He's a gnomish merchant and smuggler, elevated to Lordship due to his contributions of key timber to the Royal Navy...and perhaps a few smuggling deals as well. I've focused principally on fluff and believe I've answered all questions. Crunch is complete (other than formulae list & full gear, which I'll complete after selection). Cohort, Servitor, and Estate are sketched out but will be crunched after selection as well.
Mechanically he's a skill & INT focused Investigator (Empiricist) with a number of social investigator talents (e.g. Empathy, Eidetic Memory, Perceptive Tracking). I considered and decided against the Path of War beta Polymath archetype.
Background & Recruitment Question:
Lord Grelfexriplik Delvegribble is a merchant (and smuggler) who was granted nobility six years ago. He gained sponsorship officially in thanks for his important role in supplying the shipyards of Cassomir with a steady stream of lumber from Wispil (including more old growth hardwoods than the druids had technically approved)...and unofficially gained additional support through smuggling antiquities and other valuables to and for various nobles (helping them avoid attention and/or tariffs).
Lord Delvegribble is a brilliant strategist and excellent judge of character. He built the most successful lumber export business in Wispil, in part by working around the Druidic council’s timber quotas. In doing so he gained the favor of Senator Karthis, who’s military ambitions against Qadira depend on rapid strengthening of the Imperial Navy. In doing so he also earned enmity from The Decorated Laliren, Oparra’s High Priest of Shelyn...who is a customer of the other main lumber house in Wispil and suspects (correctly) that the reason the new temple he’s building received less-than-the-promised timber is because of Delvegribble’s shenanigans in support of the Navy.
He has variously lived in Wispil, Cassomir, and Oppara and has connections in each city, though since ascending to nobility he spends the vast majority of his time here in the capitol. Since ascending he’s also cooled his smuggling considerably, trying to keep mostly a legitimate (and still lucrative) lumber business thriving. He wants to minimize exposure now that he’s become obsessed with the Grand Game. Now when he takes on smuggling contracts they are more to build alliances with key lords and ladies...though he still takes a job or two purely for the joy and amusement of them.
Personality & motivations “Grel” (as those whose tongues are less gifted than gnomes’ sometimes say) lives for a worthy challenge. For many years, that was building a thriving lumber business, finding ways to circumvent the druidic council’s logging limits, and the adventurous joys of smuggling. While he hasn’t moved on 100% from any of those, he’s grasped onto a new and even more challenging pursuit: scaling the ranks of royalty.
Many of those who use the term “the Great Game” still take it all too seriously. Grel thirsts to win the game, but doesn’t fool himself to think it matters as anything more than a game. Deep down he shares the common gnomish amusement that humans get worked up about nationality and religion...but he’s thrown his hat fully into the Taldor’s ring and he will work to protect it, because otherwise he’s bound to lose. In particular, he knows that active preparation for war with Qadira (if perhaps not actual war) is very good for his position and he’s happy to align himself with the hawkish crowd, led by Senator Karthis.
When he’s relaxing, he can share the typical gnomish oddities and true randomness...but he’s Playing The Game more and more now, and while he does so each move is strategically calculated as best he’s able. Given that, many of his eccentricities are more carefully chosen than they might appear.
Role Grel is a consummate skill monkey in general and logician in particular. As an Empiricist & a Student of Philosophy, he is able to use his INT for diplomacy (both influence and gathering information), bluff, UMD, Perception, Sense Motive, and tracking (via Perception). He also has great facility with stealth, slight of hand, and lock picking. Together as a package, those skills (boosted by extracts he brewsto aid in accomplishing his tasks) have made him extraordinarily successful in both his licit and illicit business endeavors.
Servitor His sister (Tab Delvegribble), who is the primary person running both sides of his business, now that Grel has become a Lord and is more focused on intrigue.
Cohort His childhood friend (Icjukdukki Hollowheebub) has been beside him throughout his adventures. While he lacks Grel’s initiative and creative scheming he is thoroughly dedicated to his friend. Mechanically, will be more martial than Grel, possibly a PoW Mystic.
NPCs (sour relations)
Yan Falleafbreezzel (gnome, female) the local representative of the Druidic council, who is pretty certain Grelfexriplik is gaming the council’s quotas, but hasn’t found hard evidence...yet
The Decorated Laliren, Oparra’s High Priestess of Shelyn (elven, male) who is a customer of the other main lumber house in Wispil and suspects (correctly) that the reason the new temple she’s building received less-than-the-promised timber is because of Delvegribble’s shenanigans in support of the Navy.
