Aeshuura wrote:
Thank you for that idea! :) If you (or anyone else) has any more inspiration, then I'm all ears. (Or is it "all eyes" when it's in a text forum?)
Aeshuura wrote:
For your information, here's a wall of text. :) Road to Destiny spoiler (paraphrased a bit):
"Shirota, a member of the Amatatsu family, thought it prudent to submit and yield to the oni of the Five Storms rather than face certain destruction. His dark masters tasked him to spy on his own family and alert them of any sudden changes. When Shirota attempted to warn the oni of his family’s flight, he was caught by his family. Shamed before his kin, he was disowned and dishonoured — no longer even recognised by his family’s own mystic Seal. Shirota became enraged to the point of madness and attempted to murder his former family’s patriarch. He was instead cut down by a trusted bodyguard as the clan fled in the night. With no time for a proper burial, Shirota was left to rot. When the oni of the Five Storms came upon the abandoned estate, they found Shirota’s unburied corpse. There they performed foul rituals and Shirota arose to serve them once more, now as a vampire, a jiang-shi, a stealer of breath and chi.
The oni pursued the surviving family over the top of the world, and Shirota went with them. Whereas the oni focused their divinations upon the location of the family Seal and the general trajectory of the Amatatsu family's flight, Shirota sought them throughout time itself. Symbols, signs, and portents “speak” to a jiang-shi in ways now other being can comprehend. The slightest patterns and coincidences, from tea leaves, the migration of birds, broken crockery, to morning dew on a spider web speaks the secret language of universe to a jiang-shi, and in this way the vampire communes with the cosmos. To the obsessive Shirota, creation is riddled with hidden messages in every day events that only he can decode and interpret. Once the surviving family changed their name and went into hiding, the oni of the Five Storms lost their trail. Shirota harnessed his peculiar oracular gifts in order to see his way around the problem. The signs which he alone could fathom led him to an impossible conclusion: he could only cross paths with an Imperial Heir after his son did so. This represented a paradox because Shirota had died childless. Unlike the vampires of the West, a jiangshi’s internal organs rot away upon their fell rebirth and all their mortal lusts are replaced with an all-consuming obsession with the circumstances of their undeath. Yet a jiang-shi rarely questions the signs that haunt their daily existence. If the signs dictated a way, then Shirota would follow them, however impossible the way seemed. With foul sorcery, he possessed the body of a Viking reaver. With his cold intelligence and the reaver’s warm living body, the vampire sired two fraternal twin sons. Neither boy shared his blood but both were tainted by his undead curse." So the JR heroes run into Shirota's offspring and defeat/kill/destroy them. When the first one, Ranulfr, dies (shortly before they reach Brinewall), the following happens: "Far across the world, Shirota, Ranulfr’s 'true father' senses the death of his oldest son. Ranulfr’s eyes shine with an eerie light and his lifeless lips part to permit a sepulchral voice to be heard. 'So it was foretold,' the voice intones in the Far Eastern tongue, 'so it has come to pass!' Ranulfr’s corpse moves slightly, his head lolling on his neck unnaturally so the corpse can regard the PCs. The voice then speaks in perfect Common. 'My first son is dead. If she hasn’t already, the Kinslayer’s Heir shall soon discover the past. On that day my second son’s heart shall beat its last, but still you must defeat him battle! Only then shall I be unbound by the chains of fate. You have my gratitude, both now and for the day when you bring the Heir to me at long last.' With that, Ranulfr’s corpse shudders with an unwholesome laugh before it becomes still." Shirota is statted up in the appendix as a human jiang-shi sorcerer (destined bloodline) 11 (CR 12). Further information is as follows: "Ranulfr’s (the eldest son) obsession is inherited from Shirota, and is a facet of what it is to become a jiang-shi. The vampire’s motivation is revenge for his murder at the hands of his family (after he sought to betray them), but this goes deeper than surface thoughts and feelings. Shirota’s very undead existence bound up in this obsession. Were he to be free of it his soul might move on, or he might be finally liberated to a contemplative existence unfettered by the past. Shirota places himself