The Middle Nations: Out in the Sticks

Game Master Aebliss

What fools are we to become adventurers, one of the most looked down-upon professions in the world?
And then to mess even that up, so we're sent down the Wazoo to reopen a branch office of the Adventurers' Guild, which has fallen mysteriously silent?
Honestly, what good could possibly come of this, being adventurers out in the sticks?


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I hear you there...I'd probably be three builds deep at this point but I've been wanting to build an occultist since my last recruitment. Malinger seemed like a really good fit.

I've started to put together a character sheet here.

@GM Gobbledygook, I had a couple questions on details. I noticed that Herders get Ancient Mercantillia and Ancient Mithou, are those considered separate languages from Mercantillia and Mithou? For an Occultist, I think it makes sense to know an ancient language or three for exploring ancient ruins and dusty old tomes. Are there any (other) ancient languages that would be appropriate? Lastly, for now, is there anything wrong or unusual about taking the Hidden Blood trait as a Malinger? I figured it could make some sense if the character is from a Malinger family that had an ancestor a ways back who was serving a noble human househould, and there was a dalliance that ended up being legitimized somehow.

And for character creation, are traits limited to the listed sources as well?


Amazing Red wrote:
Part of me is chortling about possibly not being able to understand the party at all. But the more responsible part of me says we should all share a language. :)

It's funny, I actually got a kick out of it too. I can just imagine everyone staring at each other, speaking in their own language and then everyone staring at each other. Lol!

Oh man do you realize how horrible that would be pbp wise? :D Now, in an RL game? That could probably turn out to be a TON of fun. Charades anyone? :)


zefig wrote:
@GM Gobbledygook, I had a couple questions on details. I noticed that Herders get Ancient Mercantillia and Ancient Mithou, are those considered separate languages from Mercantillia and Mithou? For an Occultist, I think it makes sense to know an ancient language or three for exploring ancient ruins and dusty old tomes. Are there any (other) ancient languages that would be appropriate?

While much of the grammar remains recognizable, there are some differences, and the vocabulary has changed considerably between Ancient and modern, so yes, they count as different languages. Ancient Mercantillia and Mithou were last spoken during the Nameless Empire; they were already considered antiquated due to linguistic shift and adoption under the Star Empire. Ancient Elven and Ancient Orcish also exist, as does Auld Goblin.

Infernal was the main language of the Dread Empire, with Abyssal seen as a more relaxed, 'vulgar' language. Sky-tongue was the official common language of the Star Empire.

zefig wrote:
Lastly, for now, is there anything wrong or unusual about taking the Hidden Blood trait as a Malinger? I figured it could make some sense if the character is from a Malinger family that had an ancestor a ways back who was serving a noble human househould, and there was a dalliance that ended up being legitimized somehow.

Nothing wrong at all.

Something useful for everyone to know:
In this world, the genetic identity of the child is determined entirely by its mother. Organic creatures can crossbreed in many cases, but there are no half-whatevers: a child is born the same species as its mother.

Malinger females are gorgeous, and it is perfectly possible for an heirless nobleman to look at a "little accident" with the maid as his last chance to continue the family line. (Whether society would accept such a thing is another matter.)

zefig wrote:
And for character creation, are traits limited to the listed sources as well?

Yup!


Funny enough, I was also planning on a ranger, but I was thinking shapeshifter ranger.


Perfect, thanks! I'll take another look through the traits to make sure.


GM Gobbledygook, I'm honored for the invite, but I think I have too many games on my plate, running 4 and playing 5. My attention is distracted too much. I will have to reluctantly decline to start this one. It looks really cool!


DM Fflash wrote:
GM Gobbledygook, I'm honored for the invite, but I think I have too many games on my plate, running 4 and playing 5. My attention is distracted too much. I will have to reluctantly decline to start this one. It looks really cool!

Ah, that's a shame, but I understand. Good luck!


Okay, so possibly one psychic, an occultist, maybe two rangers (One ranged, one melee shapeshifter)

I don't know much about the occult classes but that list seems to indicate we might need a healer, a heavy armor type to take the beating, or perhaps a trap finding skill monkey.

So I guess I should ask if there's a niche folks want me to focus on as I'm indecisive anyway :)


How about a Cleric of Ulla the Grey, goddess of ambition, assassins, contract killings, ninjas, rogues and self-discipline? ;)


GM Gobbledygook wrote:
How about a Cleric of Ulla the Grey, goddess of ambition, assassins, contract killings, ninjas, rogues and self-discipline? ;)

Mmmm...

Got a little more on Ulla the Grey? Not sure if you're joking or not, but a concept oddly does come to mind. Maybe not so heavy on the ninjas :)


Occultist can fill a lot of different roles, depending on the implements I pick. I'm planning on grabbing a sword and being decent with it. I have medium armor to start with and could grab heavy with a feat, and can cast in armor just fine.

I'm planning on taking disable device but heavier armor does hurt that somewhat. I won't have trapfinding either, but eventually I can grab dispel magic.

The conjuration implements can give me basic healing a limited number of times per day, but it'll never match what a cleric or life oracle can do, so its probably still helpful to have a more dedicated healer.

It all kinda depends on what's most helpful to the party, but my current plan is to be a melee and archaeologist/rogue-lite sort of character.


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Heh. Yeah, there's plenty of patrons left, but here by special request:

Ulla
Ulla the Grey
Alignment: N
Cleric alignments: CN, LN, N, NE, NE
Domains: Darkness, Death, Rune, Strength, Trickery
Subdomains: Ambush, Deception, Espionage, Legislation, Moon, Murder, Night, Resolve, Self-realization, Thievery
Favoured weapon: Katana
Symbol: A purple diamond on a dark green oval
Sacred colour: Dark green

One of the younger gods, Ulla the Grey is an ascended Gelnet who once worked as a spy and an assassin; she was a masterful Ninja/Rogue who demanded (and received) a lavish wage for her assignments. Unlike most assassins, she prided herself on striking only her target, on killing cleanly, and on fulfilling her contracts to the letter. Unlike most Gelnet, she valued privacy and actual secrecy when on the job. Outside of assassinations, she was also a businesswoman who sought to build her community up. A wealthy, healthy community would be good for everyone who lived in it, after all.
Ulla once befriended the then-mortal Ohiro, who would later become the first deity of the Zlapav. She was surprised by her friend's ascension, but felt no need to follow their example -- until her business, her reputation and her life's savings were all stolen at a single stroke. History does not record which villain took everything Ulla had, for she has excised all record of him. All that is known, is that he was a Gelnet who callously took all that was Ulla's ... and squandered it in a single night of debauch.
Furious, and grimly aware that if all the wealth and prestige she had worked for her whole life could be taken, gathering new riches would just invite more enemies ... Ulla called upon her old friend, Ohiro. While she plied the ascended god with drink and flirtation, she tried to (metaphorically) pick their pocket and attain the secret of ascension. Ohiro was not fooled, but amused and impressed by his old friend's drive to succeed. In the end, he gave Ulla the secret and sponsored her ascension as the new goddess of assassins, businessmen, ninjas, thieves, and the drive to self-improvement and succeed that is her domain.

In spite of being the goddess of contract killers and thieves, Ulla does not approve of casual murder and lazy theft. A thief or an assassin should do what is necessary, both in preparation and execution, and in the investment of wealth acquired. Money buried somewhere is useless; money invested will help bring a criminal to a point where crime becomes unnecessary. Mortals should constantly strive to hone their bodies, minds and skills, and exploit opportunities for advancement both of themselves and the community they live in.
Thugs who spend their lives mugging people in alleys are not Ulla's people. White-collar criminals who ruin businesses and livelihoods are not Ulla's people. A true child of Ulla strikes like a katana, cutting free the wealth needed in the shadows, then puts it to work. A true master thief knows when crime is necessary and when it is not, and always makes sure to take only as much as is necessary.

Avatars: When Ulla appears, it is as a Gelnet girl with dark green eyes and hair, her forehead gem the standard pink but proudly polished. She wears Ninja garb, but coloured bright purple; if asked, she teasingly answers that her stealth abilities are so great that she can afford to dress nicely. Oh, and what happened to your wallet...?
Where Ulla's avatars appear, the light dims.

