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Starfinder Adventure Path #1: DEAD SUNS; Incident at Absalom Station.
First time GM for Starfinder, so let’s keep it simple. I’ll be reading the GM sections for the first time, so there’ll be a learning curve
You are going to start on a shuttle coming into Absalom Station, there to meet a dwarf named Duravor Kreel about joining the Pathfinder Society.
This Discussion is continued from the previous Chapter DM-CAMRIS' SKULL & SHACKLES Chapter 0:MURDER ABOARD THE THROATY MERMAID Discussion.
This story is a continuation from the previous adventure: SKULL & SHACKLES Chapter 0: MURDER aboard the THROATY MERMAID Our story so far:
A couple of replacement slots have opened up in this PF1 Wrath of the Righteous campaign; we're looking to recruit! Our current team is made up of: Alorah
Arthas Sword of Ragathiel
Kelden Sunblade
So we will be looking for 2-3 more (including a roguish type). The story point is halfway through part 2, Sword of Valor.
Build is the twenty point buy, two traits, one of them campaign.
Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected. I'm looking for a fast turnaround, so decision by Monday (hopefully).
This Adventure Path begins in the sleepy Nirmathi town of Phaendar, on the cusp of Civilization and Wilderness, nestled alongside the only major crossing of the Marideth River within 50 miles upstream or down. At this moment people from across the region gather for the seasonal Market Festival, trading goods that make surviving the next season easier. You may be longtime residents, injured veterans recuperating fromt he war, or trappers and farmers who arrive to sell their wares, catch up with friends or stock up for the season, only to find themselves set upon by a merciless enemy! If you think the scenario above is for you, phase two are the campaign standards
Character Creation::
- 20 point buy, 1st level. - Core Races are MUCH preferred in this AP, but almost any other race (except Hobgoblins) can be considered. Just make sure you have a VERY good backstory to justify your Drow/Klingon... - All Pathfinder classes are allowed. Summoners are restricted to the Unchained version. - 2 Traits, including one Campaign from the Ironfang Invasion Player's Guide. You can take another trait if you take a drawback as well. - Max HP at first level, Average+1 on subsequent levels. - Starting Character Wealth=Average. - Backstories are appreciated, but don't feel compelled to write a novel. You can keep your background as brief as you like it, just be sure to have some reason to be in Phaendar for the Market Festival. - Half of the AP will be outdoorsy. - No Evil alignments. - No firearms. - The Core and APG are a must, Ultimate Wilderness is VERY handy. 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.
To be considered, I NEED to see a solid overall concept, and a personality/background. Bonus if you can post the full mechanical build, but that's not critical for consideration. I aim to start in a week/10 days.
This story is a continuation from the previous adventure: THE WORLDWOUND INCURSION Our story so far:
This story is continued from the previous adventure: THE WORLDWOUND INCURSION The City of Kenabres took a devastating blow when the Storm King destroyed the wardstone. The attack that swiftly followed involved the opening of several rifts in the ground that swallowed up entire city blocks even as armies of demons, from relatively minor fiends like dretches and babaus on up to the hulking destroyers known as ulkreths, rose up to attack and destroy.
We are a Legacy of Fire group that has lost our GM. We are in the middle of ‘The Impossible Eye’ module and would like to continue on with a new GM. CAST:
Our gameplay thread is HERE. We are a good crew and ready to play on. Potential GM’s check us out!
Due to an unfortunate number of fatalities, we are recruiting three (maybe four) people for the Second chapter in the Carrion Crown Adventure Path. The current survivors are:
Character Build requirements:
If you've played in the first chapter, but never made it through, well here's your chance to find out! Recruiting open until Monday. Probably.
Discussion of the Campaign continues here from the previous episode; DM-Camris' Second Darkness Part 2--Children of the Void.
The game continues here from the previous episode, DM-Camris' Second Darkness Part 2--Children of the Void.
RECRUITMENT IS OPEN! Three slots have opened up in this Gestalt Rise of the Runelords game; we're looking to recruit! Our current team is made up of:
Brindolfin Cloudcap
Idril Ssethan
Situation: Rise of the Runelords (Anniversary Edition), Start of Book 2 (The Skinsaw Murders)
Build: is the twenty point buy, Gestalt rules, two traits, one of them campaign.
