
Kharn Iron-Blessed |

Hey guys! Just a quick update. I have been looking at Kharn and I think I am going to switch a few things around. I'll be changing my mystery from Metal to Battle, and shifting a trait around so I can get Disable Device as a skill. I'll also be dropping the Seeker Archetype, because it doesn't bring much to the table.
Several reasons why I did this:
1. I felt the battle mystery was more appropriate as a Shoanti and as a follower of Cayden Cailean.
2. I like the seeker archetype, but I wanted it for Disable Device, something I can pick up as a trait instead.
Mechanically not much changes. I can still disable traps, and at as a secondary combatant and striker for Bron. Oh... and bring all the free magical ale you can drink!
Anyhow, thanks for your consideration and I look forward to hearing who gets selected.
-Kharn

DM-Camris |

And so I would like to invite to our game:
Thallan Mourne (played by Hassan Ahmed)
Laen Skyfallen (played by Doomed Hero)
Kharn Iron-Blessed (played by Celeador)
Please report to the Discussion thread!
I want to thank you all for applying, and I'm only sorry I can only take three. Fare well, and I wish you all good gaming!!

DM-Camris |

RECRUITMENT OPEN!
We lost a few players, so we need players to fill three slots.
The party currently consists of:
*Nakoda, Human Shoanti Skald
*Zane, Human Wizard
So they could probably use some muscle. (Nakoda requests another Shoanti, but is not required).
The situation is currently thus;
A meteor was sighted landing on Devil's Elbow. Traveling there seeking the skymetal remains, the heroes were shipwrecked on the island infested with alien monsters. Having rescued the last of the Cyphermage expedition, the heroes have taken refuge with a Riddleport crime lord in his beseiged fortified camp.
I need people that will check in probably at least once every two days so that we make sure to keep everything moving.
If you think the above is acceptable, phase two are the campaign standards
-All characters will be created with the “high fantasy” (20 point) purchase method (page 16 of the Core Rulebook).
-All of the races and classes in the core rulebook, the advanced player's guide and the advanced class guide are allowed for play.
-There can be no more than two characters of the same class in the party.
-We will start at fifth level.
-Max hp at first level. Roll for it at higher levels; but if you roll less than the average die you can take average +1 instead.
-Characters will start with the average starting gold for their character class (according to the chart on page 140 of the Core Rulebook) plus 10,500gp for being fifth level.
-Players may purchase equipment from any Pathfinder source, with the approval of the GM (for example, some items may be rare in the Varisia region, and thus restricted initially).
-No characters can start the campaign with an evil alignment.
-Characters start at the maximum starting age for the class and race.
-Characters can have up to 2 Traits.
-Characters are encouraged to take one campaign trait; but since those were geared towards the very first level, it's not a requirement.
"Table" Rules
If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.
In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters.
The GM rolls all initiative rolls.
If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:
Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.
Finally, if you don't already have one, you need to make up a separate message board alias with the name of your character, and fill out the profile with all of the information that you would normally have on a standard Pathfinder RPG character sheet.
Before you make up your character, however, post in this thread, and give me a character concept.
I don't need pages, but I would like to have a character and not just a build to work with. Once the character sounds good, I'll give you the OK, and once the character is made up and has its own profile, you're good to go.

Datura Oleander |

DM Camris,
I'm in another SD recruitment that ends today. If I don't get selected, I would like to submit this character (after bumping it up to meet the reqs of course). I guess this is more my dotting post.
His Plant companion's sheet is HERE

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I'd like to renew my interest from the last time I applied.
I have a couple concepts I'd like to play
- Aasimar Oracle/Paladin of Torag (replaces Scion of Humanity with Scion of Dwarvenkind) - frontliner/healer
- Dwarven Nature Fang Druid of Torag - divine spellcaster/secondary martial
- Half-orc Warpriest of Gorum - frontliner
I'll put some thought into which I'd be most interested in playing, and to see what other people intend to play. :)