somewhere where he anticipates that the PCs will pass through on the way to Minkai. His desire to prove his superiority over those who have questioned him, including some of the oni of the Five Storms, provides motivation for his acting alone or with minions loyal only to himself. There is no special game mechanic for the jiang-shi’s unique form of divination, but the GM should feel comfortable granting him some measure of “meta-game” information in regards to the party’s location — strictly for the purpose of creating future adventures and encounters (and not to acquire specific insights used to defeat the party). Shirota appears to be a Medium sized human with pale skin bordering on cyanosis. His physical form remains unchanged since the day he was raised from a corpse four days dead. His hair and mustache are jet black, pulled into a ponytail and waxed. A small prayer scroll is nailed to his forehead and dangles between his eyes. He dresses in an exquisite robe which buttons down the front and wears a black velvet cap with a round knob at the top. Like all jiang-shi he moves by means of swift but short hops." Anyway, I'm open to suggestions! :)
(My players should not read this!) I used the "Road to Destiny" adventure plug-in from Legendary Games as a filler for the caraven trip between Sandpoint and Brinewall Castle in Book 1. The party was successful in killing the plug-in adventure's main villain, Ranulfr, and his "father" made a dramatic death monologue as was scripted. That means that I have to find a place for Shirota somewhere in Books 4-6 of the JR AP. My question for other JR GMs who have used this plug-in: how did you use Shirota? Where did you put him, did he have any minions or henchmen, was he helping any of the JR villains (maybe a weak one whose encounter needs beefing up), etc.? Thank you in advance for any inspiration. :)
Am I the only GM who has noticed the problem with Asvig's two Potions of Divine Favour (one of which he drinks on the first round of combat according to his Tactics section)? Divine Favour is a Personal target spell and those cannot be made into potions. Did anyone substitute other potions or items in place of these two illegal/impossible ones?
James Jacobs wrote:
Okay, that makes more sense than the way which I parsed the sentence originally as meaning that "... some elves have adapted to the tastes of other cultures and happily indulge ... to the point of becoming spreads"! I was visualising over-weight gourmet/gourmand elves at that point. Pea purée and mashed potatoes make a lot more sense. :D
Saedar wrote:
Thank you for the quick reply! :) I recognise almost none of the creatures listed under that Arboreal link, but from the looks of the names it's some sort of plant-based language. ("Entish" or "Plant", maybe?) That's actually a really good idea.
I just downloaded the Player's Guide for Spore War. It's an interesting read (especially since Kyonin and elven society in general seem to have been more or less ignored in PF1 APs since the SD disaster). But I do have some questions about the SW PG ... One is about the following sentence in the section about elven cuisine: "Nevertheless, even an overcooked meal won’t be wasted, as some elves have adapted to the tastes of other cultures and happily indulge in a medium rare steak or vegetables steamed to the point of becoming spreads." Is "spread" some new slang word or did some form of typo creep in there? Also, I need a PF2/PFR to PF1 translation guide. What are "aiuvarins" and "dromaars"? Are "nephilim" the new planetouched? Is "Chthonian" the new Abyssal? Who are the native speakers of "Arboreal"? The map ... The Shoreline Road/A4 issue has already been mentioned by other commenters ("east and south" whereas on the map it's clearly going west instead). Some sizable buildings haven't been labelled. While some of that might be due to them being privates homes and/or not AP-relevant, there is one huge complex at the southwestern corner which looks like it should have been labelled. It rivals A2 in size and anyone - like a player - looking at the map will ask what's at that location.
Does anyone have any suggestions for how a Bard character could deal with having a Silence effect dropped on them? Obviously, if the Silence effect is stationary and the Bard can move, then there's option of moving away from the effect (if possible). And if the Silence effect is on a mobile object, then there's the option of moving the object away from the Bard instead (if possible). But other than that ... Any good tips on useful feats, spells, magic items, bardic masterpieces, archetypes, etc.?