Just a brief paragraph as to your basic build, personality, appearance and how you would fit into the combat team. A detailed background can wait until you're selected. I'm looking for a fast turnaround, so decision by Sunday (hopefully).
DM-Camris here, REOPENING recruitment for two more players! - 20 point buy with 7/18 being the min/max for each stat before racial mods.
We’re just on the way to the initial encounter, so this recruitment will only be open a day or two. Currently the team is:
And one other to be determined, but looking fighter-ish. Also, Haven’t heard from Sophia lately, so she might be out.
A couple of slots have opened up in this Wrath of the Righteous game; we're looking to recruit! Our current team is made up of: Ce-Eshna Lightfoot
Jokum of the Breakbones
Karthak Ironbreaker
Pollux Wardroxan
The characters are currently resting up in the old stone travelers inn, Defenders Heart, where the Kenabres resistance has its headquarters. Build is the twenty point buy, two traits, one of them campaign.
I'm looking for a fast turnaround, so decision by Friday (hopefully).
We lost a couple of players, so we need players to fill two (MAYBE three) slots. The party currently consists of:
The situation is currently thus;
Character Creation:
-All characters will be created with the “epic fantasy” (25 point) purchase method (page 16 of the Core Rulebook).
"Table" Rules
To be considered, I NEED to see a solid overall concept, and a personality/background. Bonus if you can post the full mechanical build, but that's not critical for consideration.
Two-Three players are needed for Star Wars-The Covenant of Shadows game. The setting is The Old Republic, a couple of years after Darth Malak's defeat at the Star Forge.
If this appeals to you, submit your character concept here. 1> Rule System is Star Wars Saga system from WotC. 2> Main book is the Saga Edition Core Book. Additional book is the Knights of the Old Republic Campaign guide. Those are the main two; others may be drawn upon as needed. 3> Character generation will use the Planned Generation system (aka Point Buy). 4> Races are those found in the Core edition and Knights of the Old Republic Campaign Guide. Gungans and Ewoks are not races found in this period normally; so, will be out of play. 5> Characters will need to have some level of technical understanding of society to function in the campaign; so, no primitive backgrounds or species that haven't learned to function in Republic cities. Current characters in game are:
When Annie goes back to the Parrot, she is warmly greeted by a chorus of “ANNIE!” They all congratulate you on your success, your new pet cat (“He’s a big pussy cat!”, attempts to pet), your rise in the world… Annie’s mother also greets her warmly, though she urges her to move out of that dangerous mansion (“What with all the mad noblewomen and savage half-orcs…”) By the upkeep rules and Lavinia’s increase in pay, you now have the “Extravagant” lifestyle. Lavinia takes one glance at the locket with Vanthus’ picture, and then tosses it in the fireplace, along with the portrait hanging in the Dining Room. She clears out Vanthus’ old room and gives it to Ghirrak, if he wants it. While she still wants Vanthus brought to justice, there is no trace of him during the months that follow, and her revenge sinks to a low simmer. When Spinnaker Jon mounts his expedition to salvage the ship abandoned in the smugglers cove, you find that the remaining savage creatures had died off, as their violent natures sent them into constant battles with the dangerous creatures of the region. They are all gone, and all that remains of their passing is an empty sea cave littered with well gnawed bones. Consultation with sages and libraries in Sasserine provide little insight into the nature of what occurred at Kraken’s Cove, and the stories you all spread quickly become part of the region’s rumor-haunted tradition. Lavinia continues to have a difficult time with the Nobility, though she conceals much of it from you. Others in the Merchants district and Champions cartel are more welcoming.
Bindlplotz disappears from public view; you hear that he is holed up with a gonnesmith, working on more of those alchemical fire contraptions. Spinnaker Jon is very proud of the little Caravel salvaged from the smugglers, and urges you all to chip in and become co-owners. Though, if you weren’t interested, you could also sell it for a pretty penny.
.