DoubleGold |

character concept.
A two-handed weapon ranger. Race unknown yet, probably going to pick something with a str bonus to compliment this or human or half-elf, which it looks like human or half-elf are likely my only choices anyway. The ability to fight well, contribute outside of combat, as well as a semi-skills monkey, and has a few good helpful spells.
Personality: Neutral Good. Loves to help others, thinks things through, prefers to talk things over or work out deals rather than fight, though not necessarily a high diplomacy character, but well above average. Likes to get to know people well.
Brief Backstory still working on it: People helped him out a lot when he was young and he hopes to pay it forward, not to mentioned his life was saved once.

MannyGoblin |

Hey there,will get Elizabeth Ardoc upped to level 5. The 1st level stats are below if you want to review. I will get her HP rolled up here. She is a run away member of the Ardoc family from Kaer Maga because she didn't like being stuck in a chauvinist crime family.
HP: 4d8 ⇒ (2, 4, 3, 7) = 16
Full Name : Elizabeth Ardoc
Race: Human
Classes/Levels Rogue 1(HP favored)
Gender F
Size M
Age 18
Special Abilities :
Alignment: CG
Deity: Brigh
Location Riddleport
Languages :Common,Dwarf,Elf
Occupation : Scribe/Lab Assistant
Strength 10
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 12 (+1)
Charisma 14 (+2)
Height: 5'6" Weight: Hair: Blonde Eyes: Blue
Favored Class: Rogue
EXP:
Hit Points: 14
Spd: 30
Init: +3
AC: 15( +2 armor shield)/Touch 13/FF 12)
BAB: +0
CMB: +0
CMD: 13
Saves: Fort +2 Ref +5 Will +1
Weapons:
Short Sword +3 1d6 19-20/x2
Dagger +3 1d4 19-20/x2 10 feet
Skills: (10 level)
Acrobatics (1+3+3)7
Perception (1+1+3+1)6(7 to find traps)
Disable Device (1+3+3)7(8 to disable traps)
Knowledge(Arcana)(1+1+3+1)6
Know(Local) (1+1+3)5
Stealth (1+3+3)7
Linguistics (1+1+3)5
Climb (1+3)4
Diplomacy (1+2+3)6
Escape Artist (1+3+3)7
Bluff (1+2+3)6
Feats: Weapon Finese,Toughness(3 HP +1 every level past 3) Fast Learner(+1 HP and SKill point per level)-Bonus
Traits: Mathamatical Prodigy(Arcana +1 rank and class skill)Looking for work(+1 Perception)
Special Abilities:Sneak attack(1d6)Trapfinding(+1 to locate and disarm traps)
Equipment:
Short Sword (10)
Leather armor (10)
2 Daggers (4)
Rogue's Kit (50)
backpack
bedroll
belt pouch
caltrops
chalk (10)
flint and steel
grappling hook
iron pot
mess kit
mirror
pitons (10)
rope
soap thieves' tools
torches (10)
trail rations (5 days)
waterskin.
46 GP
Description:Elizabeth is a pale skinned woman who wears her blonde hair in a page-boy cut and has a liking to small blue hats that clash with her bland scribe outfit that was provided by the cyphermages. When out in town, she wears common shirts and pants.
Personality: Elizabeth is bitter about her effective exile from Kaer Maga and how she was never able to achieve her dream of constructing golems for her family. She does see her time in Riddleport as a chance to perhaps achieve a different sort of sucess. She only needs to figure out what.
History: Elizabeth was born in Kaer Maga as a member of the Ardoc family who are both golem crafters and a crimminal group. Being a woman ment that Elizabeth was not allowed to pursue the family craft of golem making was was furious at being denied this oppurtunity and being associated with a gang of thugs. Elizabeth did manage to learn some scraps of knowledge but without formal training, would never be able to craft golems and so on her 18th birthday, stole some funds and left Kaer Maga forever, eventually ending up in Riddleport.
Relationship to Riddleport: Elizabeth has managed to secure a job as a scribe at the Cyphermage lodge as both a source of funds and a way of being close to her love of arcane knowledge. She is always on the look for new oppurtunities to advance herself and if one presents itself, will jump at the chance.