Strife2002 wrote:
Posting this analysis/comparison is truly a good deed! :)
This has been a helpful - if short! :) - thread for me. My own players have basically finished the "Mantis and Maiden" section in Book 4 and I'm facing a similar conundrum with what they did. Their characters killed a number of key personnel (one by accident), and rescued not only Marcus but also all the Grey Maiden recruits-to-be, plus they took some prisoners. They also made off with any documents which they could find. They even grabbed all the dead bodies that they they stuff into a Bag of Holding (mainly in the interest of getting away quickly; it takes time to strip that expensive magical full plate armour off a dead body). So they now have some proof of the indoctrination conditions (eye-witness accounts from the rescued victims, what the group saw with their own eyes, and the paperwork trail too). They also have some unconscious GrMs*, including Tisharue. Tish will not be an easy nut to crack when it comes to rehabilitation. She is listed as LE, and her stat block makes it clear that she's in it for the power. And as a Forlorn elf, she's messed up anyway. (Alas, my players seem to be allergic to playing elves in Golarion, so they - both in and out of character - have no idea about Forlorn elves. Even after meeting Laori Vaus! :o [So many failed Knowledge (Local) checks by a dwarf, half-orc, and two halflings! :D ].) So I'm thinking that the best that they can do with Tish is to ask Cressida to drop her into the deepest, darkest jail cell at Citadel Volshyenek, and deal with her later. The rescued GrM recruits decided en masse that it would be safer for them if they just fled Korvosan territory. That way, they couldn't be "re-acquired" and they wouldn't be putting their families at risk for sheltering them. (At least until Ileosa and her GrMs are no longer a threat.) But what about the rest of the GrM guards taken as prisoners? While getting Cressida to jail them too might be a short term solution, there's less justification for that than in Tish's case. Theoretically, they could be "cured"/de-programmed. I'm now considering working a new clause into Ileosa's contract, one which exerts some sort of control over the rank and file GrMs. * I used the "GM" abbreviation originally, but then realised that it could be misunderstood in a standard RPG context. Which is why I changed it to "GrM" instead. :)
AwesomenessDog wrote:
When you say that "they snowballed maybe a little harder than necessary" in the late game, do you mean that they would have run into difficulties were it not for the cohorts?
This has been extremely informative reading, both the original review post(s) and the comments afterwards. I will definitely try to keep all of this in mind for my own JR campaign. In my campaign, the caravan has just reached Kalsgaard. The party is finding the various investigations hard going, as there is no dedicated "face" character amongst the PCs and only two of them speak Skald. (Despite me dropping hints at their last level-up. :( )
I'm currently GMing a group of four players through the JR AP. They've just started Book 2 (and have managed to survive the ambush by Asvig's thugs at the bridge). We've got a human Fighter (sword and board) with abysmal social skills, another human Fighter (trip specialist) with almost equally abysmal social skills, an elven Arcanist, and a human Witch (summoning specialist). No one's exactly the party's "face" so far. Based on our experiences with Book 1 and early Book 2 plus advice from the sub-forum here, I've decided to ditch most of the caravan combat rules. (Some caravan encounters might be converted into regular encounters.) Instead, I have added (or will do so) the three JR-focused adventure plug-ins from Legendary Games: "The Road to Destiny", "The Baleful Coven", and "Under Frozen Stars". Possibly also some Kaidan material from Rite Publishing (e.g., "Autumn Moon Bath House"*). * I used to have that adventure/location as a PDF, but maybe it was on a previous computer because I cannot find it now. :(
John Mechalas wrote:
Thank you for that link and the insightful review of the AP! I'll bring some of those points to my players the next time that we play and offer them a free re-build of the caravan.