REVAN DEFEATS DARTH MALAK IN A DUEL. THE REPUBLIC DEFEATS THE SITH EMPIRE AS THE STAR FORGE IS DESTROYED AND WITH IT THE JEDI CIVIL WAR FINALLY COMES TO AN END. REVAN LEAVES ONCE MORE FOR THE UNKNOWN REGIONS. SITH LORDS, FORMERLY LOYAL TO DARTH REVAN AND MALAK, BEGIN BREAKING THE SITH EMPIRE INTO SMALLER DOMAINS, DECLARING THEMSELVES SOVEREIGN WARLORDS. THE REPUBLIC BEGINS TO ROLL UP THE SITH IMPIRIAL REMNANTS, AND THE PEOPLE FEEL HOPE AGAIN AS FINAL PEACE IS IN SIGHT…
This will be the OOC thread for the Star Wars – The Covenant of Shadows. 1> Rule System is Star Wars Saga system from WotC. 2> Main book is the Saga Edition Core Book. Additional book is the Knights of the Old Republic Campaign guide. Those are the main two; others may be drawn upon as needed. 3> Character generation will use the Planned Generation system (aka Point Buy). 4> Races are those found in the Core edition and Knights of the Old Republic Campaign Guide. Gungans and Ewoks are not races found in this period normally; so, will be out of play. 5> Characters will need to have some level of technical understanding of society to function in the campaign; so, no primitive backgrounds or species that haven't learned to function in Republic cities. 6> Characters all start at level 5.
We lost a couple of players, so we need players to fill two slots.
The situation is currently thus; Having been made junior partners in a casino, they have been sent to find out what happened to their floor manager. When last seen he was on the way to deliver some money owed to a loan shark. Our heroes travelled to a bad section of town to ask about the missing man, but the loanshark is being uncooperative… I need people that will check in probably at least once every two days so that we make sure to keep everything moving.
Character Creation:: -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 and the advanced player's guide are allowed for play. -There can be no more than two characters of the same class in the party. -We will start at second 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 1000gp for being second 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 a 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.
We just lost a couple of players (a Bard and an Inquisitor), so we need players to fill two slots.
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
Character Creation: 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 and the advanced player's guide are allowed for play. There can be no more than two characters of the same class in the party. We will start at second 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 1000gp for being second 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.
Third Party Sources
"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.
Wild Times at the Gold Goblin The day is clear and bright, a warm but tolerable day in Arodus, with the only thing to mar the view of the sky is Riddleport's now ever-present Blot, the dark blemish that has made the infamous port even more well known. You find yourselves in the run down section of town near the wharves that is also the home to the Golden Goblin Gambling Hall. As you approach the Gambling Hall, you see the following: Exterior Description::
This grand establishment has seen better days. A wide veranda runs along the front between two short wings of the building. A massive, brass half-dome tops the building, but it is now tarnished and marred by the impact of years of weathering and bears a patina of greenish brown. Standing before the main doors of the building is an 8-foot-tall statue cast in shining gold to resemble a larger-than-life goblin. It balances a golden dogslicer on a pile of gold as it smiles smugly down on all customers who pass beneath its gaze. The doors themselves are of a strong dark wood imported from southern lands and are decorated with multiple panels depicting signs of luck and good fortune (four-leaf clovers, crossed fingers, and so on).
For anyone that enters the Goblin::
Just inside the main doors, two sultry beauties scantily clad and wearing faux bat wings, devil horns, and tails play the part of alluring succubi. Both are employees of the Gold Goblin, and they cheerfully register contestants for the tournament and process entry fees. Armed guards stand nearby to either side of an immense treasure chest into which each patron’s entry fee is added. The guards are on hand to not only protect the money, but to prevent any overzealous admirers from trying to dare the infamous touch of a succubus. Beyond the registration table is the hall’s game floor. Dozens of gamblers, waitresses dressed as succubi, and bouncers mill about the room, wandering amid tables offering various games while dealers shuffle cards, roll dice, and spin wheels. Moving through this throng are a dozen more of the barely clad, batwinged vixens serving drinks and batting coal-black eyelashes flirtatiously for tips. In the center of the chamber is a short podium atop which sits a massive gold chest affixed to the floor by similarly gaudy chains. On either side of it stands a barechested bouncer in the exotic garb of some foreign sultan’s court. Each stands with muscled arms crossed over his chest and with a naked scimitar of prodigious size tucked through his waistband. High above them, from the hall’s cloth-draped ceiling, hangs a brass birdcage within which crouches a small, bat-winged, pointy-tailed devilish creature that sulks as it gazes over the room and occasionally rattles the bars threateningly. Nearby, you hear an attractive female greeter saying the following to another patron that has just entered the establishment: "Welcome to the Gold Goblin, handsome, the hot spot for turning fortunes and winning wagers beneath the arch. Looking for the squarest games, most honest dealers, and prettiest blamed barmaids anywhere in the port? Well, you found ’em, sugar!