MannyGoblin |

Okay, here is 5th level crunch and fluff of Elizabeth Ardoc
Full Name : Elizabeth Ardoc
Race: Human
Classes/Levels Rogue 5(HP favored)
Gender F
Size M
Age 18
Special Abilities :
Alignment: CG
Deity: Brigh
Location Riddleport
Languages :Common,Dwarf,Elf
Occupation : Scribe/Lab Assistant
Strength 10
Dexterity 17 (+3)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 12 (+1)
Charisma 14 (+2)
Height: 5'6" Weight: Hair: Blonde Eyes: Blue
Favored Class: Rogue
EXP:
Hit Points: 45 (13 1st +10 Con +2 Toughness +4 FCB +16 rolling)
Spd: 30
Init: +3
AC: 16( +3 armor shield)/Touch 13/FF 13)
BAB: +3
CMB: +3
CMD: 16
Saves: Fort +4 Ref +8 Will +3
Weapons:
Short Sword +1 +8 1d6+1 19-20/x2
P.Strike S.Sword +1 +7 1d6+3 19-20/x2
MW Dagger +7 1d4 19-20/x2 10 feet
P.Strike MW Dagger +6 1d4+2 19-20/x2
Two Weapon Fighting +6/+5 1d6+1/1d4
Skills: (10 level)
Acrobatics (5+3+3)11
Perception (5+1+3+1)10(12 to find traps)
Disable Device (5+3+3+2+2 tools)15
Knowledge(Arcana)(5+1+3+1)10
Know(Local) (5+1+3)9
Stealth (5+3+3)11
Linguistics (1+1+3)5
Climb (5+3)8
Diplomacy (5+2+3)10
Escape Artist (5+3+3)11
Bluff (4+2+3)9
Feats: Weapon Finese,Toughness(3 HP +1 every level past 3) Two-Weapon Fighting,Pirahna Strike(-1/+2 damage with finese weapons)
Traits: Mathamatical Prodigy(Arcana +1 rank and class skill)Looking for work(+1 Perception)
Special Abilities:Sneak attack(3d6)Trapfinding(+2 to locate and disarm traps)Evasion(No damage if reflex save made against attack that does half damage on
save),Trap Sense(+1 Reflex,Dodge AC against traps),Uncanny Dodge(Cannot be caught flat-footed),Resiliancy(1/Day gain 4 temp hp for 1 minute)
Rogue Talent:Weapon Training-Short Sword9Weapon Focus)
Equipment:
Short Sword +1 (2010)
MW Dagger (301)
Leather Armor +1 (1010)
Quick Runner's Shirt (1/day swift action to take additional move action to move) (1000)
Cloak of Resistance +1 (1000)
Handy Haversack (2000)
2 Potions CMW (600)
6 Potions CLW (300)
Rogue's Kit (150)
2 Anti Toxin (100)
4 Holy Water (100)
4 Smokesticks (80)
4 Tindertwigs (4)
bedroll
belt pouch
caltrops
chalk (10)
flint and steel
grappling hook
iron pot
mess kit
mirror
pitons (10
rope
soap
MW thieves' tools
torches (10)
trail rations (5 days)
waterskin
1385 gp
Description:Elizabeth is a pale skinned woman who wears her blonde hair in a page-boy cut and has a liking to small blue hats that clash with her bland scribe outfit that was provided by the cyphermages. When out in town, she wears common shirts and pants.
Personality: Elizabeth is bitter about her effective exile from Kaer Maga and how she was never able to achieve her dream of constructing golems for her family. She does see her time in Riddleport as a chance to perhaps achieve a different sort of sucess. She only needs to figure out what.
History: Elizabeth was born in Kaer Maga as a member of the Ardoc family who are both golem crafters and a crimminal group. Being a woman ment that Elizabeth was not allowed to pursue the family craft of golem making was was furious at being denied this oppurtunity and being associated with a gang of thugs. Elizabeth did manage to learn some scraps of knowledge but without formal training, would never be able to craft golems and so on her 18th birthday, stole some funds and left Kaer Maga forever, eventually ending up in Riddleport.
Relationship to Riddleport: Elizabeth has managed to secure a job as a scribe at the Cyphermage lodge as both a source of funds and a way of being close to her love of arcane knowledge. She is always on the look for new oppurtunities to advance herself and if one presents itself, will jump at the chance.