Part of the reason for L 2 "dragging on" for my four players is that I'd inserted the "On the Road to Destiny" Plug-In adventure between Sandpoint and Brinewall. I'd wanted something to liven up the long trip up north to Brinewall and I'd heard that the caravan encounters in the AP were woefully unbalanced. So my party will be going through all three JR Plug-Ins, plus possibly one or two more in Minkai. (I think that I have somewhere a short adventure taking place in a haunted bathhouse.) All of which makes me wonder what I can do to fix those in-book caravan encounters. I'm terrible at math (... why am I the GM?!? ...), and the comments in the Plug-In about changing the caravan encounter math only confused me. Possibly because the caravan rules didn't quite make sense to me in the first place. :)
Thank you both for your swift answers! Yeah, the Frozen Shadow archetype didn't exactly bowl me over either, but I was wondering if I was overlooking something. It would be more relevant/useful if any of the FS Ninjas survived and decided to track down the party to take revenge. My players have just fought off Asvig's thugs at the bridge, so I'm trying to look ahead to Kalsgaard and manage expectations (mine and theirs) as to when they will be levelling. (The running joke during Book 1 was that their characters would be forever stuck at level 2 and if they ever did level, they'd skip level 3 and go directly to level 4. :D )
(Hmmm. It doesn't look like anyone is checking this particular thread anymore. But I'll still try to get answers to my questions, both old and new.) 1. Frozen Shadow archetype for Ninjas (from Inner Sea Intrigue): has anyone used them in this adventure? If so, how did well did they work? 2. The levelling advice at the front of the book is too vague! I level my players' characters when they reach certain benchmarks, so I haven't been tracking how much XP they've been gaining from each encounter. Going from "The PCs begin this adventure at 4th level" to "By the time the PCs enter the hold of Ravenscraeg, they should be well into 5th level" is not good enough. When do parties normally hit L 5 in this adventure?
Solomani wrote:
I know that this is more than a month later, but I thought that I'd share one important thing which I've learned about underlevelled characters: their saving throws are their weakest points. They should be looting/buying/crafting Cloaks of Resistance and anything else which helps them to make their saves. In general, a larger but underlevelled party - in comparison to a typical four-person party with the correct levels - has the action economy on their side, a different distribution of hit points (the overall hit point pool is probably bigger), are less likely to complete their attacks (due to lower BAB or DCs on their abilities), and are more likely to fail their saving throws. And that last bit is the worst, particularly in "save or die" situations.
Magic Butterfly wrote:
I love this idea! :D
Aksess wrote:
Other posters have already mentioned things like bracing and the clay golem's haste ability. But what many people forget is that it is possible to take two Climb skill checks per round. A Climb skill check is a move action. Anyone can take two move actions per round instead of a move action and a standard action (or just a single full round action). So a clay golem could climb 10 feet per round normally or 20' per round if hasted.
I'm seeking advice on two different issues/questions which I have about this book (CotCT RE). The first (and simple) one is about the Trial of the Totem(s): am I right in thinking that allowing a totem to fall down briefly is not an automatic failure unless the PCs don't manage to raise it immediately or even the next turn? The second one is more complicated, as it's about the timing for the raid on the GM headquarters. Basically: when should I run it? My players' PCs are approaching the end of their second-last "fetch/do quest" encounter; they've killed the red reaver at the House of the Moon and are about to meet Akram. Because they chose to do the quests in an odd order, all that they have left is to present some monster trophies (plus maybe acquire one or two more) and then go to Flameford. They don't have the minimum number of required Respect Points yet, but they do have the option of getting the rest at Flameford. There are four PCs and they're at character level 11. The GM HQ raid is generally scheduled for character level 12, but I use benchmark levelling, not XP-based levelling. As soon as they agree to do the Trial of the Totem, they'll be locked into a progression: totem trial, attack on Flameford, return of the shaman and the last scene (information, song, and Zellara's harrowing for the start of Book 5). So, should I send them back to Korvosa now, before Akran arrives and they all go to Flameford? That, at least, would prevent them from rudely leaving Flameford just as the shaman returns to give them the information which they want. Or should I have the shaman delay his return after the attack on Flameford ("communing with the ancestors will take a week") and let the party teleport back to Korvosa, attack the GM HQ, and return in time for the shaman's return and the information/ceremony/harrowing? ... Hmmm. I might have answered my own second question there, but I'm curious about any insights from others who've run the RE version of this chapter. And I still need to figure out the answer to the "dropped" totem question. :)
I'm very much part of the market segment which got tired of dropping tons of cash on new rulebooks, sourcebooks, and HeroLab/other apps every time the system changed. That's why I didn't move on to 4e, 5e, or PF2. (I've been playing since the mid-'80s. While my first box set was Basic's Red Box, my first played game system was AD&D 1e.) HeroLab is a great blessing. I happily left 1e and 2e behind because there were so many odd, arbitrary constraints. No female elf with a natural Strength of more than 16 - in a system where the ability scores usually produced the first bonuses at 15? Species who had glass ceilings placed on their character advancement beyond a certain arbitrary level (or were not even allowed to play a certain class combination)? Irritating ability score requirements for so many interesting classes (even though 1e's UA made it easier to get around that)? 3.x/PF gave me lots of material on my two favourite game settings: FR and Golarion. My only complaint for 3.x was their "boutique cosmology". I wanted a full-fledged Planescape and a slightly more rational Spelljammer to join all the settings together, so that my players' PCs could visit wild and wonderful worlds while still remaining in the same cosmology. Also: they forgot to include the Con penalty when they ported the aasimar species into 3.x. (Long live home-brew variants on published settings!)