For Everyone:: Let me know what your characters are doing upon entering the Goblin, and once everyone has a chance to post their opening comments, we'll move on to what's going one next.
OK, one more time. My last two play-by-post
1. I need six players. 2. 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
Character Creation:
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 and the advanced player's guide are allowed for play. There can be no more than two characters of the same class in the party. We will start at second 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 1000gp for being second 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.
Third Party Sources
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.
About Phantrel SpringleafMale half-elf Druid (halycon)/Adept 1 | AL: NG | HP: 9/9 | AC 13, T 12, FF 11 | F +2, R +2, W +7* (*+2 vs enchantments) | Init: +4 | Per: +5 (low-light vision) Stats:
Phantrel Springleaf
Half-elf Druid (halcyon)/Adept 1 (gestalt) NG Medium humanoid (half-elf) Initiative +4; Perception +5 Influence 3 -------------------- Defence -------------------- AC 13, touch 12, flat-footed 11 (+1 armour, +2 Dex) HP 9 (1d8 + 1 FCB) Fortitude +2 (+2 base) Reflex +2 (+0 base + 2 Dex) Will +7 (+2 base + 3 Wis + 2 race), +2 vs enchantment spells and effects -------------------- Offence -------------------- Speed 30 feet Initiative +4 (+2 Dex + 2 trait) Melee swordcane +0 (1d6-1/x2), (+0 BAB - 1 Str = -1) Melee club -1 (1d6-1/x2), (+0 BAB - 1 Str = -1) Ranged sling +3 (1d4-1), (+0 BAB +2 Dex = +2) Ranged touch ray of frost +2 (1d3), (+0 BAB + 2 Dex = +2) -------------------- Statistics -------------------- Str 9, Dex 14, Con 10, Int 12, Wis 17, Cha 12 Base Attack Bonus +0 CMB -1 (0 BAB - 1 Str + 0 size) CMD 10 (10 + 0 BAB - 1 Str + 1 Dex + 0 size) Height 6 ft. 0 in. Age 81 Languages Common, elven, sylvan, druidic, dwarven SA bonded mask, peacekeeper (+1), well-trained Influence 3 -------------------- Skills and Feats -------------------- Skills Diplomacy +6, Handle Animal +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +5, Profession (horticulturist) +8, Sense Motive +7, Spellcraft +5, Survival +7 Class skills: Climb (Str), Craft (Int), Diplomacy, (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str). This includes all class skills for both druid and adept.