Relationships: Many beings have a dim view of thieves and assassins, but as Ulla is a consummate professional who also patronizes the founding of businesses and the strengthening of local economies, she has many contacts in the pantheon. Among other things, she was consulted for the robberies of Aku-Dev and Ma-Oth-La, and Ash-Kta enlisted her help when she set traps for grim Kebal.
Ulla's strongest ally and oldest friend continues to be Ohiro; most other deities keep her at least at arm's length, even if they share an 'understanding'.

Worshippers: Gelnet Ninja frequently worship Ulla the Grey. The central Thieves' Guild considers her to be its patron goddess. Many small business ownersand merchant organizations tithe to her, both for help with startups and lean times and as protection money so their local thieves' guild will leave them be. Many Zlapav at least show her respect as a close, personal friend of Ohiro.
Ulla is one of the patrons of the Adventurers' Guild as well. Here, she represents heroic Rogues who pit their skills against great challenges and acquire wealth.

Orders: The Night Rats are an order of predominantly LN Ninjas and Slayers operating out of La Grande - or at least, that is where they can be contacted. Devout followers of Ulla, they demand full knowledge about their targets and the reason why they must be assassinated, robbed or spied upon. They have been known to refuse missions and even report customers to the authorities if they conclude a target is too valuable to society to be 'inconvenienced'.

Ulla is the patron of Schwarzwacht, a secret organization that monitors world events on the lookout for the machinations of Kebal and similarly monstrous evils. Although the organization's tactics are not always benign, even the evil members are devoted to keeping the world safe.


To note, if someone wants to play a more dedicated rogue, that's fine with me too. I'm adaptable.


zefig wrote:
To note, if someone wants to play a more dedicated rogue, that's fine with me too. I'm adaptable.

Speaking just for myself, your idea 'to be a melee and archaeologist/rogue-lite sort of character.' sounds great. I am definitely going to go for a healer. Just not sure if I'm going for Cleric, Oracle, or Shaman.


Ridge wrote:
zefig wrote:
To note, if someone wants to play a more dedicated rogue, that's fine with me too. I'm adaptable.

Speaking just for myself, your idea 'to be a melee and archaeologist/rogue-lite sort of character.' sounds great. I am definitely going to go for a healer. Just not sure if I'm going for Cleric, Oracle, or Shaman.

Whichever you choose, please let me know. ^_^ I'll help you out with the patron-dealio.


I'm leaning towards a Copperbeard Dwarf, which deities do they end up venerating if you have a quick list? I feel bad treating you like a thelogical wikipedia but *G*


No worries! ^_^

The LN Thla-Avak is popular among the Dwarves in her identity as Midan, source of all gems and ore.

As merchants, many Copperbeards are partial to Rak-Ulas, a N god of fertility, rain and travellers.

Zeber-Oht is a NE deity who claims to be the father of all intelligent life (a lie), but is very definitely a god of bent merchants, identity theft and similar crimes.

Ash-Kta is a CG goddess of travelling performers, Bards, shadows and trickery, originally of human extraction but open to worship from others.

And of course there is Ulla, N goddess of business and crime, who supports both diligent work and clever crime when such is needed.


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Well, I am working on a Copperbeard Dwarf Cleric of Ulla the Grey. Positive channeling as we'll need that more I suspect. Might get Cosmopolitan Feat just to get some more freebie languages.

Now the big challenge is whether to have him speak with an Antebellum Southern Accent "We of the DEEEEP Empiiire" or more Victorian Stiff upper lip Brit "We're on a caper, Oh Jolly good"


Another question as I'm finishing things up, what should we do for starting gold? Apologies if I've missed it among the impressively vast oceans of information.


zefig wrote:
Another question as I'm finishing things up, what should we do for starting gold? Apologies if I've missed it among the impressively vast oceans of information.

If you did miss it then I did too. Because I was going to ask that very same question but got distracted - or something - and totally forgot about it. That happens to me fairly often I'm afraid. :P


Okay, I'm curious. Why the limit on the sourcebooks? I would figure it's due to the books you physically possess but with d20 and Nethys out there I'm not so sure I would be correct on that. So that's why I ask.


zefig wrote:
Another question as I'm finishing things up, what should we do for starting gold? Apologies if I've missed it among the impressively vast oceans of information.
Javell DeLeon wrote:
If you did miss it then I did too. Because I was going to ask that very same question but got distracted - or something - and totally forgot about it. That happens to me fairly often I'm afraid. :P

Ah - you guys start with MINIMUM starting gold.

(There has to be a reason why you're prepared to take this awful job and not just leg it to another city, right?)
Invest your coins wisely...


Javell DeLeon wrote:

Okay, I'm curious. Why the limit on the sourcebooks? I would figure it's due to the books you physically possess but with d20 and Nethys out there I'm not so sure I would be correct on that. So that's why I ask.

That is exactly why. ^_^ Besides, d20 has all kinds of 3rd party stuff mixed in, I'm already unloading a slew of material... I do need to set a few limits. ^^;


GM Gobbledygook wrote:
MINIMUM starting gold.

Oooh, you REALLY wanna make things difficult, doncha?:D

Hmmm....do I actually need thieve's tools, or would I prefer to have both a weapon and some armor?

Challenge accepted!


Now I'm glad my weapons are free.


You've gone and done it now!

Patrons
The monster gods
Officially outlawed in all 'civilized' nations, the monster gods are a small subsection of the pantheon that is known for giving their blessings to creatures that do not belong to any of the major groups. Creatures which are not Dwarves, not Elves, not Orcs, not even Humans. Goblins, Giants, Gorgons, Nagas, Dryads, Malinger, Uzzul, Herders, Sû-rog... All manner of intelligent creatures lurk outside the circle of light cast by 'civilization'. Rather than bow to the altars of the more mainstream gods or seek spiritual guidance from fiends or the spirits, some of those creatures bow to the monster gods.
(In all honesty, the monster gods are not more or less inclined to accept the worship of those creatures than any other (they certainly woudn't object to worship from an adventurer who seeks them out), but by now their reputation as the patrons of things that go bump in the night is well-known worldwide.)
Unlike the other gods, the faith of the monster gods does not awar 'white magic stoles' as a symbol of recognition; instead, clerics, oracles, shamans, (anti)paladins and adepts of the faith wear sashes with the sacred colour of their main patron, attaching the symbols of the other members of the sub-pantheon thereto as a sign of respect.

- - - - - - - - - - - -

Dae-Nash
The Ranging Lover; the Wandering Caster
Alignment: NG
Cleric alignments: CG, LG, N, NG
Domains: Air, Charm, Liberation, Magic, Travel
Subdomains: Arcane, Exploration, Freedom, Love, Lust, Self-realization, Wind
Symbol: A purple letter 'M' on a tan oval
Favoured weapon: Club
Sacred colour: Cinnamon

Dae-Nash is the fertility god of the monster gods. A consummate shapeshifter and master of arcane magic, Dae-Nash's true form and gender are unknown; the deity changes from male to female, human to goblin, gelnet to orc, with the same ease that others take a drink of water. The only things that remain constant are the deity's purple hair and cinnamon skin, which has led some to assume Dae-Nash was once a Gelnet. If that is true, even the deity's high priests do not know.
Dae-Nash encourages supposed monsters to find love in their lives, treat their lovers and/or spouses with respect and affection, and to generate offspring as a bridge to the future. Their priesthood officiates in marriage- and fertility-rites, and also teach arcane magic to youngsters. Among the monster gods, Dae-Nash is the unofficial leader; not only are the others their lovers, Dae-Nash allows them all to work together as a team. They are in a very real sense the heart of the party, and the diplomat that soothes ruffled feathers when these appear.

Order: The Rebirth Arcane is an order of teachers, many of them black magicians, that wander the territories held by 'monsters' and help youngsters with natural potential to explore and master their gifts.