JoelF847 wrote:
Argh! I love that song (the full version), but it was a true ear-worm which took a long, long time to get out of my brain the first time around! Will I survive a second exposure? :D
Name of PC: Beanie Gillian
Beanie, who suffers from the Short-Attention Span flaw, was eager to leave the lower level so she was first up the lift shaft. That meant that she was the one who ran into the ambush which the RMA had set up around the top of the shaft. Four sneak attacks later, she was just a floating bundle of rags, dripping blood back down the shaft. The RMA didn't have long to celebrate their victory however, as the rest of the party then boiled up the shaft and took their revenge - the noise of which woke up the havero tentacles. Beanie's player got to run Krojun and his groupies until the next day, when the Sarenrite cleric raised her from the dead.
This coming month I'll be changing both internet providers and the method that's being used to provide it. If all goes well, there should be not be any interruption in service. But if the companies involved do muck things up (and I'm a pessimist based on their previous track record), then there might be a disruption in my ability to keep track of things here. Therefore: my apologies for any inconvenience which might be caused during the process. And if a combat breaks out while I'm unvailable on-line, then the GM has my permission to use Kel as a temporary NPC. (Her focus will be on protecting the party and taking down bad guys/gals.) :)
James Jacobs wrote:
Bellona wrote:
James Jacobs wrote:
It's a pity that the rule set-driven lore changes can't be shared in a central location. As a casual (and older) user of the Paizo website who doesn't haunt whatever "various sites" had that information, that makes it even harder for me to connect with the new vision of Golarion. As it stands, I have so many PF1 APs that I'll just stick with them and their version of Golarion.
James Jacobs wrote:
Have the contents (or a summary) of that article appeared anywhere else since, as a Paizo blog post for example?
James Jacobs wrote:
An intellect devourer? Or something else?
In general, when the party gets to the final combat in Book 6, I think that Ileosa's biggest spellcaster foes in party will be the Bard/Harrower and the Witch (who loves using her long-hair hex and halfling jinxes). Does anyone have any good advice on how to script the BBEG's side of the combat? I've never played a Bard myself, let alone run one as the BBEG, and most of my players are very much into optimization. Among other things, I'm thinking of letting her have some asura help as I've houseruled that their immunity to curses extends to hexes and halfling jinxes.
AwesomenessDog wrote:
Thank you for those stats! One question: what is "EitR"? I'm drawing a blank on that abbreviation. (Or maybe it's just too late in the evening for me.)
CaelibDarkstone wrote:
The stand-alone module is set before WotR. It could serve as a short introduction to the Worldwound borders and the issues with them, but it doesn't fit into the AP itself. You could run it as is with one set of characters, then start the AP with a new set of characters. Also, IIRC, some Worldwound facts were changed between the module (3.5 Golarion) and WotR (PF1 Golarion).