Skill Ranks Per Level: 4 + Int modifier + 3 background = 4 + 1 + 3 = 8 Detailed skills
Feats
Traits
Abilities:
--------------------
Abilities -------------------- Weapon and armour proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. An adept is proficient with all simple weapons. Adepts are not proficient with any type of armour or shield. Phantrel is proficient with the swordcane due to his relationship with Thunder-follows-Lightning. Bonded mask (Su) A halcyon druid forms a powerful bond with a mask, which functions identically to a wizards’s bonded object except that it can be used to cast druid spells (including those gained from class abilities) instead of wizard spells. A bonded mask must be worn to have an effect, and it occupies the head slot. A halcyon druid can enhance her mask with abilities appropriate for a head slot item, and can designate an existing head slot item as her bonded mask (but only if it covers her face). This ability replaces nature bond. Well-trained (Ex) A halcyon druid adds Diplomacy and all Knowledge skills to her list of class skills. This ability replaces nature sense and alters the druid’s class skills. Peacekeeper (Ex) A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks. This ability replaces wild empathy. Spontaneous casting A halcyon druid adds all spells from the Good cleric domain to her druid spell list, and he can focus stored spell energy into spells from the Good domain that he hasn’t prepared ahead of time. He can lose a prepared spell to cast any spell of the same level or lower from the Good domain. This ability replaces spontaneous casting. -------------------- Racial traits -------------------- Ability score modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Type: Half-elves are humanoid creatures with the human and the elf subtypes. Size: Half-elves are Medium creatures and receive no bonuses or penalties due to their size. Base speed: Half-elves have a base speed of 30 feet. Low-light vision: Half-elves can see twice as far as humans in conditions of dim light. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Elven immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving bonus against enchantment spells and effects. Keen senses: Half-elves receive a +2 racial bonus on Perception checks. Elf blood: Half-elves count as both elves and humans for any effect related to race. Dual minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces adaptability. Fey thoughts: Some half-elves see the world more like a native of the First World. Sense Motive and Escape Artist are always class skills for the character. This racial trait replaces multitalented. Appearance:
Phantrel Springleaf stands an even six feet in height, a wiry figure with the weather-worn skin of someone who spends most of their life outside. Pointed ears and an angular face clearly mark his heritage as elven. His long brown hair, just beginning to show signs of silver, is worn in a braid, embellished with discarded feathers or cuttings from the plants he lovingly tends. He wears the simple clothes of an outdoorsman in green, earthen and tan tones, a reflection of both his straightforward practical taste and his lack of material wealth. His calloused hands are full of care and regularly show dirt under his fingernails as a result of the time Phantrel spends growing things. Perhaps the most distinctive part of his appearance is the reversible mask that he habitually wears on the upper half of his face. A family heirloom, it fits closely to his face. One side is intricately patterned with leaves, vines and other plants; the other is more striking, drawing attention to his eyes and the shape of his nose, causing the wearer’s face to resemble that of a bird of prey. Personality:
Patient is probably the descriptor most readily associated with Phantrel. All those who grow things require this attribute to a degree but doing so in the brackish soils around Salt Spire needs a special degree of care, a willingness to experiment and a certain stoicism in the face of disappointment and failure. Fortunately Phantrel possesses all of these things and has a natural touch for plants, growing a surprising variety of fruits, vegetables and herbs. These tend towards the hardier end of the spectrum given the challenging climate but the half-elf has coaxed some unexpected things to life over the years. There’s an element of this that requires a strong will, sometimes crossing into stubbornness.
Phantrel is also extremely independent, sustaining himself chiefly through the produce he grows and supplementing it with what he can forage and a bit of hunting, though game is often pretty scarce. He has a strong practical streak and his knowledge of woodscraft and the natural world comes chiefly from experience. Although Phantrel is naturally a loner, not just content with his own company but largely preferring it, he maintains a healthy link with the village he regards as home, even if he is based a couple of miles outside it. The uninitiated tend to be surprised that Phantrel is affable, charming and polite, far from the stereotype of a gruff woodsman they might expect someone who lives alone in the middle of nowhere to be. He also possesses a typically dry elven sense of humour, though that can take a while to pick up on. Backstory:
Salt Spire has always been Phantrel’s home. Having spent the early years of his life travelling around Varisia, usually measuring time in a place in months rather than years. Having sailed from Riddleport, Phantrel and his parents had been in Salt Spire for a few weeks when his father suddenly up and left and his mother, Qirelle, simply chose to stay put. Exactly what happened between his parents he has never been entirely clear on but as weeks turned into months and then years, for the first time he was living somewhere long enough to put down roots.