Datura Oleander |

Okay, so I didn't get selected for the other one, so I will update him to be ready for this one.
I will be sprinkling him with Ranger levels up to the max allowed with Boon companion. I would go Hunter, except I'm really set on the Treesinger archetype (unless DM Camris would allow me to use it with hunter)
Druid 1d8 ⇒ 2= half+1 for 5
Ranger 3d10 ⇒ (8, 10, 10) = 28

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The muse got to me, and I have gotten enough stuff together that I feel comfortable presenting my submission.
Rezol Born-in-Steel, Half-orc Warpriest of Gorum
But when adolescence hit to Rezol, it was quick and brutal. In the span of a few years, he went from a green-skinned runt to a powerful young man. As ugly as his orcish forebear, and as tenacious as his human one, Born-in-Steel soon found that rather than just being raised around the teachings of the priests of the Lord in Iron, he wanted to live them. He was fifteen when he slew his first opponent in combat, and the rush has never left him. However, meaningless slaughter holds little meaning to Gorum, and to Rezol by extension. So the youth tempered his rage with discipline, prayer and orcish ritual, secluding himself and studying every last tome he could find in the halls of the temple. By the time he was in his late teens, nearly every inch of the half-orc's body was covered in self-made tattoos and scars. Even the clergy that had taken him in were impressed with his devotion and strength, and they soon began to train him in the ways of their warrior-priests.
Nearly a decade of this training honed Rezol's abilities to their peak. Fully grown, well-trained, and with stalwart devotion, he was sent from the fortress-temple to serve as a mercenary and missionary. Becoming a wandering priest, Born-in-Steel traveled all over Varisia, solving disputes, lending his blade to battle, and performing rites for armies. It was many years into this sojourn that Rezol found himself captured by Akata, and eventually "freed" by the crimelord Clegg Zincher. Born-in-Steel was quickly put to work as a sort of indentured servant, his obvious bulk and physical strength proving him a useful worker. Knowing that starting trouble would only get him killed without the glorious battle he so desired, the half-orc has minded his tongue and his actions, readying himself to be free of this situation. A child of the Lord in Iron cannot be restrained any more than the people of Golarion can stop fighting, after all...
Rezol is a unattractive, hulking half-orc man. Standing nearly a foot taller than most human men, and twice as wide, he is very much an impressive specimen. And when he dons his steel grey plate armor and tabard, he is every bit what people think of when they imagine the Lord in Iron. And just like Gorum, himself, people don't want to be anywhere near Born-in-Steel. He is loud, rambunctious and loves a good fight, even if he needs to be the person to start one. The fact that he takes after his orcish parent does not help this, nor do the ritual tattoos and scars scribed all over his body. All-in-all, Rezol is a big, ugly mountain of a man, and others give him the berth he deserves.
Born-in-Steel has amber-colored eyes and short black hair, which is generally unkempt as it is hidden underneath his full-face helmet. When not in his armor, the half-orc tends to wear simple clothing in dark colors.
In combat, Born-in-Steel seems to be someone else, entirely. He charges ahead with grim determination, cutting down all who stand in his path. He shows little remorse for his enemies, as he sees those who raise their weapons against him as willing combatants who have challenged him, and thus will strike them down with his full strength.