AwesomenessDog wrote:
I would be interested in seeing that build (assuming that it's for PF1).
CorvusMask wrote:
When asked, my advice for running SD has always been to treat it as two different APs. The first one is Riddleport-centric (books 1-2) and the second one is elf-centric (books 3-6). Players should make new, level 7 characters for the "second AP", ones with different motivations than the campaign traits found in the DS Player's Guide. In my opinion, that should get rid of most of the cognitive dissonance between those two sections. As for the plot/railroad in the "second AP" ... that requires both some GM re-writing and some knowledge of what one's players are ready to accept. It can be done, but it will take some work. SD also suffers from being one of the APs where Paizo experimented with not including enough XP in the main adventure. They did include small side-treks in the "back matter", but it is annoying to deal with nonetheless. This does make me wonder if there is a suitable stand-alone adventure which could be substituted for the worst parts of book 5 ... I must go looking through my shelf of modules ...
ptrst wrote:
At (or near) the end of the first book, there's a one-page summary of the AP's overarching plot (on a book by book basis). Whether or not it mentions names/other information which needs to be reinforced/seeded/name-dropped earlier on, is something that I can't answer. (I'm AFB right now.)
Rob Smith 74 wrote:
Try this thread. As always, the more recent posts likely have the more up-to-date links. About Nicholas Aevell-ShiraiNicholas Aevell-Shirai
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Full Round Attack
Special Attacks
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Bard Abilities
Traits
The Story of a Lost Son:
He had a mother, once. A young woman who was kind and happy. She served drinks at a bar. Everyone knew her name and everyone was happy around her. Her uplifting smile was second only to her angelic voice and her flowing dance. When he was born it was said her smile had never been brighter. No matter how hard it got in this oasis town in the harsh deserts she never stopped smiling and singing and dancing. It is unfortunate that Nicholas does not recall one wit of this. His mother died when he was young, too young to remember. His first memory is not of a smile or a song but of the bleak reality of the orphanage where he lived. Or rather... a conversation he overheard when he was left there. There were few children here. The town was a peaceful place. Accidents that happened normally left children with a single parent or friends or neighbors. Despite having friends and neighbors both, none took in Nicholas, and so he was brought here. He remembered staring out a window wondering where he was. Confused, he looked for a familiar face, and saw two. One, the old priest on the hill and the second the owner of the bar where his mother worked. Not that Nicholas knew at the time who they were other then friendly. They weren't so friendly this time though. They were huddled together. Nicholas moved closer, curious to hear what they were saying. 'Tis a shame that... to die so young...' The Priest said, his head hung low. 'Is it true?' The bar owner demanded, 'Have they still not caught the monster who did it?' 'Yes... it is true... Her killer runs free to this day. If only the boys father were here. He might have been able to do something.' 'That deadbeat probably doesn't even know he has a son.' At the time, Nicholas did not understand. All he knew was that he was lonely and wanted his mother. He walked forward and asked where she was. The two adults turned away, their faces filled with shame. For two years Nicholas stayed at that church, at that orphanage. The single priest who took care of it, a man of Sarenrae, did his best to teach and care for the boy. But there was something missing and the longer it stayed missing the more it hurt. It wasn't until She came that he knew what it was. She was older, grey haired and stone faced. She came to the church and spoke to the priest. At first they argued. Nicholas had long learned to respect the older mans privacy. Naturally, he was close by listening as soon as possible. Unfortunately the conversation was over by the time he had snuck into position. Then the woman marched right toward where he hid. 