Constable Dara Moranus (human, female) who has heard from multiple sources that Grelfexriplik has smuggled in Qadiran silks and ancient bronzeworks (bypassing tarrifs and trade restrictions) but has failed so far to prove anything
NPCs (good relations)
Senator Karthis (human, male) from Taldor Echoes of Glory “The leader of the opposition party in Oppara, Karthis hails from Zimar Prefecture and is the Senate’s largest supporter of heating up the cold war with Qadira.“ The Senator has heard various rumors about Lord Delvegribble--ranging from minor smuggling to outright river piracy. Frankly, he doesn’t care if they’re true or not so long as Delvegribble keeps up his critical support of the Royal Navy. (note, if Karthis is too important an NPC to know then please substitute a Lord who’s a retired Navel captain.)
Captain Bella Butterhill (halfling, female) is the captain of another smuggling operation. She is also an on-and-off romance with Grel. They have a friendly competition going between them but both are on the lookout to protect the other, and Butterhill is tickled that her “Grelly” is a Taldan Lord now.
Lord Runfufflegublip Greendunder (gnome, male). The Greendunders are one of the few gnomish families to have been Lords of Taldor for generations. Lord Greendunder isn’t terribly ambitious but has wealth and many friends. He’s deathly afraid of Bleaching and appreciates having a new lord about who enjoys his pranks and gags, and can tell him adventurous stories that Lord Greendunder can live vicariously through.
Bonus: I like the idea of occasionally discretely procuring things for a relative of one of the PCs. Someone who’s encouraging Grel to continue smuggling more than he’d rather do for now…(Perhaps Lady Gabrielle d'Apcher's mother? Or one of the Inkwell's ample brood? To be settled on with the group, if selected.)
Estate will be split between Wispil (older) and Oppara (newer) and will include his lumber and smuggling operations, including at least one small and one large ship.
Crunch:
Grelfexriplik Delvegribble
Male gnome investigator (empiricist) 12 (Pathfinder RPG Advanced Class Guide 30, 100)
N Small humanoid (gnome)
Init +8; Senses darkvision 60 ft.; Perception +26
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 110 (12d8+14)
Fort +5, Ref +12, Will +9 (+6 save vs. illusion; +4 vs. other disbelievable effects)
Defensive Abilities trap sense +4; Resist unfailing logic
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks studied combat (+6, 7 rounds), studied strike +5d6
Spell-Like Abilities (CL 12th; concentration +13)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals Investigator (Empiricist) Extracts Prepared (CL 12th; concentration +19)
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 24, Wis 12, Cha 12
Base Atk +9; CMB +7; CMD 21
Feats Alertness, Breadth Of Experience[APG], Deadly Agility, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Improved Initiative, Leadership, Weapon Finesse
Traits armor expert, student of philosophy
Skills Acrobatics +19 (+15 to jump), Appraise +15, Bluff +23, Climb +3, Craft (alchemy) +20 (+32 to create alchemical items), Diplomacy +23, Disable Device +28, Disguise +9, Escape Artist +9, Heal +5, Knowledge (arcana) +15, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +18, Knowledge (local) +24, Knowledge (nature) +14, Knowledge (nobility) +20, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +15, Perception +26, Profession (gambler) +10, Profession (sailor) +8, Ride +6, Sense Motive +26, Sleight of Hand +17, Spellcraft +14, Stealth +23, Use Magic Device +19; Racial Modifiers +2 Craft (alchemy), ceaseless observation
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, Drow Sign Language, Dwarven, Elven, Giant, Gnome, Jistka, Kelish, Orc, Polyglot, Sylvan, Tien, Undercommon, Varisian, Vudrani
SQ alchemy (alchemy crafting +12), favored terrain (urban +2), gnome magic, inspiration (13/day), investigator talents (combat inspiration, eidetic recollection, empathy, enhance potion, expanded inspiration, perceptive tracking, quick study, sickening offensive, terrain mastery), keen recollection, trapfinding +6
Other Gear belt of incredible dexterity +2, headband of vast intelligence +4, masterwork thieves' tools, 89,900 gp
--------------------
Special Abilities
--------------------
Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Expert -1 Armor check penalty.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Agility Use Dex for damage with light and finesse weapons
Eidetic Recollection (Su) Can always take 10 on Knowledge checks, use 1 inspiration to take 20.
Empathy (1/day, DC 23) (Ex) (Su) Roll sense mot 2x (take high). Full-rd & 1 point for detect thoughts on foe in 30 ft (Will neg).
