| DM DoctorEvil |
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
** spoiler omitted **
Outsiders are not as common as you'd see on Golarion, mainly because Alderran (the old continent) didn't have access to arcane magics. Divine outsiders may have occurred but it would've been an odd event. I hadn't really considered a planar set of adventures, but anything's possible. And on Terra Nova, outsiders may be as common as Golarion.
| DM DoctorEvil |
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.
Don Jurri is cleared for entry. Check the discussion tab and feel free to enter the game by posting at the White Wolf Inn.
Appreciate the feedback on backgrounds and lore. Since this was originally PF1 content, I hadn't thought that far. Will work on in all the alleged free time I have.
| DM DoctorEvil |
Aye, Don Jurri (upstream) and I are applying together.
Full Character in Profile, will make adjustments to the Backstory if selected.
It looks like this character's backstory is probably written for Hell's Rebels or a similar AP. You might want to tailor it a bit to the new world of Terra Nova, but up to you.
The crunch looks ok to enter.
| DM DoctorEvil |
| 2 people marked this as a favorite. |
There is always room for more in this campaign world. The first groups are getting off on their own adventures, but there are more where that came from.
Feel free to drop a character submission. Recruitment is always open and there is a whole world out there to explore!
| DM DoctorEvil |
** Bump **
Always recruiting, open-ended adventuring with groups forming around plot hooks and breaking out into children gameplay threads, only to return upon completion, waiting for another hook!
PF2 experimentation/learning.
Thanks Adair! Could use a few more players, as there are lots of stories to tell.
| Cuàn |
This sounds like fun.
How do you feel about an adaptation of the Magic Warrior archetype from the Lost Omens World Guide?
My idea is that the character is a, obviously Novan, Half Elf and as they are unwanted by both their parent races they seek out one another (and possibly other half breeds) and have done so for ages. They have lived hidden lives and have developed their own culture based in part upon not being found (fitting the powers of the Magic Warrior).
The arrival of newcomers smells of opportunity of improving their lot though, even if their sequestered lives resulted in them being late to the party.
| DM DoctorEvil |
| 1 person marked this as a favorite. |
This sounds like fun.
How do you feel about an adaptation of the Magic Warrior archetype from the Lost Omens World Guide?
My idea is that the character is a, obviously Novan, Half Elf and as they are unwanted by both their parent races they seek out one another (and possibly other half breeds) and have done so for ages. They have lived hidden lives and have developed their own culture based in part upon not being found (fitting the powers of the Magic Warrior).
The arrival of newcomers smells of opportunity of improving their lot though, even if their sequestered lives resulted in them being late to the party.
Hate to stomp on your idea, but I am not going to include Golarian-specfic reference books like Lost Omens in this setting. Stick with the classes and archetypes in the CRB2 please. Also, the Novan and elves do not interbreed, this may be a plot point later.
So, sorry, try again...Love to have you in at some point.
| Cvael’istia of the Quiet Needle |
| 1 person marked this as a favorite. |
It took me a while to put it together, but here's TheWorstFighter's elf monk submission! My profile should contain everything of relevance – yell at me if something is missing.
For the record, I used the "voluntary flaws" optional rule (p. 26) to shuffle a few ability boosts/flaws around. I also picked artisan's tools to represent the equipment Tia needs for tattooing and scrimshawing, though I'm not sure how well it translates into the actual game mechanics.
| DM DoctorEvil |
Tia looks good to go. You are welcome to join in the Inn (Gameplay tab) though the players, so far, have mostly left for other places. You might catch one group, or have to see what other interesting things you can get up to among the patrons at th White Wolf.
| DM DoctorEvil |
At his point I am fine with multiple characters, as long as you don't co-mingle or seek undo advantage like trading items. Typically they would have to stay in different threads as well.
I have not done much work developing the pantheon, but need to as another player is asking about deity-based attributes. Will try to have something done around that this weekend.
I am all for player-based participation in world creation, so if you want to contribute ideas, i will consider while retaining veto power.
| Vrog Skyreaver |
I have no plans on my new character interacting with my old character at all. basically, they will hate each other if they ever run into each other.