'I am your grandmother. I am here to take you.' Family? Nicholas hadn't know he had any left. The idea scared him but also excited him. He went along willingly, though at his age it was not like he had a choice. The last thing he saw was the man who had spent the last two years caring for him mournfully waving at him. At the time Nicholas did not understand but he learned quickly. She was taking him away from the town, to the edge of the deserts! They traveled long and hard and by the end of it Nicholas had never been so fit nor so tired. It was only the beginning though. When they arrived at their destination, Nicholas was immediately put to work. Hard work. At first he complained but he learned quickly what that got him. More weeks passed and each day Nicholas felt worse then the last... Until he didn't. The lifting, carrying, pushing and pulling had slowly but surely built muscle upon his young body. When the tasks set before him stopped hurting, when the physical exertion was almost fun, that was when things got worse again. He went from labor to training. He was taught to move silently, taught to fight with any number of blades and even taught some small magics. It wasn't until a year had pass, exactly, that an explanation was offered. Nicholas was a hero. He had been born of a great man and he would go on to do great things. He needed to learn, to be prepared, because the mission ahead of him would be hard and harsh and bloody. Nicholas, who had only ever heard of his father in whispered, harsh words, who could not recall even his mothers smile, drank in this story from his Grandmother like a boy dying of thirst. What was his mission he asked? For a long while his Grandmother remained silent, as if weighing whether to tell him. Finally she said in a low voice, a whisper that feared being over heard, 'Your mission is both grand and personal. You must find the one who killed your mother, who has done great harm to others, who yet pretends to be a hero...' 'You must find Connac Aevell... and you must kill him.' Knowing the truth made it easier. He saw to it that his Grandmother never regretted telling him. What had been desperate attempts at trying to survive the training before became unbridled focus and determination. He no longer learned, he became. Every lesson taught was something he absorbed and in time, in time, he grew. There was even a time, on a night he could not recall, that his Grandmother performed magic on him. The spell or ritual or what have you was painful, to say the least. It burned a mark into his forehead. It was more then a mark though. If he concentrated he realized he gained clearer insight into his opponent, allowing him to better predict what they would do. Opening it was tiring but invaluable in battle and he learned to see through this eye as well as his other two. The day came on the eve of his thirteenth birthday. Connac Aevell had been found. He needed to go there, needed to take the mans life. His Grandmother did not wish him luck or well but she did not need too. She gifted him supplies and that was all he needed from her to know that she wanted his success. Nicholas set off toward the distant town. For the first time in his life he left the desert. It was during this journey that he began to realize just how strange he was. Not just his darker skin, which stood out amongst the many paler folk of the forests and plains, but his skill as well. As he moved he did some good deeds along the way. If his Grandmother were there to ask he would have told her it was to stay in practice but in truth he simply liked helping people. His journey came to an end all too soon though. He found where Connac was and proceeded to study the mans every movement. He waited in the shadows until the right moment to strike. He planned out of his every move, including how to escape. He lay in wait... and then he struck! Only to be rebuffed. The man moved with speed Nicholas could not match, diving aside and drawing his own blade in response. The moment was gone but the mission was still on so Nicholas pressed silently. Connac did not remain silent though. 'Who are you? You seem familiar.' He called, receiving no answer. "A bit young to be an assassin don't you think?' Nicholas' only reply was a blade to the man's heart, which was parried with some skill. The bard tried again and again and though his pleas sounded earnest the young man refused to give in. His Grandmother had told him the truth, told him that Connac was a liar and a deceiver that could not be trusted. Nicholas was losing though. He needed to make an opening. His mind came up with a way and he charged, yelling out for the first time, 'For Riya Shirai! For my mother!' Whether or not Connac recognized the name was uncertain but the man was clearly stunned by the shout. His blade was already in place to parry a strike from the side and so in his surprised state he failed to move in time to stop the dagger to his gut. That was when Nicholas acted, shifting out of the visible range. It was only for a moment but in that moment the young man was able to reposition himself without the Connac being able to counter. It meant Nicholas impaling himself on the blade but if it meant the death of such a wicked man then it would be worth his own life. He felt the pain and felt his bloody leave him. He did not feel himself fall, though. One moment he was standing, smiling, and the next he was on the ground bleeding to death. Connac had let go of his sword. He could feel it still in his gut. It hurt to move. It hurt to breathe. The pain was all he could feel as he started to drift away. And then... and then... And then the pain receded. Was he dying? Probably. Why else would the pain ebb? Nicholas did not fight it. He let himself be pulled into the painless void... Only to find that it was not a void, not devoid of sensation. He still felt pain, still felt exhaustion, but it was simply less. Nicholas fought to open his eyes, fought to discover who was saving him. Had his Grandmother found him? Was it... His eyes opened. The sun hurt but he ignored the light stabbing into his eyes and tried to focus on the silhouette hovering over him. Who? Who could it... Connac? Connac Aevell? Indeed it was. The finely dressed man loomed over him, his expression full of horror and worry. His hand was pressed down into Nicholas' side and it glowed with a gentle, bright light. 