Ink-Ank
The Striving Seeker
Alignment: CN
Cleric alignments: CE, CG, CN
Domains: Artifice, Chaos, Earth, Knowledge
Subdomains: Construct, Education, Industry, Metal, Thought, Toil, Whimsy
Symbol: Orange letter M on a green oval
Favoured weapon: Dagger
Sacred colour: Orange

Ink-Ank is the monster gods' patron of the sciences. Forever scuttling about, seeking to acquire new knowledge and to create new things with an eye to one day conquering the world, Ink-Ank possesses boundless energy and exhorts his worshippers to be just as driven. When Ink-Ank sends an avatar, these are always shaped as male goblins with dusk-orange skin, who wear large goggles and carry a bag of tools.
Rather than appear personally, Ink-Ank prefers to send his faithful inspiring dreams, dropping small hints that will help them with their own research and work. His priesthood often serve as the engineers and craftsmen of the tribe - well-respected for their work and drive, but also closely watched in case they take their research too far. His Clerics are also watched closely by many chieftains, just in case they get too enthusiastic and encourage people to use their power to expand the tribe's territory and conquer their neighbours...
In spite of his drive to conquer and his sometimes erratic developments, Ink-Ank is indispensible among the monster gods because he forges the weapons and equipment they need to maintain their standing with the other gods, fend off fiends that would replace them, and contribute to the alliance to seal away dread Kebal. Ink-Ank frequently forges the physical component of the great seals that the monster gods contribute. Although he and Ki=Sil often quarrel, they are a force to be reckoned with when they work together.

Order: The Sunset Scholars are a loose coalition of 'monsters' with the Time-lorn trait. Trapped in the past, they pool their resources and beg the protection of Ink-Ank so they can deal with other time travellers from a position of equality and strength.

Juli-Sul
Blue Mother; Healing Spring
Alignment: LG
Cleric alignments: LG, LN, NG
Domains: Community, Good, Healing, Water
Subdomains: Cooperation, Family, Flowing, Friendship, Home, Medicine, Oceans, Redemption, Restoration, Rivers
Symbol: A light blue letter M on a dark blue oval
Favoured weapon: Warhammer
Sacred colour: Light blue

The healer of the monster gods, Juli-Sul is known to have been a Cleric of Aku-Dev in life - and to have followed the then-mortal Dae-Nash away from the faith that had been imposed upon her as an orphan, and into a life lived faithfully. She ascended thanks to the great love and admiration she engendered amongst creatures who often felt ignored by the other gods, and is still honoured as the most beloved member of her pantheon. Juli-Sul's clerics may seem an odd fit in monstrous societies, but they are unfailingly kind and provide their services to any creature that asks for it. As such, they are considered to be an invaluable resource even among evil creatures.
On the occasion that Juli-Sul sends an avatar, they appear as young Gelnet women with light blue hair, eyes and forehead gems, wearing a darker blue habit. They are often accompanied by water elementals, who are quick to protect her from any and all harm - as if her +3 Disrupting warhammer weren't enough of a deterrent.
Among the monster gods, Juli-Sul is seen as just as indispensible as her clerics are among mortal monsters; she is their great healer, as well as a brave comrade who provides support in their battles with the fiendish legions that would try to supplant the monster gods and baptize all 'monsters' in malice eternal.

Order: The Water Hands is an order of Cleric/Rogues that travel widely, using disguises and spells to hide their affiliation and if necessary their species from enemies. When tribes of 'monsters' are on the brink of extinction due to persecution, it is often the Water Hands who swoop in to provide healing and assist with evacuations.

Ki-Sil
The Rising Queen
Alignment: LN
Cleric alignments: LE, LG, LN, N
Domains: Knowledge, Law, Nobility, Water
Subdomains: Aristocracy, Education, Flowing, Judgment, Leadership, Legislation, Memory, Rivers, Thought
Symbol: A lime-green letter M on a dark green oval
Favoured weapon: Whip
Sacred colour: Lime green

Ki-Sil is the monster gods' patron of civilization. Ink-Ank provides tools and Dae-Nash provides bonds, but it is Ki-Sil who champions the social structure that allow their gifts to be used optimally. Although she is a tireless champion of order and the advancement of society, Ki-Sil tempers this drive with a sincere desire to see each member of society thrive as does the whole.
When Ki-Sil sends an avatar, they appear as Uzzul-like slimes, but ones that wear golden crowns. Her clerics often serve as advisors to tribal chieftains, or take that role upon themselves when it is needful - or just more advisable.
Among her fellow monster gods, Ki-Sil is honoured as the team strategist and a repository of knowledge; she is constantly studying new knowledge and reviewing old knowledge, and she is quick to share her insights with her fellows. Although she and Ink-Ank frequently quarrel, they make a powerful team.

Laragan
The Deep Witch; the Withered Oak
Alignment: LE
Cleric alignments: LE, LN, NE
Domains: Earth, Knowledge, Magic, Plant
Subdomains: Arcane, Caves, Decay, Education, Growth, Memory, Rites, Thorns, Thought
Symbol: A dark yellow letter M on a lime green oval
Favoured weapon: Longspear
Sacred colour: Dark yellow

As a mortal, Laragan was a Malinger Witch who had withdrawn into the wilderness to meditate on magic. So profound were his insights, that he managed to permanently change his form and remake himself into a creature as handsome as a Gelnet, yet as robust as the Malinger he was. With this achieved, Laragan contemplated visiting all those who had ever harmed or slighted him with the dark fruits of his research, and he spent a great deal of time developing dark spells and monstrous plant- and fungus-creatures for the day that he would burst out of the shadows, ready to strike... And then an adventuring party wandered through his territory, led by Dae-Nash.
Laragan was mighty, Laragan was bitter. Laragan was only a man, and he found himself falling for the dashing Dae-Nash. In spite of their alignment differences, Laragan joined the party as its master arcanist, a role he continues to fulfill unto today. In the monster pantheon, he performs the role of the god of magic, his priests instructing mainly Druids and Witches where the priests of Dae-Nash seek out Sorcerers and Wizards, and Bards tend to flock to the priests of Val-Heeree.
Although he still has an evil outlook, Laragan works well together with his fellow monster gods. He agrees with Ink-Ank that the world should one day be conquered, and infuses the great seals that his pantheon provides to ward off dread Kebal. He also agrees with Ki-Sil that a well-structured society benefits 'monster'kind, and provides her with sage advice. Val-Heeree is the mighty bulwark of the monster gods against their enemies, so of course he helps her. Juli-Sul's healing arts are indisposable, and far more potent than his own; he respects her. As for Dae-Nash... Dae-Nash is still the glue that holds the monster gods together, and his love for the other deity has never died. That said, Laragan also agrees with Mel-Nach (who he trusts not a hair, not a whisker) that their followers should look to their own interests first, and those who see them as enemies are rightful prey.

Order: The Thorn Circle is an order of Druids and Witches operating from the border between the Middle Nations and the mountains of the Orcish Dominions. They frequently test both their own power and the fitness of the Orcs by crossing the border, hunting both beast and Orc in an effort to improve their own strength. When not in search of battle and experience, the Thorn Circle meditates and studies to expand their magical insight and might.

Mel-Nach
The Stalking Hunter
Alignment: NE
Cleric alignments: CE, LE, N, NE
Domains: Chaos, Darkness, Death, Trickery
Subdomains: Ambush, Deception, Greed, Innuendo, Murder, Night, Psychopomp, Thievery, Whimsy
Symbol: A pink letter M on a black oval
Favoured weapon: Dagger
Sacred colour: Hot pink

Possibly the least trustworthy of the monster pantheon, and certainly the member least trusted by the other monster gods, Mel-Nach was a Night Elf Rogue in life. Nowadays, she is the monsters' patron of theft, brigandage and hunting.
Always eager to turn an opportunity into money and to eliminate threats to her own prosperity, the mortal Mel-Nach worked as a thief, an assassin, a bounty hunter, and any number of other shady jobs. In her capacity as a bounty hunter, she was one of the agents that forced the then-mortal Dae-Nash and their party into the wilderness.
Her greed and self-interest eventually made her unwelcome even in the Thieves' Guild, and she was herself forced to flee into the untamed lands. Meeting her former prey by chance, Mel-Nach managed to attach herself to the group and help them with the quest that eventually saw them all ascended. Even today, Mel-Nach continues to lurk around the monster gods, an untrustworthy fellow traveller who often goes off to serve her own interests and encourages her followers to be just as underhanded and greedy as she is.
To her mortal followers, Mel-Nach is the epitome of what it means to be an evil monster; strong, sly, selfish and willing to use whatever trickery and violence is needed to get what she wants. When she manifests, she appears in the form of a female Night Elf, her hair painted shocking pink or lavender, her clothes the dark and dowdy standard uniform of a guild thief.