As far as deity suggestions go for domains and favored weapons, here would be an off the top of my head list:
The Eight:
Breg the Mighty: Domains: Air, Cities, Confidence, Sun, Perfection; Favored Weapon: Longspear.
Nyah: Domains: Earth, Healing, Indulgence, Nature, Moon, Travel; Favored Weapon: Scythe.
Terrigan: Domains: Ambition, Confidence, Might, Protection, Tyranny, Zeal; Favored Weapon: Any one, chosen when gaining a divine class.
Alamara: Domains: Ambition, Confidence, Indulgence, Passion, Perfection, Trickery, Wealth; Favored Weapon: Sap.
Geldan: Domains: Cities, Creation, Family, Fire, Knowledge, Might; Favored Weapon: Maul.
Gywnesse: Domains: Darkness, Death, Fate, Knowledge, Moon, Secrecy, Truth, Undeath?; Favored Weapon: Flail
Cleos: Domains: Confidence, Fate, Freedom, Indulgence, Luck, Magic, Passion, Travel, Water; Favored Weapon: Fist
Nameless One: Domains: Ambition, Confidence, Darkness, Destruction, Dreams, Magic, Nightmares, Pain, Secrecy, Tyranny, Undeath, Zeal; Favored Weapon: Greatclub
Morgath: Domains: Ambition, Cities, Confidence, Might, Pain, Perfection, Protection, Truth, Zeal; Favored Weapon: Longsword
Elves :
Aradia: Domains: Air, Creation, Earth, Fire, Nature, Protection, Travel, Water; Favored Weapon: One of the Elven weapons.
Peren: Domains: Confidence, Creation, Destruction, Fire, Knowledge, Magic, Might, Perfection, Protection, Truth, Undeath; Favored Weapon: either staff or a different one of the elven weapons.
Dwarves:
Geldan: Geldan, but swapping Fire for Earth; Favored Weapon: Dwarven Waraxe.
| Vrog Skyreaver |
| 1 person marked this as a favorite. |
So I built this character using assumptions of the above (for my deity specific skill, I took warfare lore). If I need to change deity specific things, I can do so. Without further ado, I present to you
LG Skilled Human Cleric 1
Background: Noble
str 8
dex 12
con 8
int 16
wis 18
cha 14
HP 10
AC 14 (+3 prof., +1 dex)
Perception (T) +7
Fort (T) +2
Ref (T) +4
Will (E) +9
Speed 25'
Weapons:
1) Club +2 to hit; 1d8-1b damage; Thrown (10')
2) Fist +4 to hit; 1d4-1b damage; Agile, Finesse, Nonlethal, Unarmed
Skills:
Arcana (T) +6
Deception (T) +5
Diplomacy (T) +5
Intimidation (T) +5
Lore (Genealogy; T) +6
Lore (Warfare; T) +6
Occultism (T) +6
Religion (T) +7
Society (T) +7
Offense:
Simple Weapons (T)
Unarmed Strike (T)
Defense:
Unarmored Defense (T)
Languages:
Common
Celestial
Elven
Sylvan
Class Features:
Class DC (T): 17
Deity (Terrigan; Favored Weapon: Club)
Divine Font (Heal; 3 slots)
Divine Spellcasting
Doctrine (Cloistered Cleric)
Spells:
Spell Attack (T): +7
Spells/Day: 5/2 (+3 slots of Heal)
Focus Points: 1
*Cantrips:
Chill Touch
Disrupt Undead
Forbidding Ward
Guidance
Shield
*First:
Disrupting Weapons
Magic Weapon
*Focus Spells:
Cry of Destruction
Feats:
*Ancestry:
Adapted Cantrip (Arcane; Tanglefoot)
*Class:
Domain Initiate (Destruction)
*Skill:
Courtly Graces
Equipment:
Blank Spellbook x5
Club
Explorer's Clothes
Fine Clothes
Mirror
Religious Text
Satchel
Signal Whistle
Silver Holy Symbol
Waterskin x2
Wooden Holy Symbol (backup)
138gp, 4sp, 2cp
Corso is the only remaining son of the Altaire family, a moderate noble family from Valeria. Unlike his 3 brothers, Corso was born sickly. Worse, his birth resulted in the death of his mother, who his father adored.