His current predicament has left him quiet and stymied, though he attempts to keep his frustration to himself. One gets the feeling that he might soon be reaching his limit, however.
Male Half-orc Warpriest 5
CG Medium Humanoid (Human, Orc)
Init +2; Senses Darkvision, Perception +7
--------------------
DEFENSE
--------------------
AC 21, touch 11, flat-footed 20. . (+1 Dex, +10 armor) [23 AC, 11 touch, 22 flat-footed w/ heavy steel shield]
HP 39 (5d8+10)
Fort +9, Ref +5, Will +9
--------------------
OFFENSE
--------------------
Speed 20 ft. (Heavy Armor)
Melee +1 Greatsword +10 (2d6+8/19-20/x2)
. . +1 Greatsword +8 (2d6+11/19-20/x2)
. . Cold Iron Morningstar +8 (1d8+5/20/x2) [1H]
. . Cold Iron Morningstar +7 (1d8+7/20/x2) [1H]
. . Cold Iron Morningstar +8 (1d8+7/20/x2) [2H]
. . Cold Iron Morningstar +7 (1d8+10/20/x2) [2H]
. . Dagger +8 (1d4+5/19-20/x2)
. . Dagger +7 (1d4+7/19-20/x2)
. . Gauntlet +8 (1d3+5/20/x2)
. . Gauntlet +7 (1d3+7/20/x2)
Ranged Masterwork Sling +5 (1d4+5/20/x2)
. . Dagger +4 (1d4+5/20/x2)
Special Abilities Blessings (Su) (5/day)
. . Fervor (Su) (2d6) (4/day)
. . Channel Positive Energy (Su) (2d6)
--------------------
STATISTICS
--------------------
Str 21, Dex 12, Con 14, Int 12, Wis 14, Cha 7
Base Atk +3; CMB +8; CMD 19
Feats Weapon of the Chosen, Endurance (Race), Weapon Focus (Greatsword) (Class), Improved Weapon of the Chosen, Power Attack (-1/+2) (Class), Greater Weapon of the Chosen
Traits Fate's Favored (+1 on all luck bonuses), Veteran of Battle (+1 Initiative, can draw a weapon in the surprise round as a free action)
Skills Perception 5 ranks (+7), Heal 1 rank (+6), Sense Motive 1 rank (+6), Survival 1 rank (+6), Knowledge (Engineering) 1 rank (+5), Knowledge (Religion) 1 rank (+5) Spellcraft 1 rank (+5), Climb 1 rank (+4), Swim 1 rank (+4), Diplomacy 1 rank (+2), Intimidate 1 rank (+2), Fly 0 ranks (-4), Stealth 0 ranks (-4)
Languages Common, Orcish, Abyssal
Combat Gear potion of enlarge person (3), acid (flask) (2), alchemist's fire (flask) (2), holy water (flask) (2); Other Gear 12pp 9gp 8sp 0cp, +1 full plate, heavy steel shield, cloak of resistance +1, belt of giant strength +2, +1 greatsword, cold iron morningstar, dagger (5), masterwork sling, sling bullet (20), satchel, bedroll, belt pouch, cheap holy text, crowbar, flint and steel, grappling hook iron pot, mess kit, hemp rope (50 ft.), soap, torch (10), trail rations (5 days), waterskin, wooden holy symbol of Gorum, silver holy symbol of Gorum, spell component pouch (2) (Light encumbrance)
--------------------
SPECIAL ABILITIES
--------------------
Favored Class: Warpriest (+1/6 of a Bonus Feat) x5
Half-orc Racial Traits (Sacred Tattoo and Shaman's Apprentice alternate racial traits)
Aura of Chaos (Ex)
Blessings (Su) (5/day)
. . Anarchic Strike (minor, Chaos Blessing)
. . Destructive Attacks (minor, Destruction Blessing)
Focus Weapon
Sacred Weapon (Su)
Fervor (Su) (2d6) (4/day)
Channel Positive Energy (Su) (2d6)
--------------------
SPELLS
--------------------
Warpriest (CL 5, Concentration +7)
0- [DC12] (4) create water (1), detect magic (1), guidance, light (1), mending, purify food and drink, read magic (1), resistance, spark, stabilize
1- [DC13] (5/day) abundant ammunition, ant haul, bless, comprehend languages, cure light wounds, divine favor (4), endure elements, gorum's armor, obscuring mist, protection from evil, sanctuary, shield of faith, summon monster I
2- [DC14] (3/day) bull's strength, burst of radiance, consecrate, cure moderate wounds, delay poison, ghostbane dirge, grace, hold person, instant armor, masterwork transformation, remove paralysis, resist energy, restoration, lesser (1), shatter, shield other, silence, spiritual weapon (1), summon monster II , surmount affliction