Order: The Black Scales is a proto-Thieves' Guild in monster lands. While the organization is attempting to unite the various brigands and tribes that embrace evil into a unified whole, the scattered nature of monster society works against it - as does competition from the fiends who want to claim the souls of all monsters, and the more positive example set by the other monster gods.

Val-Heeree
The Charging Warrior
Alignment: CG
Cleric alignments: CG, CN, NG
Domains: Glory, Protection, Strength, Travel, War
Subdomains: Competition, Defense, Duels, Exploration, Fist, Heroism, Honor, Legend, Resolve, Self-realization, Tactics
Symbol: A Dark brown letter M on a moccha oval
Favoured weapon: Greatsword
Sacred colour: Moccha

In mortal life, Val-Heeree was a Herder; looked down upon for her species and her gender, she yearned for a life of adventure, battle and legends collected and earned. She got all of this and more when she fell in with the then-mortal Dae-Nash, becoming their first companion on the road that would lead to ascension. Nowadays, Val-Heeree is the goddess of battle, competition and physical fitness to the monster tribes. While her allies build 'monster' society up, Val-Heeree is the one who stands ready to defend it against their eternal enemies. She is also the one who is most eager to strike back at those enemies, and to encourage her mortal followers to take up arms and hone their bodies for the battles that will inevitably find them.
Among the monster gods, Val-Heeree is indispensible because she is their shield and their sword; the others have strengths all their own, but Val-Heeree is mightiest when it comes to combat. She combines the weaponry forged by Ink-Ank, the magic provided by Dae-Nash and Laragan, and the tactics outlined by Ki-Sil, and adds to all of that her boundless enthusiasm and impressive might. Among her mortal followers, she is upheld as a shining example of what even the most downtrodden may one day achieve, just so long as they never give up and keep striving.

Orders: The Burly Bards are an order of Clerics and Bards who wander the land, collecting heroic tales and recounting them wherever they settle down for a while. If the time has come for a Burly Bard to not merely collect and tell tales of heroism but to play a part in one, they often charge joyously into the fray. After all, that is what their patron goddess would do.


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GM Gobbledygook wrote:
zefig wrote:
Another question as I'm finishing things up, what should we do for starting gold? Apologies if I've missed it among the impressively vast oceans of information.
Javell DeLeon wrote:
If you did miss it then I did too. Because I was going to ask that very same question but got distracted - or something - and totally forgot about it. That happens to me fairly often I'm afraid. :P

Ah - you guys start with MINIMUM starting gold.

(There has to be a reason why you're prepared to take this awful job and not just leg it to another city, right?)
Invest your coins wisely...

Oh you rat ba.. i mean, yes, GM!

:)

Okay. SO leather armor it is.

And despite taking the trickery domain, there's no need to worry folks about my cleric handling the rogue stuff... he just doesn't have the skill points.


Ridge wrote:
GM Gobbledygook wrote:
zefig wrote:
Another question as I'm finishing things up, what should we do for starting gold? Apologies if I've missed it among the impressively vast oceans of information.
Javell DeLeon wrote:
If you did miss it then I did too. Because I was going to ask that very same question but got distracted - or something - and totally forgot about it. That happens to me fairly often I'm afraid. :P

Ah - you guys start with MINIMUM starting gold.

(There has to be a reason why you're prepared to take this awful job and not just leg it to another city, right?)
Invest your coins wisely...

Oh you rat ba.. i mean, yes, GM!

:)

Yesss, feel your rage, let the darkness consume ... *cough cough*

I mean, yay! My first badge of honour of the campaign, and we haven't even started playing yet! :D


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I like these monster deities a lot. I'm not sure my character is going to be particularly religious, but I'm kinda thinking a bit of a punk rebellious vibe, with a gray black mage cloak that's been torn and modified with patches added. I'm envisioning somewhere having an oval/M patch that has a color stripe representing each of the monster gods, so that the whole represents them as a pantheon.


zefig wrote:
I like these monster deities a lot. I'm not sure my character is going to be particularly religious, but I'm kinda thinking a bit of a punk rebellious vibe, with a gray black mage cloak that's been torn and modified with patches added. I'm envisioning somewhere having an oval/M patch that has a color stripe representing each of the monster gods, so that the whole represents them as a pantheon.

Ooh, cool idea! I like it. :)


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Ridge here. One highly ineffective Cleric, but he'll grow :) I can still tweak as suited.

You didn't mention how much backstory you wanted, so I whipped this out..

Somewhere a dwarf prays

"O Ulla, she who brings about the termination of scalawags and wastrels high and low alike, for a reasonable fee, she who abidith by her word once given, written, and sealed as appropriate, I (Drymworth Stanton Copperbeard the First) come before you now a supplicant.
I fear my fortunes have suffered great depredation. In my efforts to enforce what I see as thy will regarding the peddling of flesh, I admit I have, perhaps, overdrawn myself, but as the goddess of ambition you well know of my feelings that there must be a horizon for someone to feel ambition for anything. Alas, my sentimentality may have caused me some difficulty with the guldmaster of LeGrande!
When the varlet found out about my secular transgression embedded within the theological exploration of my spiritual growth closer to thee (A thousand praises upon every slice of your shadowed blade), he was immoderately agitated. The benighted individual refused my offers of cultivating his spiritual education and rather huffily took untoward action after charging me an unreasonable amount of fees for the whole situation.
A scandal! I dare say!
So now I find myself banished from Le Grande, and thrust into the most provincial of territories. How am I to make assassins of Milkmaids? How am I to teach farmhands to be second story men when few buildings have more than one floor? And how am I supposed to ever make up enough money to establish myself a dream manor so to show the world how luxury is born of diligent application of assassination and theft within the confines of the honor among the brethren?
So I beseech thee, O Ulla, show your humble servant and priest the way out to rise from the plebeian inequity I have been cast into, so that I might show your glory in manners you find tasteful and I find comfortable.
So let it be, at a reasonable cost with expectations of your usual level of excellence"


Oh, man! Ridge, that is beautiful and I loved every word. :D

This tells me a lot about your character. ^_^ I'd just like to know how Drymworth came to be working in La Grande. The Copperbeard clan typically makes its money buying and selling for the Dwarven clans that prefer to stay underground. What is his relationship with the rest of the clan like?

A couple of notes on your character sheet:
* Because you have a drawback, you are entitled to a third trait.
* You do need to remove Hatred from your list of special attacks. ;)
* Would you PM me what your secret shame is?


A small tweak to the monster goddess Juli-Sul: I've added the Magic domain and the Divine subdomain to her list. Carry on. ;)


You've gone and done it now!

More patrons

Rak-Ulas
The inconstant cuckoo; the manifold husband; the manifold wife; Rak the Hand; the wandering labourer; the passing cloud
Alignment: N
Cleric alignments: CN, LN, N, NE, NG
Domains: Air, Charm, Strength, Travel, Weather
Subdomains: Cloud, Exploration, Love, Lust, Resolve, Seasons, Trade, Wind
Symbol: A grey diamond on a green oval
Favoured weapon: Unarmed strike
Sacred colour: Grey

Rak-Ulas was not always a god. This, everyone knows. But that is basically all anyone knows of the morose deity's past; it is unknown whether Rak-Ulas was once a mortal (and if so from which species or whether they were man or woman) cursed to ascension, or an air elemental conscripted to fill a void in the pantheon after Kebal's initial rampage. Even Rak-Ulas no longer remembers.
All anyone is sure about, is that Rak-Ulas joined the pantheon sometime during Kebal's rampage, and that the wandering labourer played a part in the Worm's capture and sealing. (Then again, so did every other god, and a lot of the spirits and fiends as well. Rak-Ulas certainly does not pride themselves on their wartime accomplishments.)