At the age of 5, Corso's father called him into his study and told Corso, in no uncertain terms, that were the Altaire family not of noble standing, Corso would have been killed. Instead, however, Corso would be given the minimum due to him due to his rank, and in exchange he would never be seen by the outside.
Corso agreed, and spent the rest of his childhood in his suites, where tutors were sent to him to train him in all of the subjects that a scion of a noble family were required to know.
When Corso came of majority, he decided to join the priesthood, hoping to use divine miracles to make up for his lifelong sickness. He was turned away at each of the temples, however, as no one believed that he was actually a member of the Altaire family, as they were well known in the city.
Corso hadn't bothered to apply to the temple of Terrigan, as he assumed that his frail frame wouldn't even get him through the door.
Sitting in the temple square in the capital, idly playing a game of chess on the steps while trying to prepare himself for the trip home. A grizzled man with the aura of a campaign veteran sat down next to him and offered to play a game. During the next 12 hours (they moved the game to a tavern when the sun started to set), Corso and the man spoke of their lives; it turned out that the man knew his father and was frankly unsurprised by the man's behavior. The man asked Corso what he planned to do in the future, and Corso had said that he wanted to join a temple to be able to use divine miracles and perhaps find a cure for his condition, but that he had been turned away at every temple he applied to.
"What about the temple of Terrigan?" the man calmly asked while moving his piece. "Look at me. I can barely walk a mile without gasping for air. What would they want someone like me for?" The man merely grunted a non-response and continued the game.
Eventually, Corso managed to win, though it was a narrow victory. Standing, the man offered Corso his hand, congratulating him on his victory. As Corso went to remove his hand, the man held it, looked directly into Corso's eyes, and said "the priesthood of Terrigan isn't all warriors swinging blades. It is also the faith of generals and tactics. I think you should reconsider not applying to the temple."
With that, he released Corso's hand and made his way out into the night. Corso paid his bill and made his way home.
Intrigued, he applied at the temple of Terrigan the next day. instead of being turned away at the door, Corso was ushered into a meeting room, where after an hour the veteran who he had played yesterday entered the room and began his interview.
The man, it turned out, was both the head priest of the temple, as well as an undefeated chess player.
By the time the interview was concluded, Corso had sworn his vows to the priesthood and began his training.
During training, he lagged behind most of his contemporaries when it came to physical training: he was not good at lifting weight or climbing walls, and long marches would result in him collapsing and needing to be treated by the medics.
In the classroom, however, was where he really shown. It was clear that he had a keen mind for tactics, and was able to easily explain complicated concepts in such a way that they were easy to pick up on.
He was also discovered to have a near prodigal talent for spellcasting.
Terra Nova was discovered the year after Corso finished his training, and like each of the other temples, a call for members of the priesthood was raised by the noble houses (including the Altaires). Corso saw the opportunity to learn about the culture and fighting styles of entirely new species and jumped at the chance. Collecting his belongings, he signed on and was ironically enough on a ship with his two oldest brothers, neither of which he had seen in years. Both were shocked to see him in the garments of the priesthood of Terrigan, but as he explained, they both seemed to make their peace with it.
When the ship landed, His brothers and their army were sent out to secure a stronghold and create a fortress towards the inland. He hasn't seen them since, but occasionally traders bring him letters from his brothers, talking about local news.
For his part, Corso stayed at the first village he encountered, a place called Tanner's crossing, where he tends to a shire and training ground for warriors on the outskirts of the city, yet within an easy walk of town for Corso.
Corso has also yet to find someone who can play chess the way the head priest of Terrigan could.
PaleDim
|
Working on my second character: a valerian barbarian who operates as a "mercenary" or bounty hunter in the new world (this is instead of the original valerian spy idea, because I suspect it could be complicated to put together a deep, interleaving arc for such a character).
A question: would it be more likely that the kingdom of Valeria sent him from abroad to accomplish a specific task, or perhaps as muscle in part of an operation to funnel non-compliant Ionians to the new world (or would they even care to help there?). Or does it make more sense that he would take direction from Valerian leaders in the new world, performing odd muscle jobs here and there?
