chieftain but still quite up there.

On the other hand, I also picture that many shamans might be independent of any tribes, traveling from around with no specific loyalties to any individual tribes. They would probably help a tribe for a time when they meet them, before moving on. They would probably still have the usual tribal hatereds towards their home-tribes rivals, and feel a bond to their home-tribe as well. This would probably be represented in their markings (if applicable), and may stem from a variety of reasons. (I am picturing this more specifically for shamans who are druids, and maybe some sorcerers as well.)

.

.

So what do you think?


Pathfinder Adventure Path, Maps Subscriber

I like the ideas of the markings telling a story that one, who knows how to read them, can learn a lot about meeting a Novan from the ink or scars they were proudly.

In my thinking the shaman are tied to the tribe rather than roving, and they are high ranking members behind the chief and along with or beside the priests. The shaman may even BE the priests, given the animistic and nature worship practiced among most Novans.

Good ideas!

Liberty's Edge

Alright. How about shaman's in training? Would they be more likely to be able or willing rove around, or would they also tend to stick with their tribe?

Edit: also, would you be alright with me working up a very basic map? Perhaps of the region just around the town we are in? I would make it to where it would be completely editable by you as well (probably a google drawing). Or would you prefer to not have a map for now? Either is fine with me.


Pathfinder Adventure Path, Maps Subscriber

A itinerant shaman , maybe one who was kicked out of their tribe, or not good enough to replace the existing placeholder, maybe. Or one who's village/tribe was lost for some reason.

If you want to attempt a map of the area, I guess you can. I don't have absolute concrete thoughts about all the possible places, but we can get the local area, I think. How best to accomplish such?

Liberty's Edge

Perhaps just a map of the are within a ~5 day journey from the town, adding things on as they are needed? Perhaps I could do a mostly blank template, with general terrains and notable locations for instance. Other things could be added later, by either you or me.

I'm almost done with my backstory. Should be read for you to look over soon.


Pathfinder Adventure Path, Maps Subscriber

Let's move the map over to the Discussion tab and leave this thread for anyone still itnerested in the game. There is still plenty of room.


I (Art Burd) present Tatanka-Ptecila, Novan Druid. Backstory is in the profile, but I shall include it here as well. If you have any questions DM DoctorEvil, fire away!

Backstory:
Tatanka was born into the Hart-Restia-Iulan (Three-Prong-Stag) tribe close to twenty-five (a hand of hands) winters ago. They weren’t the strongest or largest of tribes, numbering in at fewer than ten hands (50) and often struggled to simply survive through some years. Their village was rather simple, consisting of a few hands worth (~10-15) of low buildings along one bank of a river surrounded by a low wooden wall. They were mostly dugouts constructed of timber frames, with roofs of sod and grass suspended over several layers of deerskin.

Of the area surrounding their village, the Three-Prong-Stag tribe controls a fairly average sized region around them. It extends to the forest to their west, at a distance of about (3-5 days) walking time. To the north and south, their territory extends a little farther going about (4-6 days) walking time to the north and (6-8 days) walking time to the south. To their east, their territory extends for about (8-10 days) walking distance, up to what is now the region of New Valeria.
They had several enemies, including the Green-Fang tribe in the forest to the west, the Ixil-Danag tribe to the south, and even a group of Orcs to the north. They would occasionally skirmish with these groups, over resources or territory. It was in one of these skirmishes with the Orcs to the north, when Tatanka was roughly (12) winters in age, that both of his parents were killed. As was the custom in his tribe, his raising was then given over to another member of the tribe. In this case, it was to the tribes priest, a shaman of the nature spirits who kept the world around their village happy. Over several years, as Tatanka showed some skill with shamanistic magic, the older man began teaching him how to call upon the spirits of the world, as well as of how to safely harvest the useful portions of plants without doing them lasting injury.
This training as the elder shaman's apprentice continued for several years, until at last it was time for his Uruk-Divak (a passage into adulthood / naming ceremony). It was a the culmination of the ceremony, with the sun setting behind the mountains far to the west and the full moon just coming up over the eastern horizon, that Tatanka summoned a nature spirit, channeling it into the form of a tiny Leshy creature. As such, he was given the Life-Name Ptecila (which roughly translates as Giver-Of-Life-To-Vines). After this, as his mentor was still strong with the ways of nature and unlikely to pass into the realm of the spirits just yet, Tatanka decided that instead of challenging the older man, he would travel the surrounding lands during the bountiful months, returning to the village during winter-time. This is what he did for the next few years, accompanied by his Leshy companion that he had named Pulu-Durat (~Grasping Vines).
However, as he approached the village later than usual one autumn, after the first snows of the year had fallen, he found the village abandoned, with broken walls and burned buildings, with no signs of any of his tribe present. Searching the village, he found only one clue as to what may have happened: a metal hatchet, painted with orcish symbols, embedded in the skull of his mentor's mostly skeletal remains. After performing the sending off ritual, ensuring that his mentor would receive a welcome in the spirit lands, Tatanka took the hatchet. Looking at the strange implement, he swore to himself that he would get vengeance on the orc who did this. First the green folk had taken his parents, and now his mentor. However, he knew that by himself he would be no match for an orc, let alone an entire warband or village of them.
Tatanka then spent several cold and miserable weeks in the village, gathering what few supplies he could find amongst the broken dugouts. After a time, he left the village, heading east to the lands of the strange newcomers. He had encountered them before - usually in chance encounters in the woods, or when the occasional merchant came by his old village to trade - so he knew the rudiments of their strange language, and a few of their customs.