Nowadays, Rak-Ulas is this world's prime fertility god. Thla-Avak stands for the world and the cycle of birth, death and rebirth, but it is Ra-Ulas who keeps the wheels of the seasons going, brings life-bringing rain and stirs fresh life in the womb of the earth. In this capacity, the inconstant cuckoo could be a figure of respect.
Instead, Rak-Ulas is the subject of a million 'humorous' myths, which depict the deity as a perennial ne'er-do-well wandering from one wife or lover to another, forever changing shape to avoid suspicion and pursuit, never able to settle down in spite of advanced road-weariness. Many mock the deity for being a strict pacifist - with two noteworthy exceptions: both Kebal and Zeber-Oht have gotten to know the depth of Rak-Ulas' rage when the deity finally reached his breaking point. Zeber-Oht has since striven to keep distance between them; Kebal knows no fear, but knows to be wary of Rak-Ulas, at the very least.
The priesthood of Rak-Ulas could point out from dawn 'till dusk that their patron personified the turning of the seasons and the clouds that bring life-giving rain to all areas of the world, and still most people would prefer to make jokes about how Rak-Ulas foolishly strings along multiple lovers and keeps getting tripped up by becoming infatuated with ever more paramours.

In recent times, Rak-Ulas has also become known as the god of itinerant labourers and homeless wanderers. Many Sû-rog honour the deity by painting his/her symbol on the roofs of their travelling wagons, for instance. The Wildmen worship the deity as not only the top fertility god, but their top god.

Avatars: When Rak-Ulas sends avatars, they may appear as members of any species, of either gender. In male form, they tend to look middle-aged, rugged and weathered, with a few days' stubble. In female form, they look decidedly prettier, but with windblown, tangled hair. Their eyes are always grey, their hair always grey-streaked brown. They typically wear the kind of worn clothes that itinerant workers and lifelong wanderers do, their boots (if they have them) worn. Their hands are callussed by heavy labour and fist-fights.
The deity habitually carries a cloth sack on their shoulder. Some myths claim that these contain all the clouds and rain in the world, other that they contain all first dreams of physical love. Yet others claim that the bag simply contains the deity's worn and well-used tools, which they use when impersonating mortal day labourers at this or that farm, out in the sticks.
Where the avatars of Rak-Ulas pass, clouds often gather and release a light shower of rain. Plants grow exceptionally well if exposed to this precipitation and animals feel refreshed.

Relationships: Rak-Ulas is known to most of the rest of the pantheon. Some of them are linked to the inconstant cuckoo as husband, wife or lover by mythologies told worldwide, but apart from symbolic couplings caused by the people's beliefs, there is little substance to the stories.
Apart from outright hostility between the inconstant cuckoo and Kebal and Zeber-Oht, the deity has no real enemies. Some of the other deities are good friends, others are just business associates. Almost none care to inhibit Rak-Ulas upon their endless, weary way. Most have at least a grudging respect for the deity's dedication to work, in spite of their demeaning reputation - and the few who recall how Rak-Ulas fought in the battle against Kebal give them their space.
After all, one should beware the wrath of a peaceful being driven to anger...
Rak-Ulas feels a kinship for other deities who are marginalized, and is known to be close with Amarra Amaramee and the monster gods, among others.

Worshippers: Wildmen, travelling Sû-rog, Herders and some Malinger worship Rak-Ulas, who is an outcast like them but continues to do thankless work that benefits the whole world. In the wake of the death of the Queen of the Faeries, some tribes of Fey have turned to worship of the passing cloud; especially Fauns and Satyrs. Itinerant labourers frequently pray to the deity, as do youngsters in love who feel they need to sneak around.

Orders: The Autumn Court is a budding organization among the Fey. Unlike the Summer and Winter Courts, this organization does not define itself by its attitude towards mortals and the mortal world, but instead seeks to find merit in itself and fulfillment in the Realms of Faerie. Rak-Ulas provides their blessing to the Autumn Court's territory, making them abundantly fertile - much to the envy of the other Courts.

The First of Foot are a secret LG/LN monastic order that focuses on Janni Style and teaches 'in the field', with senior Monks looking for apprentices out in the world instead of sequestering them in a monastery. Rak-Ulas is one of two patrons of the order, the other being Amarra Amaramee.


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You've gone and done it now!

Uk
Uk the unbound; Uk the warrior; Uk the weary; Uk the wise
Alignment: N
Cleric alignments: CN, LN, N, NE, NG
Domains: Destruction, Knowledge, Protection, Strength, War
Subdomains: Blood, Catastrophe, Defense, Ferocity, Fortifications, Memory, Resolve, Tactics, Thought
Symbol: A black diamond on a red oval
Favoured weapon: Greatclub
Sacred colour: Red

Uk is the oldest patron of battle and war of this world. This is shown clearly in the weapon he prefers to wield; a greatclub that has been repaired and improved upon countless times, but is still essentially the same weapon a cave-dwelling humanoid first picked up to bash in his neighbour's brains. Uk was born when that first sentient being raised its hand against another in anger; he will not die until the world embraces peace. He dearly wishes it would.
Aeons of battle and warfare have made Uk experienced and wise - and thoroughly tired of overseeing violence and destruction that could have been easily avoided. Any pleasure Uk once took in the rush of adrenaline, the purity of rage or the joy of victory have long since faded away, their taste become ashes in his mouth.
And still, whenever battle is waged and people pray for Uk the unbound to bless them and inspire them, the old war-god dutifully rides out. He may be tired of his work, but he knows that he is the best at it, and it is work that needs doing. Other gods may desire the mantle of power over war and battle, but Uk knows they lack the perspective of his experience and would let war rage across the world before they realized their mistake.

Avatars: Uk rarely sends avatars anymore. When he does, they appear as humanoids of no particular species; tall but not inhumanly so, more rangy than muscular, they are well-suited to feats of both strength and dexterity, stamina and speed. They wear quality chainmail over leather, and their face is always hidden inside a stout helmet. In one hand, Uk carries a steel shield; in the other, his favourite weapon, the club named the Duchess. Uk wields this +4 Shocking Burst Greatclub with such ease and skill that many believe the weapon is somehow independently alive, and that it is the only thing that could slay Uk, apart from global peace. (This is not true, however. The Duchess is alive, but it cannot permanently kill Uk.)

Relationships: Uk has earned great respect among the other gods, especially for his work in organizing the defense against the evil Kebal. Ash-Kta set the trap that snared the Worm, Rak-Ulas struck the blow that landed the Intruder in that trap, and many gods contributed (and continue to contribute) to keeping the enemy locked up regardless of their alignment. But it was Uk's masterful grasp of strategy and tactics that allowed the plan to succeed.
Many younger deities of battle have sought out Uk in hopes of being taught to become as fearsome as he. Most have left disappointed. Uk knows he is the greatest warrior in the pantheon, but he is by now completely disinterested in proving his mettle. Even Laut-Hawyn, the Laughing Brawler, has not managed to get a rise out of Uk.
If anything, Uk is more fond of deities whose agendas concern peace and healing. War may sometimes be necessary, but it is a vile thing if it becomes meaningless and the destruction and harm it brings are not repaired, after all.

Worshippers: Let Laut-Hawyn capture the hearts of braggards and gladiators; Uk is the patron of serious soldiers and officers. Those who seek to devise strategies to protect their nations from aggression, as well as those seeking ways to end conflicts with minimal casualties, do well to pray to Uk. People who wage war maliciously and gleefully may still count on some measure of support, but it will be far less than that offered to people who realize that violence is a poor answer for life's troubles.

Orders: In times gone by, Uk sponsored orders of Cavaliers and Paladins, regiments of Rogues and Rangers, Fighter guilds and other orders dedicated to imparting knowledge of violence. In recent centuries, he has been ignoring all such groups, with the sole exception of the Steel Order. This secret society has branches in many places, and its members are taught to respect each other in spite of racial and/or political differences. The Order selects likely candidates for membership, subjects them to a test, and if successful educates them in a wide range of tricks and techniques preserved from ages past.
Uk holds a faint affection for the Order, as it was his very first attempt at creating an organization in his own image, and it alone has persevered over the centuries by continuing to learn and adapt.