Entirely separately: While this character is a barbarian, I'm envisioning him *not* as culturally tribal in the way that the class is traditionally flavored, but more as trained by his kingdom to utilize rage as part of a special operations program (something like "berserker knights.")
Thoughts on this? Does it better help direct my background vagaries above? E.g., if you think it's an interesting idea perhaps he had been sent from Valeria for a specific purpose, either alone or as part of a group of these knights but all else had perished in an incident during the voyage.
| DM DoctorEvil |
I am fine with the barbarian not being a brute in behavior or peacetime, but turning into a raging force in battle. I think of Jason Bourne or John Wick. Barbarian rage doesn't have to mean total loss of control, just digging deeper and stronger when the battle requires it.
He could've come to Terra Nova on a specific task, which is either done or not done yet. If you want to make it fairly intriguing, you can have him come to upset Baron Harrald's plans to ascend to the throne. One of the other factions could've sent him there for that purpose. Or vice versa.
PaleDim
|
Hmm, I think I used the wrong words for my explanation.My flavor change does NOT affect the rage itself, or whether it in fact involved anger. I'm just decoupling it from a purely tribal (cultural) background (which is where you see such characters come from 99% of the time, conan, the shoanti, etc.), and converting it from such a tradition to a professional, occupational skill (these knights taught me how to access anger in a certain way because I was "good enough" to be in some special company). The rage itself remains unchanged, though in 2e the "totems" are not going to make much sense for my concept.
| DM DoctorEvil |
ok, I don't think it's going to be a big issue to have a more civilized barbarian type. Most of the features can be flavored to fit that background, I think. The instincts tend to lean this class a little more primal, but depending what you choose, you can drive it a different way.
| DM DoctorEvil |
I have no issues with an Novan alchemist. It would likely have to be based on herbal knowledge and not pure science, as the Novans just aren't very advanced, but they may have a trove of homeopathic recipes.
I am sticking with only the CRB2 races (minus goblins and gnomes) for now.
| Vinexa |
Here is my submission. Everything is in the profile but I'll include it here too. If there are any questions simply ask.
Vinexa
human (half-elf), entertainer, sorceress 1
CN, medium, humanoid (human, elf)
Senses Low-light Vision
Perception +2 = 4 – 2 + Item T
--------------------
Defense
--------------------
HP 15/15 , Temp
AC 13 (14) = 10 + 0 + 0 (1) + 3 + Item
TAC 13 = 10 + dex+ Item
F +4 = 3 + 1 + Item T
R +6 = 3 + 3 + Item T
W +1 =3 - 2 wis + Item E
Armor Proficiencies
Unarmored T
Light U
Medium U
Heavy U
--------------------
Offense
--------------------
Melee dagger +6 = 1d4 + misc; 1d4 s/p
Range sling +6= + 3 +3 +item; 1d6 b
Weapon Proficiencies
Simple T
Martial U
Advanced U
Unarmed T
Other U
--------------------
Offense Spells
--------------------
Type occult
Atk Rolls +7 =+3+4 T
Spell Dcs 17=10++3+4 T
1st – (3/3) illusory disguise, charm, ray of enfeeblement
0-lvl (infi) detect magic (hs), daze (gs), dancing lights, prestidigitation, telekinetic projectile, shield
Power 1/1
1pt-Jealous Hex
Cast 1 action: verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration up to 1 minute
You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target gains an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save.
At the start of each of your turns, the target can attempt another Will save, ending the effect on a success.
Success The target is unaffected.
Failure The condition's value is 1.
Critical Failure The condition's value is 2.