'Come on now kid, don't die on me. There's no way in hells I'm going to let Shirai's kid die...' Nicholas lost consciousness then. It was hard to say if it was the confusion of being saved by the man he had come to kill or simply the pain he was in but either way he was gone. When he awoke, it was to a familiar place, though only thanks to his weeks of studying Connac. The mans home. He was in a guest bed, wearing simple garb. His weapons were no where to be seen but he was not chained or restrained in anyway. Tentatively he made his way out of the room and down the stairs. There, drinking what smelled like some strong ale, was Connac. He looked up and the mix of emotions on his face was hard to read. Finally he settled on a polite smile. 'Welcome back. You look... well you look like you recently impaled yourself on a sword but I'm sure you'll bounce right back soon enough.' 'I... I don't understand.' 'Sit. We... need to talk.' And so Nicholas sat. And so Connac explained what he knew. Years ago, thirteen years ago in fact, he was in a desert with a group of friends. They were resting then. Their journey had been hard thus far. Or at least Connac assumed they were. As drunk as he tried to be it was hard to recall. It was there, during one of his nightly binges, that he met a woman with a voice that surpassed his own and a dance that could at least match his skills. The courtship was brief, fun and happy, but in the end he had to go. After... after defeating the Red Priest of Windswept Wastes, the heart of the harsh desert lands, he sought out the town where he had been in the hopes of finding her. Instead he found the town covered in sand, ruined by a sandstorm. Assuming the worst he left. But he never forgot her. Never forgot Riya Shirai. Nicholas sat across the table fuming. He wanted to grab a piece of silverware and jump at the man. The only thing preventing him was the knowledge that his wounds would open again. Connac did not miss the anger and doubt and with a smile did the one thing he could think of to prove his story. From the air itself he called fourth an image of a woman, a dark skinned woman with a smile like the sun. Nicholas froze as the image turned to him and began singing. He had forgotten. How could he have ever forgotten? When the song came to an end Nicholas was crying. Connac slid a cup across the table. 'I'm sorry... son.' Present Day It's been five years since Nicholas and Connac's fateful encounter. In that time the young boy grew into a fine man. Not a day went by after his recovery that he did not train with Connac. The knowledge that someone out there wanted his father dead and would now want him dead too was a constant source of motivation. The fact that Connac even dispelled another lie, saying that Shirai herself had been an orphan, only fed the young mans determination to not be caught unaware. Strangely enough Connac refused to act, at least at first. His son was here now, he said, and he was not going to make the same mistake twice. When Nicholas was old enough they would find this person together. Only... only the day they were ready to set out, the day that Nicholas turned eighteen, a shadowy figure took his fathers life. Helpless, Nicholas could only watch in horror as Connac bled out in his arms. The mans final request was heard. Nicholas knew what he had to do. Find the Band of the Black Banner. Get them back together. With their help, Nicholas would surely find the one who killed his father. Personality
Physically
His fight with his father left him weak for many months after. Despite training for years since the encounter it could be said that the young man is, in some ways, more fragile then he was before. He is definitely more susceptible to physical ailment. That said, his lean form has only grown harder from intense training to compensate. Currently he wears a pair of simple breeches, an open collared white shirt, and a blue sash around his forehead. On either hip appear to be long daggers sheathed in rough leather. In battle the daggers are drawn and the sash tied around an arm instead. Moving the sash reveals a mark on his forehead, a tattoo of an eye that, strangely enough, opens into an actual third eye. This secret is kept hidden otherwise for it brings ill omens and unsettles those who look upon it. |