Gotcha.

Just as an fyi, I built my pc on herolabs.

Well unfortunately it really makes it more difficult to build my guy the way I want him. I picked two traits that I found out are disallowed. And with what's left, none of them really stand out for me. I mean, I could pick 3(one due to the drawback of course) but they would just be 3 I'd pick due to having to pick 3, you know what I mean?

And plus, while I like the Wildman and think it has great potential, I would have to say it is a bit hamstrung with the ability penalties. Personally, when it comes to the starting ability adjustments - now this is strictly my 2 pennies which is really not even worth that - it really would seem more fitting for the Wildman to have the +2 to Str or Con either in addition to or instead of the +2 to Wisdom.

And I absolutely am not trying to offend you in any way and hope I haven't. Obviously it's difficult to convey 'meaning'(I guess that's the word I'm looking for) from strictly the written word but I promise I don't mean to offend. This is your world that you've OBVIOUSLY put a LOT of work in to and you've got to run it the way you've got to run it and I respect that. Just chalk me up as a raving lunatic. It's totally understandable. My wife does all the time. :p

So with that, I'm going to have to respectfully withdraw from this one, bud. But if you ever decide to run another game at some point down the road with all of the Pathfinder rules included, I'd be game to give it a go. I just like playing with all the rules. Nothing more than a personal preference.

I do want to apologize for the inconvenience as well. Definitely sorry for all the trouble.

Javell


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GM Gobbledygook wrote:

Oh, man! Ridge, that is beautiful and I loved every word. :D

This tells me a lot about your character. ^_^ I'd just like to know how Drymworth came to be working in La Grande. The Copperbeard clan typically makes its money buying and selling for the Dwarven clans that prefer to stay underground. What is his relationship with the rest of the clan like?

A couple of notes on your character sheet:
* Because you have a drawback, you are entitled to a third trait.
* You do need to remove Hatred from your list of special attacks. ;)
* Would you PM me what your secret shame is?

Ah, darn Hero Lab. *starts to make corrections*

Glad you liked.

Let me guess. RICH Parents is on the no no list? :) I'll go with Focused mind . Suits a cleric devoted to such a focused goddess.

Dyrm ended going to LaGrande at first by chance. There was a slight craze on pearls and as the dwarven empire didn't have typical beach front property, it seemed like a chance at quality goods which could be marked up WAY high later selling to the Dwarves below. As a young dwarf then, Drymworth discovered her rather liked the fact that the Copperbeards weren't a 'low clan' here. They were Dwarves, a powerful people of an advanced civilization. Ironically he got more of the perks of the Dwarf Empire outside of the empire than in it, at least in some areas.

And the fact his faith grew at this time meant he was happy to find a reason to hang around. But to make ends meet he did have to work with the Adventurer's guild. He signed the contract and well, it all went well... until later with that mistake (PM coming)

And a contract is a contract is a contract.

As for his relation with the rest of the Clan, I think it's more realistic if it varies.

Some of the Clan:

Uncle Aloyswish is a ruthless SOB, and well off. Drym Could admire his success if it wasn't for the man's tendency to bypass contracts once it's its no longer convenient. Aloywish can also be a bit harsh to his underlings. Did we mention he enjoys trading in slaves? Uncle Aloywish considers Dyrmworth a lad with potential if he'd just realize that rules are for losers. Dyrmworth believes

Zalea, his cousin, prefers to deal in books, old writings recopied, and more. It's rarely truly profitable, meaning she's not got as much respect as some, but there have been times it's useful. Drym likes her well enough but worries she's going to starve herself working without appreciation in some library one day. Odd duck that one. For her part, she finds Drym at least educated in languages but sometimes she worries he only is interested in her books how they might help a crime.

Uncle Virel deals in wood. He's suspected of being in an illicit affair with an elven mistress. Quite the scandal. But sometimes even dwarves want timber or wooden goods. If anyone in the Copperbeards is up to date on events on the Elven borders, it's him. Not as well off as his brother Aloywwsih, but more honorable. He likes his nephew Dyrmworth, but keeps trying to give him advice in career choices and laying low. Dyrm finds him a good man but wishes he'd lay off the advice.

Pasilworth, older Brother. has a lot less charm than his younger brother. A warrior as well as trader, he prefers to deal in weapons and armors, but honestly the fellow isn't always the best negotiator as his 'take it or leave it' attitude irritates some. Dyrmworth and he get on each other's nerves, but true to dwarven tradition, they will back each other when outsiders intrude.

There are others :)

I'll PM you with his Secret Shame idea


The traits do feel pretty limited - I've worked with what we've got from the APG, but opening up traits from Ultimate Campaign too would add a ton more variety without going completely hog wild with all the splatbook traits. @ GM Gobbledygook, would that be reasonable?


Sorry to see you go, Javell, but I get it. Although, see my reply to Zefig below.


@Zefig - if I do open up the traits from Ultimate campaign, I want a full writeup of the traits chosen and their effect in you guys' character sheets. If everyone can live with that, it's good.


@Ridge - Rich parents is in the APG. I okay'ed the APG. You found a loophole for my malicious minimum starting gold-rule. Feel free to grab hold and hang on. ;p

As far as I'm concerned, Dyrm looks great!


You've gone and done it now!

The Forces of Evil
The fiendish legions of the underworld ... have not been doing so well in the last few aeons. Kebal's intrusion into this reality spelled death for many lesser gods, but also for a great number of diabolical archdukes and demon lords. The daemons are entirely extinct. With most of the fiends' old leaders gone and the remaining ones bereft of much of their armies, the balance of power in the Underworld continues to shift over the years. Some of the more successful fiends in the current day and age are:

The Forces of Evil:

Lady Azan
The blind reaper; the dark champion; the straight edge
Alignment: CE
Cleric alignments: CE, CN
Domains: Chaos, Evil, Glory, Magic, War
Subdomains: Arcane, Demon, Duels, Fear, Revelry, Riot, Tactics
Symbol: A golden letter D on a black oval
Favoured weapon: Rapier

Lady Azan is a relatively young demon lady, but she has made a big splash in the Underworld. In the wake of Kebal's rampage, she managed to organize a strike force of demons, which joined the gods in their counterstrike against the Worm. While the horde she led was fueled more by rage and a desperate need to save the fiends from extermination, rather than any noble thought, Azan proved a capable leader who kept her troops on-target and drew them back into the Underworld after the battle was won.
Although her eyes were torn out by Kebal and regenerating them has proven impossible, Lady Azan is still one of the fiercest and most skilled warriors in the Underworld today. She supplements her combat skills with arcane magic and a brilliant, creative mind. One of her greatest improvements has been to treat her underlings with actual respect and rewarding their achievements, rather than keeping them in line through intimidation. Wise fiends recognize that serving her is safer and far more profitable in the long run than trying to supplant her. Unwise fiends tend not to last long in her service; although the Lady and many of her soldiers are thoroughly chaotic and evil, the Straight Edge can actually count on the loyalty of her troops, and her plans are complex enough that they weed out the impatient and the stupid in short order.
Lady Azan is the military leader of the Golden Fangs-movement. In accordance with the movement's rules, she offers mortals boons in return for either their souls or services rendered - and the gifts she offers are rendered in full, without traps or deceit, improving the Golden Fangs' reputation among mortals and swelling their "market share". Every soul that falls into the Underworld and her waiting hands increases the ranks of her legions, and the military power of the Golden Fangs.
When she manifests, Lady Azan appears as a dusky-skinned beauty with dark, curly hair. She is not especially tall or overly muscular, but she is clearly tough. Her clothing is simple; a vest and trousers of black leather, her wings hanging upon her back like a short cloak. A royal rapier hangs at her side, and a black blindfold covers the ruin that is her eye sockets.