--------------------
Statistics
--------------------
Ability Scores Str 10, Dex 16, Con 12, Int 12, Wis 7, Cha 18
Speed 25 ft; Class DC +17; Hero Points 1
--------------------
Skills
--------------------
Acrobatics + = +n + n + Item U
Arcane +4 = +1 + 3 + Item T
Athletics +n = +n + n + Item U
Crafting +n = +n + n + Item U
Deception +7 = +4 + 3 + Item T
Diplomacy +n = +n + n + Item U
Intimidation +n = +n + n + Item U
Lore (lore) +4 = +1 + 3 + Item T
Medicine +n = +n + n + Item U
Nature +n = +n + n + Item U
Occultism +4 = +1 + 3 + Item T
Performance (sing) +7 = +4 + 3 + Item T
Performance (dance) +7 = +4 + 3 + Item T
Religion +n = +n + n + Item U
Society +n = +n + n + Item U
Stealth +n = +n + n + Item U
Survival +n = +n +n + Item U
Thievery +n = +n + n + Item U
Languages common, elven
--------------------
Feats
--------------------
Ancestry
Elf Atavism Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t gain the cavern elf’s darkvision ability if you didn’t have low-light vision. In these cases, at the GM’s discretion, you might gain a different benefit.
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
Seer Elf You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
Heritage
Helf-Elf
General
feat name description
Skill
Fascinating Performance When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.
Class
feat name description
Bulk
Max: nB
Carried: nB nL
--------------------
Equipment
--------------------
Weapons dagger, slingshot, 20 sling bullets
Armor explorer’s clothing
Magic Items
Gear backpack, bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, waterskin, 2 sets of caltrops, bandolier, sheath
--------------------
Special Abilities
--------------------
Blood Magic Spiteful curses punish your foes. The first creature that deals damage to you before the end of your next turn takes 2 mental damage per spell level and must attempt a basic Will save.
[spoiler-Description]
Vinexa is a half-elven woman of twenty-eight years with long green hair who stands five foot six inches tall. She has more elf blood than human leaving her with more elven looking features than human and have slowed her aging a bit more than the normal half-elf. She wears a pale green dress that leaves most of her stomach exposed and has a skirt that is shaped like leaves and has sleeves that come down to her wrists but leaves her shoulders and neck exposed. A pair of soft, dark-brown, boots go with her look that reach up to her knees and a small pair of earrings are worn in her ears. When traveling she carries a dagger and sling at her waist.
[/spoiler]
Vinexa is a strange woman who fits in neither elven nor human society all that well. To the elves she is too young and has just enough human to make her undesirable, and to the humans she is too beautiful and exotic due to how much like an elf she looks. This has left Vinexa trying to cope with being alone, a fact made more difficult due to the whisperings of green hag in her mind which leave her distracted and suggestible.
The only time Vinexa feels like herself is when she is using her magic or performing a song or dance. Though she is much the outsider Vinexa has garnered many admirers for her beauty and performance but it is all superficial and she knows that beneath the praise is actually jealousy and fear of what she is. Overall this leave Vinexa rather isolated from others even though all she wants is to be truly accepted by someone.
Because of her circumstances Vinexa does have a darkside, one that takes delight in manipulating others by words or magic, and when it comes to the surface it causes her problems. While she tried to be good her emotional isolation from others and the whispers of the hag push her ever so slowly in the opposite direction.
Vinexa was born to the elven seeress, Fiennelloraa, as the end result of the plots of a green hag, Eusmil Delacroix. Fienne’s visions resulted in the foiling of a decades long plot by Eusmil to usurp control over the local elven populace and this left the hag feeling bitter. She found a half-elf man, one whom had been cast out, and convinced him to join her in her plot. She convinced him to force himself on the seer Fienne and their one night together before his capture and execution succeeded in the hag’s goal of impregnating the seer with a child tainted by the hag herself that could be used to reap her revenge.
The hag’s plot only partially succeeded as Fienne, despite the circumstances, kept her child and raised the young Vinexa with great caring and love. Things were fine until Vinexa’s magic came to her. The hag had made sure that her blood would be a part of Vinexa’s and when the half-elf’s magic appeared it was tainted with the powers of the hag Eusmil. While the elves were horrified, and felt fully justified now in their treatment of Vinexa, it was truly they who caused what came next.
At some point, while trying to learn control of her magic Vinexa accidentaly lost her focus when someone came and taunted her at the wrong moment. Her concentration broke and Vinexa’s power ran wild. When it was all done, and her power controlled again, many people had died including Fienne. The village wanted to end Vinexa right then and there but a last prophecy from Fienne saved her daughter’s life. It was said in the written recording that, should the elves kill her daughter, it would bring about the end of their way of life and the victory of the hag. If they let her live, however, Vinexa would one day lead to their salvation.