GM Questions:
I have a few questions:
* Would you care if I set up a second alias for my Leshy Familiar?
* What season is it currently?


Pathfinder Adventure Path, Maps Subscriber
Tatanka-Ptecila wrote:

I (Art Burd) present Tatanka-Ptecila, Novan Druid. Backstory is in the profile, but I shall include it here as well. If you have any questions DM DoctorEvil, fire away!

** spoiler omitted **...

This looks good to me. Welcome to Terra Nova!

Answers to questions: companion is fine to make separate entry for. And the current season is spring.

I have not come up with names for months or days so someone creative can work on that.

Liberty's Edge

I am interested. Leaning Druid of the Novan variety. I'll put something together this weekend.


Pathfinder Adventure Path, Maps Subscriber
Ietsuna wrote:
I am interested. Leaning Druid of the Novan variety. I'll put something together this weekend.

Glad to have you. See that character right above your post, which is also a Novan Druid. Not saying you can't duplicate, but perhaps you can build off each other? Or not?

Since this is a hub and I expect groups will splinter off, no reason we can't have a second.

LMK how I can help!


@letsuna, what order were you thinking of going? Tatanka is order of the leaf. Also, feel free to look through my backstory and make use of elements of it. If you want any help, or to build our backstories into each other, you can always send me a message!

Liberty's Edge

Funnily enough I was thinking leaf druid. I could possibly go some type of primal sorcerer. I usually play martial characters and avoid casters, but maybe I need to get over my fear.


Don't feel obliged to change just because I've already got a leaf druid. I would actually love to RP those characters interactions.

Liberty's Edge

Leave it with me. I will play around with an Elemental Sorcerer build and a leaf druid build and see what I like best. I have to take my kids for haircuts after school today so I'll have some time to play around on my phone.


This is a very ambitious idea. I like it a lot. I have a character in mind that I think would be interesting for this setting. Dotting to come back later with an completed character

GM questions:
How do outsiders interact in this world? Are they as active as in Golarion? Also what is the opinion of evil outsiders and their influence?

The character i have in mind would be a fighter with a sorcerer dedication, fluffed to be similar to a 5e Warlock patron.

Liberty's Edge

Sakima's backstory. It may need a little massaging, but here it is as a draft at the very least. Sakima is a Novan Wild Druid.

Backstory:

It was at the waxing of the harvest moon that Sakima took his first breath. His mother had labored for several hours and brought forth the babe. There was nothing unusual about him and he grew up a very normal Novan child. As he grew small tasks were allocated to him to assist his household and the Three-Prong-Stag as a whole. He gathered firewood, he hauled water, he tended the beasts. All of these things he learned to do and in all of these ways he contributed to the success of his tribe.

When the time came that he would put aside his childhood and learn under a master the decision was made for him. He would not be a warrior or a tender of the flock, he would be a shaman. He spent his days shadowing the shaman and his elder student Tatanka and his nights in his parent's dwelling, for he was a hand of years from his Uruk-Divak. For the shaman to have two students was not unheard of, but it was unusual. The Three-Prong-Stag always only had 1 shaman and for two too be training for the one position the spirits clearly had some greater plan in mind.

In his second winter as an apprentice Tatanka left and Sakima's training began to take a strange turn. Where Tatanka seemed most in tune with the spirits of the leaves and trees Sakima felt the pull of the spirits of the herd and the pack. His path was that of the Yee Naaldlooshii (Skin Walker).

As part of his later training Sakima would often spend nights and weeks out alone in the wilds communing with the spirits of the smallest prey and largest predators. He ran with the wolves (are there wolves?) and he slept alongside the large bison of the plains. Still, he had much to learn and was still not ready to be a shaman himself. He was a teen with all of the impetuousness and impatience that comes with being a young man.

It was after one of his communion times that Sakima returned to devastation. He ran first to his parents home and found it deserted, blood soaking into the dust of the earth. He then checked the shaman's dwelling and found a strange small leaf creature there. Tears still streaming down his cheeks he moves toward the green thing.


Sakima


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Submitting application here.

Full Character including Backstory in Profile. Dr. Orris (below) and I are a packaged deal - we used to play together until separated by distance, and looking to restore that tradition via PbP. Question: Do you have a list of Alternate Backgrounds and Recommended Lores for your world? I feel as though that would help in the character creation process. Some food for thought...

Cheers.

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