Cuàn |

HP: 4d10 ⇒ (9, 8, 7, 1) = 25
That's one below average ending up at as 9, 8, 7, 6 (just thought it was nice)
My character will be here, here name is Dahlia Golka
Still under construction, as is the profile.
She's a female Dwarf from Janderhoff who has spent several years working on her people's relations with the Shoanti. She moved to Riddleport after her superiors insisted she was getting too close with the Shoanti and that it would harm their relations with Korvosa.
Mechanically she'll use Slashing Grace with a Dwarven Waraxe to cleave skulls while moving around combat. Outside of combat she's quite a smooth talker, especially for a Dwarf, and very inquisitive.

Tilnar |

I've got two possibilities that I'd be happy to submit/play.
(Well, really, with all the poor orphan characters I've had from other camapaigns, more than two -- but two ideas for Second Darkness, specifically...)
The first is a Sylph Investigator (Empiricist) that I'd created for another Second Darkness that wasn't selected. He's born of a human sorceress mother and largely wandered Varisia (spending some time with a Sczarni caravan) named Zephram Taranis
The second was the other character I wanted to make for that game -- which would be a half-elven with some drow blood (alternate racial traits) Gunslinger (Bolt Ace) [because I don't love firearms, but like the mentality and deeds of a sharpshooter-type -- and also, figure using hand crossbows would be pretty nifty..] Haven't made the character yet.

Me'mori |

I hear you. That's a bit of an issue for me. The formative parts of the character aren't falling into place, the memories, the accomplishments.. I'm thinking of-- in the event I join a game with higher levels-- having an accomplishment list for every level past one.
For instance:
[hit die roll]
[skill points allocated]
• Diplomacy: Moderated argument with inkeeper, failed to be a positive influence
• Intimidate: Sucessfully defused fight via intimidation
• Knowledge(X): Continued pursuit of knowledge
• Swim: Fell off of boat during fight, managed to reach the riverbank
• Survival: Had to find way to the nearest town, lost the road in the dark
and so on. Thoughts?

DM-Camris |

My apologies to all for the late reply, especially to Datura, who had several questions before he withdrew.
Here are the characters and concepts so far:
sarpadian (multi-classed monk-ninja who uses Bewildering Koan and poisons) - Concept
DoubleGold (two-handed weapon ranger)- Concept
Manny Goblin “Elizabeth Ardoc” (Human Rogue) – Full character MannyGoblin
Cuan “Dahlia Golka” (Dwarven Swashbuckler using a Dwarven Waraxe) – Partial Character
Seranov “Rezol Born-in-Steel” (Half-orc Warpriest of Gorum) – Full character
Tilnar “Zephram Taranis” (Sylph Investigator (Empiricist)) – Full Character
Tilnar (half-elven with some drow blood (alternate racial traits) Gunslinger (Bolt Ace))- Concept
ShadowyFox (Unknown Bloodrager)-- Concept
TheCarrionCrawler (no concept) -- Without at least a concept, we can't accept you going forward.
==================================
Everybody who has not submitted a full character/background, please do so now. Bonus if you get the full mechanical build in as well.
We'll give everyone tomorrow and Monday to get everything solidified, and make final selections Monday evening.
We'll be selecting three of the finalists (MAYBE four), so good luck everybody! We already see some sweet candidates and I know you'll all make it tough to settle on only three.