While no one wanted to believe the prophecy they didn’t dare kill the young woman then instead of death they chose exile. Vinexa was taken from elven lands and left far from them, turned loose to survive or not on her own, near a human village. It was around that same time that the human’s from Alderan arrived on the shores and slaughtered the village that Vinexa had been left in out of fear for their magic. While they put everyone to the sword one person knew that Vinexa was not like the others and should be taken captive to be questioned.
Now in captivity Vinexa was taken to a nearby town for interrogation and, having no reason to care about the elves secrecy any longer she told them what they wanted to know. Over time they released the half-elf on a kind of parole, she wasn’t allowed to leave the town and was to do as instructed when instructed or suffer the consequences, and she complied. She managed to make a way for herself with songs the people had never heard before, songs they found beautiful due to their exotic elven nature, and occasionally dances. It has taken her years to get any amount of freedom and she hoped that, very soon, they would let her leave so she can find somewhere more pleasant to live even though there is no place that will have her.
| DM DoctorEvil |
I see that Vinexa is a half-elf. I just want you to be aware of the situation in Terra Nova. Since elves are a newly discovered race in the new world, half-elves are very very rare and no on quite knows what do with them. It would not work, from your background, to have your father be a half-elf; he could've been a full-blooded man though.
If you understand the racial situation, I think you can enter the Gameplay of the White Wolf Inn, and see if any other players show up to share in adventures. If not, I can find a solo short adventure as needed.
| DM DoctorEvil |
The Novans do not breed with the elves. That is a plot point that may be revealed later on. I suppose, as in your story, that the Novan man was under compulsion, it may have been different, but again, he would to have been half-elven to start.
A mixed Novan/elf would have been very much shunned by both races...
| Vinexa |
Hmmm, I can adjust that a bit then, having a Novan be controlled/manipulated works well enough for my purposes, and she could have simply inherited her mother's blood more strongly. The rest of her story doesn't change any really, she was only tolerated while her mother lived and it was still a prophecy that kept them from killing her right then and there.
Would the Alderan's have the same prejudice or be more accepting of her, if for no other reason than her exotic nature and as a source of information and if so how would she be able to get any freedom from them?
| Danalf Tizaal |
...I think you can enter the Gameplay of the White Wolf Inn, and see if any other players show up to share in adventures. If not, I can find a solo short adventure as needed.
If it helps, I think I can get back to polishing up the second character I was working on and submit him (the non-tribal berserker).
| DM DoctorEvil |
The Alderrans would be mostly freaked out by the pairing, it would be quite unusual for that ancestry to appear, but over time they would grow more and more used to the idea.
I think you are fine to enter the Inn, and see what happens next. Sounds like Danalf may have a second character to join you sometime soon.
| Tatanka-Ptecila |
Hmmm, thought there were humans who shared the same territory with the elves, the Novans? Or did I misread that part? If there were no humans to create half-elves until around ten years ago wouldn't it be impossible for there to be half-elf PCs then as the oldest of them would be around 9?
Also, while I see that you figured something out, I feel that I should point out that Terra Nova has been in contact with Alderan for ~25 years by this point, not only 10 years.
| Argen Ravenmaul |
Okay, here is PaleDim's (Danalf's) 2nd entry into this campaign. After a review by the DM I'll enter him into the tavern, and perhaps he could join Vinexa for a quest :)
Argen Ravenmaul
Human barbarian 1
Common, CG, Medium, Human, Humanoid
Perception +5
Languages Common, Valerian
Skills Athletics +7, Deception +5, Diplomacy +5, Intimidation +5, Legal Lore +3, Survival +3 (+4 when in Forest terrain.)