Blacklips
Black-lipped fiend; princess of the dungeon; unicorn-gutter
Alignment: NE
Cleric alignments: CE, LE, N, NE
Domains: Charm, Death, Evil, Madness
Subdomains: Captivation, Fear, Insanity, Lust, Murder
Symbol: A red letter B on a black oval
Favoured weapon: Dagger

Once, Blacklips was a mortal princess on the material plane. She was young, she was beautiful, she was kind, she was beloved of all who knew her, she was in love with a wonderful man. And then Lord Kuruhal became aware of her and felt captivated by her fresh beauty and youthful charm. He desired her for his own, and through unspeakable tortures and seductions managed to make her his. Corrupted in body and soul, Blacklips arose as a fiendish bride to Kuruhal's dark lord. She consecrated her transformation with the blood of a unicorn, and has become the fiendish lady of torture and bloodletting for its own sake.
Blacklips' cult on the material plane is actually larger than Kuruhal's; she understands mortals better and takes pleasure in corrupting them to the point that they become as evil and vicious as she is. In the Underworld, she is feared at least as much as her demonic groom; Kuruhal may obliterate his enemies, but any he chooses to hand over to Blacklips learn that even fiends can be broken and remade under the hands of a dedicated torturer. Especially one who loves her job so very, very much.
Although Blacklips serves Kuruhal as his mate and master torturer, she also schemes against him; the fiendish smith does not mind. If anything, the knowledge that his bride and he are in a constant battle of wits pleases him. Sometimes it pleases Blacklips as well, but not always.
When Blacklips appears, it is usually as a young woman with pale skin, dark eyes and dark, curly hair. She favours revealing dresses and wears a tiara of black, twisted iron. Kuruhal created the ensemble for her with his own hands. A dagger still stained with the gore of every unicorn Blacklips has tortured to death is forever at her side. The blackness that covers her lips and fingernails is whispered to be the blood of unicorns corrupted by her dark and tainted heart.

Brass
Devil mage; prince of the erinyes; prince of the succubi
Alignment: LE
Cleric alignments: LE, LN
Domains: Evil, Knowledge, Madness, Magic, Protection
Subdomains: Arcane, Defense, Devil, Education, Fortifications, Insanity, Rites, Thought, Truth
Symbol: A brass letter D on a black oval
Favoured weapon: Quarterstaff

Brass is another fiend who has risen to power in the upheaval that followed on Kebal's rampage. He rather wishes he weren't. Once a mortal black magician who signed a dark covenant not to benefit himself but to save a relative, Brass was tormented for a dark eternity with the knowledge that his relative had set him up to take the fall for her. While he suffered in the Underworld, she continued to play her cruel games on the material plane, mocking his memory!
As the pain of betrayal (not to mention all the other pain) blackened his soul, Brass arose as a fiend just as the battle against Kebal was winding down. Uncertain whether his betrayer yet lived, exhausted by the agonies he had suffered and the exertions he had to make in order to free himself from his chains, Brass retreated into a small corner of the Underworld, where he conducted a listless study of fiendish magic and tried to keep away from other fiends. His solitude was interrupted by erinyes and succubi who were seeking refuge, now their former masters were dead and no new masters had shown up yet. Brass, who was powerful enough to command his own territory, yet too disinterested to want anything from other fiends, made for an ideal new 'master'.
Brass has reached an uneasy equilibrium with his 'followers'. They perform services for him when he needs them; he has raised great bulwarks and cast powerful spells to keep them safe. Sometimes Brass contemplates extinguishing himself, only for this or that erinyes to whisper rumours in his ear that his relative yet lives, or for a succubus to bring tales of other fiendish overlords with some new magic to sell. Brass' cult among mortals is mainly composed of ambitious black magicians eager to trade knowledge of the mortal lands - particularly a certain female black magician who may or may not still be alive - for fiendish spells Brass constructs in his spare time.
When he manifests, Brass takes on the form of a tall, handsome man with large, black wings and red, demonic skin. The inside of his wings is tattooed with numerous unique spell and pierced with several enchanted jewels. It is rare for him to appear without at least one erinyes or succubus on each arm; while he clearly dislikes their presence, they are invariably viciously loyal.

Prince Kezol
The frozen fiend; the frozen heart; the frozen prince
Alignment: LE
Cleric alignments: LE, LN
Domains: Artifice, Evil, Knowledge, Magic, Water
Subdomains: Alchemy, Arcane, Construct, Devil, Divine, Education, Ice, Memory, Rites, Thought
Symbol: Golden letter D on a black oval
Favoured weapon: Longsword

Austere, intellectual and demanding, Prince Kezol was considered an odd duck in the Underworld long before he rose to prominence. While he is as interested in attracting the souls of mortals into his forces as any other high-ranking fiend, he focuses solely on skilled craftsmen and accomplished scholars. He never showed any interest in politics or warfare, other than for the purpose of maintaining his own terrtory. Many fiends were deeply surprised when, after Kebal's rampage and the Underworld was reeling, Kezol left his voluntary seclusion and joined forces with the Golden Fangs-movement.
Some theorized that the frozen prince had simply been biding his time, waiting for a chance to make a grab for power, and the power vacuum had given him that. Only the frozen heart's closest confidantes knew that in addition to a powerful grey magician, Kezol was also a scholar and a philosopher, who recognized the ebb and flow of history ad saw an opportunity not just to grasp power, but to change the structure of fiendish society. While Ululo provides an incomparable spy network and facilities to produce trade goods, and Azan provides military security and the power to strike at enemies, Kezol provides the philosophy that lies at the heart of the Golden Fangs. A philosophy that may one day unite all the fiends, win the hearts and souls of countless mortals ... and spell doom for the gods and their plans for the universe.
Value for money. Value for souls. And the final prize is everything.
When he manifests, Kezol appears as a coldly handsome man with white skin and hair, his eyes orbs of silver. He habitually wears robes of snow-white satin, hemmed with swan's feathers.

Lord Kuruhal
The dark smith; the hammer of fiends
Alignment: CE
Cleric alignments: CE, CN, NE
Domains: Artifice, Chaos, Darkness, Destruction, Evil
Subdomains: Catastrophe, Construct, Corruption, Demon, Hatred, Night, Rage, Riot, Toil
Symbol: A black letter D on a red oval
Favoured weapon: Scimitar

One of the old demon lords from before the rampage of Kebal, Kuruhal is both a masterful artisan who crafts weapons, armour and tools of all kinds in his forge, and a ferocious evil that wishes to snuff out the lights of the material plane and plunge all mortal life into darkness eternal. The fact that this would cause complete extinction does not trouble him; it is exactly what he wants.
Kuruhal despises mortals, and is more concerned with finding ways to exterminate them and the gods they bow to than he is with seducing them to his service. If he ever needs a mortal to do anything, he is far more likely to try intimidation, even torture, to turn the hapless being to his service. The only exception in recent memory is his fiendish bride, Blacklips, who was once a mortal princess and caught his evil eye without meaning to. Such cultists as he managed to keep know to obey immediately whenever he crooks his finger, and to give their best effort every time.
When Kuruhal manifests, he appears as a classic big, red demon with goat's legs and cloven hooves. His horns are more like those of a great bull or water buffalo than a goat, and he wears fine clothing of black silk - crafted by himself, of course.
The demon smith is furious about his current status in the Underworld; he used to be one of the great overlords, but currently can barely manage to maintain the borders of his territory against Prince Rahazin on one side and the Golden Fangs-movement on the other. His only ally is the treacherous Blacklips; his bride, his lover, his confidant and dearest enemy. Her loyalty is suspect at the best of times, but that is how he likes her to be. The real problem is that, as his creation, her power is by definition less than his; she cannot help him that much against his enemies.