Tilnar |

I've statted out the Gunslinger to level 5 in my catch-all alias -- I'll build an alias if selected. Sadly, part of my character concept failed -- the drow magic racial trait doesn't let me also take ancestral arms (and thus, no hand crossbow). Still, I'm pretty happy with it, I think. Never actually played a Gunslinger as I'm not fond of firewarms).
Anyhow -- the crunch is done -- I'll have description/backstory up tomorrow (about to head off to Thanksgiving dinner at the inlaws.)
In terms of the investigator -- he still needs to gain 4 levels, but that shouldn't take too long.

Cuàn |

Here is Dahlia once more. Only gearing still needs to be done but I'm fixing that now.
While her initial training went very well things started to shift when she was taken along to negotiate trade deals and ensure the peace amongst Janderhoff's many trade partners. When she met the Shoanti of the Sklar-Quah it was love at first sight. Not so much with any of the tribesmen as with their culture. Theirs was one battle, courage and strength, an enormous contrast with the endless pushing for peace she was taught.
It wasn't long before Janderhoff's main trade partner, Korvosa, caught wind of one of the magistrates having a fondness for the barbarian Shoanti and they demanded Dahlia would be relieved from her duty immediately. Her superiors did as asked, not wanting to damage their relationship and Dahlia was relieved from her duty. Outraged by her kin's eagerness to please the Chelish invaders she left Janderhoff to join the Shoanti.
Life among the Shoanti however was not as nice and good as she thought it would be. The Storval Plateau was a harsh environment and only the strong survived and while her Dwarven fortitude got her a long way her short legs did get her into trouble on a regular basis. After several years among the clan she got tired of it, deciding this was not the life for a Dwarf, and left, heading west and further away from her ancestral home.
She left the Storval Plateau and travelled west via the many small towns and villages that dot the landscape, staying a week at some and up to half a year at others. She'd do various jobs ranging from waitress to rat catcher to carpenter in order to make some money.
Eventually she ended up in a town called Roderic's Cove where she decided she could make a home for herself as a bounty hunter and harbor guard. She was quite successful in her pursuits and this quickly earned her the enmity of several crime lords from Riddleport while both their competitors and honest merchants started to seek her service.
A few weeks ago she received a letter from a merchant who wanted to meet her at the docks of Riddleport. While normally she would not have gone, expecting a trap, she had worked for the man before and had met him on several occasions. He had always been friendly and he paid well. Little did she know that he had since fallen under control of one of the crime lords who wanted her hide and through him they lured her to the city.
Realising she had walked into a trap just before it could be sprung Dahlia rushed away and into the city's many alleys, her attackers hot on her heels. While frantically searching for a place to hide she was approached by another Dwarf. He represented one of the crime lords who had attempted to hire her before but whom she had turned down. He offered her a way out of her predicament but in return she'd have to work for his boss for a whole year. She agreed, valuing her life over just a year of it.
As soon as she agreed the Dwarf pushed her through the hidden door behind her and together they fled to the docks where she was loaded on a barge in the direction of her new boss's hidden fortress.

DM-Camris |

First I would like to thank everyone who expressed interest in our game. I am grateful for the effort you all made to join and I hope you'll stick with us in the future.
Second Darkness is a rare bird amongst the campaigns, especially past the first book and I hope we'll do it justice.
====================================================
That said, I would like to invite to our game:
“Elizabeth Ardoc” (Human Rogue) – [MannyGoblin]
“Dahlia Golka” (Dwarven Swashbuckler) - [Cuan]
“Rezol Born-in-Steel” (Half-orc Warpriest of Gorum) - [Seranov]
“Zephram Taranis” (Sylph Investigator (Empiricist)) - [Tilnar]
Congratulations to all!
Now, everybody complete your builds if you haven't already and report to the Discussion board. We'll see about your game entry there.