Str 18 (+4), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 14 (+2)
Other Items hide armor, scale mail, unarmored defense, greatsword, javelins (4), backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, grappling hook, rations (1 week)s (2), rope (foot)s (50), sheaths (2), soap, torchs (5), waterskin, purse (5 gp; 8 sp)
--------------------
AC 18; Fort +6; Ref +5; Will +5
HP 21 Hero Points 1
--------------------
Speed 25 feet
Melee [1] greatsword +7 (versatile P), Damage 1d12+4 piercing/slashing
Ranged [1] javelin +5 (thrown 30 ft.), Damage 1d6+4 piercing
Feats Experienced Tracker, Moment Of Clarity, Natural Ambition, Raging Thrower, Sudden Charge, Terrain Expertise
Other Abilities rage
Argen is a mercenary-for-hire who hails from the old world. Not much is known about him apart from the jobs he takes ushering travelers between points on Terra Nova, mostly as protection. There are rumors he was part of an elite company of knights back in the old kingdom, who received special training around accessing their rage for combat effectiveness. Most recently he accompanied Osur Stouthammer's company of dwarves to tanner's crossing so that they could have a little protection, who's hands were free from carrying all of their gear needed for bridge piling and building.
| windyridge |
Any room for a Hellknight Historian Halfling Druid, who has an insatiable thirst for knowledge, tempered with a fun loving spirit that says life isn't all books and learning, and can be exciting and adventurous too.
History
Jilla is from Barnstable, a small village in the shadow of the Citadel Altaerein. She was always fascinated by the castle and the Hellknight Order and spent her youth researching their history when she wasn't running around playing pranks with her human friends. Alas the fun came to end when the village fields started to become fallow. She knew about the adventurers meetings in Breachill because she often visited the Breachill Archives, looking for records and historical accounts on the castle and the Hellknights. She had become friends with Jorell the librarian there. He suggested she go to the meeting and perhaps seek out new lands for her village in the course of whatever help was being sought, and offer her services.
Appearance
Jilla is small but stocky with the tip of her left ear torn just a little.
Personality
Jilla is not the strongest of creatures, but her cleverness, wit and wisdom can get her out of most sticky situations. She has great skill with the javelin and spear for any distant threats. She is helpful, good-natured creature who struggles with being a little naive due to her trusting nature.
| Zanbabe |
| DM DoctorEvil |
[windyridge - check the first post in this Recruitment - this is not Golarion...]
Yeah, sorry. That story isn't going to play here, though it does look like a fun character. If you want to make something that fits this world, feel free to submit again.
| DM DoctorEvil |
Okay, here is PaleDim's (Danalf's) 2nd entry into this campaign. After a review by the DM I'll enter him into the tavern, and perhaps he could join Vinexa for a quest :)
** spoiler omitted **
Argen is a mercenary-for-hire who hails from the old world. Not much is known about him apart from the jobs he takes ushering travelers between points on Terra Nova, mostly as protection. There are rumors he was part of an elite company of knights back in the old kingdom, who received special training around accessing their rage for combat effectiveness. Most recently he accompanied Osur Stouthammer's company of dwarves to tanner's crossing so that they could have a little protection, who's hands were free from carrying all of their gear needed for bridge piling and building.
Pleased to have Argen in the game, feel free to matriculate to the Inn and join Vinexa and perhaps others there as well.
| DM DoctorEvil |
@DM - can you elaborate on the Ionan warrior-priests and the Ionans generally? Are they an Scots/Irish analog? Am thinking of a human ranger with a wolf companion - possibly a child of camp followers/servants of the monk/priests who needs to...get out.
In my mind, Ionians are more like southern European analogs (think Spanish/Italian) in culture and manners. They were originally had a pantheon of gods very similar to Valeria, but the monotheistic religion of Morgath (there are various stories where it originated) is very aggressive and jealous of other worship and has quickly stamped out any other gods or faiths. Additionally, the god is one of conquest and mandates expansion of his faith using his mortal servants. Thus, the low-intensity border war on Alderran and the race for colonization on Terra Nova.
The priests are not evil per se, but they are very ambitious and their religion pushes them to act aggressively. True believers see Morgath as a god of justice and believe just rewards are given to those with the talent, instinct, and drive to get ahead. A little like Abadar in Golarion, but with more of an edge.
Being a priest in this culture means starting in a place of advantage and power, so many of those who wear the black cassock may not be true believers but those seeking a leg up in society. The culture of power has already started to morph the church and perhaps brings out the cruel and capricious nature of many. Some have come to Terra Nova as idealistic followers who want to take advantage of the new land and its resources, others to get away from the changing priesthood in Alderran.
What other specific questions do you have?