Prince Rahazin
The dark prince; the fiendish lover; King of fiends; Midnight sun
Alignment: LE
Cleric alignments: LE, LN, NE
Domains: Charm, Darkness, Evil, Nobility, Sun
Subdomains: Aristocracy, Devil, Hubris, Light, Loss, Lust, Night
Symbol: A black letter D on a golden sun
Favoured weapon: Longsword

Prince Rahazin is one of the most successful devils to rise to power in the Underworld in recent centuries. He manifests as an impossibly handsome man with black hair and black eyes, clad all in gold. He visits the material plane to seduce mortals to embrace him as the center of their world, offering gifts that seem splendid but inevitably lead to the victim's doom and as much misery as can be spread to their environment as possible. Upon their death, Rahazin collects the souls of his victims and reforges them into fiends to swell his legions of soldiers and slaves in the Underworld.
The prince draws a lot of his power from fellow fiends who he has defeated through battle or trickery, then subjugated so completely that they have little personality of their own left. These 'mannequins' pool their own power with Rahazin's and place themselves in harm's way for his convenience without a moment's thought for themselves. Rahazin is more feared than admired by other fiends, but the fear runs deep. The other fiendish lords and ladies generally loathe him.
The Golden Fangs have actually gained a lot of new members due to their strong anti-Rahazin stance, an irony which the intemperate prince finds displeasing.
The prince has little interest in mortals' social standing, wealth or power, considering them all to be little more than convenient tools and livestock. All he cares about, is that his victims should be beautiful or handsome. He is extremely vain, absolutely self-centered, and determined to one day be the King of fiends he claims to be, and next to ascend to the position of god of evil. If only he weren't clever and powerful enough to actually have a shot at it, he would not be such a threat to Underworld and material plane alike...

King Saug
Dragon fiend
Alignment: LE
Cleric alignments: LE, LN, NE
Domains: Evil, Law, Magic, Scalykind, Strength
Subdomains: Arcane, Competition, Devil, Dragon, Ferocity, Legislation, Rites, Saurian, Slavery, Tyranny
Symbol: A black leather D on a red dragon's scale
Favoured weapon: Falchion

The father of Prince Kezol and an elder devil, King Saug has many sons and daughters - and secretly nurses a deep, gnawing pain over the fact that although he is proud of their achievements, none of them have remained loyal to him. Like many other elders, King Saug's fortunes drastically decreased in the wake of Kebal's rampage, but he has fought his way back to a standing roughly equal to the one he held before. Saug is charismatic and clever, a cunning seducer and a skillful general. He marshals armies both by persuading fiends and tricking mortal souls into his service, and puts them to good use in expanding his territory.
A consummate black magician and an obsessive hoarder of anything that might be even remotely useful, Saug can usually find a way to tempt those he wants to add to his legions. The only ones he can never seem to sway back into his service are his children, who have each inherited some form of his strength and willpower. In the modern age, he is mostly opposed to Prince Rahazin and Lord Kuruhal; he considers both to be competition for the position of King of All Fiends he hopes to attain. The Golden Fangs have piqued his interest, but he has no immediate plans for them; their policy of "Value for money" makes them valued trading partners, who supply his hosts with weapons and armour.

Lord Ululo
The black wolf; golden eyes; king of imps; merchant of fiends
Alignment: CE
Cleric alignments: CE, CN, NE
Domains: Charm, Evil, Knowledge, Liberation, Travel
Subdomains: Captivation, Demon, Exploration, Freedom, Lust, Memory, Portal, Revolution, Self-realization, Thought, Trade
Symbol: A golden letter D on a black oval
Favoured weapon: Unarmed strike

Lord Ululo is one of the elder demons, but his fortunes did not truly rise until the upheaval surrounding Kebal's rampage. Before the other fiendish overlords either died or lost power, Ululo was considered to be a weakling and a coward. He lurked in the darkest corners of the Underworld, receiving countless reports from the imps and quasits who found shelter in his murky domain, but rarely sold or acted upon any of his knowledge. When Lady Azan rose up to fight Kebal, Ululo joined the charge; his small followers provided invaluable communication to the fiendish horde that charged the Worm and the asuras who followed after him.
Like Azan, Ululo suffered grievous injuries in the battle - injuries which have yet to heal. In spite of this, the black wolf found opportunities in the new age. The knowledge he had hoarded for so long allowed him to found the Golden Fangs movement; an order of ascendant fiendish overlords who focus on trade, and whose motto could be said to be "Value for money" - or rather, "Value for souls". By keeping good faith with the mortals who contract with them (up until the point that they die and their damnation is assured), the Golden fangs are increasing their income of souls well ahead of their competition. By keeping good faith with fiends who trade with them, they increase their fiendish membership and influence in the Underworld.
In the new era, Ululo's domain is a center for fiendish industry and trade. Where once it was dark, murky and silent, now it's full of fiendish hustle and bustle as demonic craftsmasters ply their craft and diabolical trainers drill newly arrived souls in preparation for their transformation. Ululo lurks at the center of his domain in his Garden of Silence, attended by his brides and daughters. Although his limbs are twisted and crippled, the golden fire in his eyes is undimmed, and he spins clever marketing strategies for the Golden fangs.


Hi all.

Still wrapping my head around all this. :)

So what do we have so far? A cleric, an occultist, and maybe a psychic?

GM, I may have missed this somewhere, but generally speaking, how are night elves treated / viewed in the Middle Nations? Probably with a fair bit of hostility or at least suspicion? I have a bit of a soft spot for the idea of wild, savage elves so I was thinking perhaps an elf of some hunter/slayer/ranger/barbarianish variety. Or a Maligner of the same ilk if that would fit better.

Also, to try to make sure I don't bite off more than I can chew right now, what kind of posting rate would you like to see?


And 2 possible rangers. I'll have something up by tommorow, between gencon online and moving, I've haven't had a whole lot of time but I will get on it.


Amazing Red wrote:
And 2 possible rangers. I'll have something up by tommorow, between gencon online and moving, I've haven't had a whole lot of time but I will get on it.

Well, one possible Ranger with Javell's withdrawal.


Fiallain wrote:

Hi all.

Still wrapping my head around all this. :)

So what do we have so far? A cleric, an occultist, and maybe a psychic?

GM, I may have missed this somewhere, but generally speaking, how are night elves treated / viewed in the Middle Nations? Probably with a fair bit of hostility or at least suspicion? I have a bit of a soft spot for the idea of wild, savage elves so I was thinking perhaps an elf of some hunter/slayer/ranger/barbarianish variety. Or a Maligner of the same ilk if that would fit better.

Also, to try to make sure I don't bite off more than I can chew right now, what kind of posting rate would you like to see?

Generally speaking, Night Elves are viewed with some suspicion verging on hostility, yes. That said, Night Elves who manage to (pretend to) follow local law (or at least hide their transgressions well enough) are allowed to live unmolested ... mostly. (You know, people mutter things behind their back and Vitor kids may throw stones, but then Vitor kids throw stones at most people.)

I welcome a Night Elf character, and would be very interested to see your backstory for one. ^_^

I'm fairly relaxed about posting rate, to be honest. If you can post once a day, that's wonderful. In combat situations, it's preferred. If, however, you can only manage four to five days in the week, that's fine. I realize RL sometimes throws us curve balls, and may suffer some delay myself now and then.


I've got my character sheet at a good state with gear and everything, here. I've got the bones of a backstory in mind but have yet to put anything down yet, I'll try to get to that over the next few days. The overview version is that Myri is a rebellious punk who had a very priveleged, comfortable upbringing. She started a black magic apprenticeship in the Adventurer's Guild to learn magic and explore ruins and found that the Middle Kingdoms sucked, so now she's eager to give the world the finger and live life how she sees fit. Then she blew up a Guild office and half a city block with it, and here we are.


Right-o. When you're satisfied with it, please make the character and the char sheet here on the paizo forum. (Annnd maybe tone down the property damage a little. ^^; The Middle Nations may be sucky, but anyone who blows up half a city block would likely be hunted down and cut in half lengthwise... with a rusty spoon.)


GM Gobbledygook wrote:
Right-o. When you're satisfied with it, please make the character and the char sheet here on the paizo forum. (Annnd maybe tone down the property damage a little. ^^; The Middle Nations may be sucky, but anyone who blows up half a city block would likely be hunted down and cut in half lengthwise... with a rusty spoon.)

There are some mitigating circumstances, and that's where the Infamous drawback comes in - she may or may not actually have wanted posters up, but people have heard about what happened, and you know how rumors are...


I look forward to seeing the complete backstory on this one. ^_^

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