Moving into a long-abandoned cabin in the woods above town, mother and son began to repair it and to start growing things, something the young Phantrel discovered he had a gift for. As well as sowing vegetables, he tried planting shrubs and fruit trees and the inside of the house was soon hung with vines and creeping plants. Many of these plants failed but the young half-elf was undeterred, gaining a better understanding of what to grow, how to manage the soil, protect them from pests and diseases, how to gauge the level of water required, and so on. Phantrel was also aided by the manifestation of rudimentary magical abilities, able to harness his limited powers and channel them into protecting and caring for the natural world. With time and hard-earned experience he became able to nurture many different kinds of plants despite the challenging circumstances. This was a good time, but like all good times, it had an endpoint. Qirelle found herself pining for the richer forests of her native Kyonin and began to plan her return home. For Phantrel, however, Salt Spire was the only home he had ever really known and he was unwilling to abandon it. Her departure came and went, leaving the young man alone. Although he unsurprisingly favours his mother’s elven heritage, living harmoniously with nature and bestowed with eldritch gifts, ultimately Phantrel found himself in the position of many half-elves, set apart from both his parents, not quite part of either world. More than comfortable with a lifestyle to which he was well-suited to, and equally content with his own company, Phantrel simply carried on as before. They were fairly good years for Salt Spire too. Although it would never be described as bustling or thriving, it was a small but active fishing port and Phantrel found a ready customer base to sell his excess produce into. Usually referred to by the locals simply as the wood, officially Phantrel dwells in the White Wood. This is the name given when it is deemed important enough to appear on maps, something that happens rarely. The name comes from sailors who called out the colouring due to the light crusting of salt that blows from the sea onto the nearest trees, plus the dusting of snow from the mountains that covers the highest growths for several months of the year. It is not one of Varisia’s great forests, having always been relatively sparse, chiefly consisting of hardy pines on the highest slopes and a mix of deciduous trees lower down that have proven tough enough to survive in the thin, salty soil. The wood is also not what it once was, the easily accessible trees nearest Salt Spire have been heavily logged, mostly during the boom years of mining three decades past. This latter event was a defining period for Phantrel, bringing him into conflict with many of the villagers. The mines had always been there but over time they came to be the dominant industry as new entrances were dug and the search for minerals became more aggressive. And in line with this expansion came a surge in demand for wood: for tunnel support beams, for carts, and above all for fuel. Phantrel put forth a persuasive case for controlled cutting and replacing felled trees by planting new saplings in a sustainable manner but his arguments largely fell on deaf ears. Heavy clearance followed until all of the easy to reach wood was cut at just about the same time the mines gave up their easily accessible ore and Salt Spire’s economy slumped, the beginning of the nose dive it has been on ever since. Not all of the villagers ignored Phantrel, understanding the wisdom of his suggested course of action but by then it was too late. His chief ally, however, was not one of the townsfolk. Celys, a dryad who lived towards the edge of the White Wood and had done so for many decades before the establishment of the fishing community remained unseen but she attempted to sabotage the tree felling alongside Phantrel, though ultimately their defence of the lower reaches of the wood proved fruitless. After her tree was cut down, a cause of anger and sorrow on Phantrel’s part, he helped the weakened and now rootless Celys higher up the slopes to find a new tree to bond with. A deep friendship - and occasional companionship - between the two was forged between half-elf and dryad, now living in close proximity. Both understand the others’ need for solitude and independence but know that they can rely on the other for support, a friendly ear, and intimacy when desired. Being proved right was no consolation to Phantrel as the village began to decline. His grief at the destruction of the trees was real but while his relations with some of Salt Spire’s inhabitants were strained for a while, he never severed ties. As times have become tough for all he has helped to plant new seedlings in the shadow of the logging, though few have taken. He continues to grow and sell produce, willing to show those interested how best to tend plants, though more out of respect for the natural world than a desire for company. Patience makes him a competent teacher and in straitened circumstances, anything to help feed stomachs that are rarely as full as they could be is a boon. The recent arrival of the Goldenscale Mining Consortium has proven something of a quandary for Phantrel. On one level anything that brings some money back into Salt Spire is a good thing, as the village sorely needs it. However, he is sceptical of the extent to which the wealth will be shared equitably and the company could easily disappear as quickly as it came if it doesn’t find the riches it seeks. And that’s not even mentioning the inevitable environmental cost. He is hopeful that maybe this time the villagers will have learned from experience and that he will have more support in explaining the situation and pleading the case for Salt Spire’s land as well as its people. But in desperate times he also suspects that putting food on the table and money into people’s pockets is likely to trump any other consideration, more than balancing out any optimism he feels. Still, for the long-term good of the community he has to try and is willing to put himself in the service of the GMC if it means a better chance of success. |