Enhance Potion (7/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Inspiration (+1d6, 13/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Leadership (Base Score 13) You attract loyal companions and devoted followers.
Perceptive Tracking (Ex) Can use Perception to find and follow tracks.
Quick Study (Ex) Use studied combat as a swift action.
Sickening Offensive (Ex) Studied strike sickens foe for 1 rd.
Studied Combat (+6, 7 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +5d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects
(Fluff & Crunch also listed in his profile)
___________
About myself:
I've been active in PbP on these boards since June 2013. My longest running campaign right now is a Rise of the Runelords with 2,277 posts since Jan 2014 (and where I play one of two characters who're by far the most active). Here are a few posts to illustrate my roleplay & writing style:
Zoli Tileani, a halfling Swashbuckaeologist at the beginning of Rise of the Runelords (in a "roleplay tavern" style recruitment so with a crazy number of characters around).
Rahaal bat Sawai, an aasimar cleric of Abadar, in the standalone adventure The Fall of Fairhaven.
Well Iliante, it seems that any cartridge we don't buy now will cost us at least 7.5GP (the crafting price for advanced ammo in a common guns world, if I'm correct). I don't think there's any lower "friend price" possible (unless this island happens to be a Guns Everywhere locale, which I wouldn't put past Jelani).
Hey Jelani, before declaring my gear done, I had a firearms question which was buried in the middle of an earlier post. I'll repost it here:
Grel wrote:
The thing I haven't completed is finishing up gear. Part of that is a Guns question. As I understand it, ammo for advanced firearms will be 1.5GP/shot at first, and will go up to 15GP/shot (minus any shared crafting we do, so presumably 7.5GP/shot) once we get to the island. Is that right? Is there a cheaper way to fire an advanced firearm (short of, say, casting Abundant Ammunition)? My hope is that Grel's bombing most of the time, but will use either a gun or a longbow (with or without alchemical allocation) sometimes too. Trying to decide whether it's worth the cost to have his backup be a firearm.
INT or WIS Viceroy
CON or STR Warden
CHA or STR General (Which we'll call Commander)
INT or WIS Treasurer
CHA or WIS High Priest
CHA or INT Grand Diplomat
I also just now realized that I missed that every 5 ranks in the relevant skill below improves your overall mod:
I'd imagined Grel to be a good Treasurer. With a 19 INT he's theoretically a good Diplomat (but he'd do terribly) or Viceroy (which he might actually do well, though he wouldn't suggest it because it sounds like too much time away from his experiments). If we're moving on to consider roles outside the ones highlighted in the recruitment thread, Magister (INT or CHA + Know(Arcana)) is also a good choice for him, though I suspect it'd fit Telemakos equally well.
Jelani, in the recruitment thread you highlighted the following roles: Viceroy, Warden, General (Which we'll call Commander), Treasurer, High Priest and Grand Diplomat. Is filling these roles most important?
Listening to the exchange, Grelfexriplik mutters "Echh, slaving? Unpleasant business. And at any rate we need to think bigger. I suspect there'll be plenty of profit to be had via new knowledge and new resources, for those with sharp eyes and sharper minds."
"At any rate, it’s time to introduce myself. I am Grelfexriplik Delvegribble. Non-gnomes with thicker tongues sometimes prefer 'Grel'. I am a scientist, out to unveil the Great Mysteries through rigorous experimentation. I consider myself something of a generalist but my current areas of focus are alchemy -- especially explosives and nauseants -- together with engineering and the theory of mathematics. I’ve actually got a fascinating experiment underway that was showing tremendous promise, involving Tricholoma sulphureum fermented in the sweat of the troglodyte. It turns out that given the right admixture - together with a bit of black powder and the barest bit of dried, shaved salamander, one can make a very impressive and very nauseating explosion. Of course, the trick will be to uncover precisely what it is that..." Seeing a few eyes begin to glaze he moves on, ”Of course I am no stranger to field work, finding that many of the most interesting reagents aren’t available in any store...and certain alchemical creations are best tested in the field. I’m sure that many of you will be comfortable on the front lines of a battle and I applaud that. Myself, I will be best of use controlling crowds from afar.” As he mentions melee he glances as Penance and Khanjar.
He pauses and bites off another large wedge of bread, slathering it with butter. Turning back to their sponsor he adds, ”As for questions, thank you. I of course have several. Firstly, you say ‘The effect has since been replicated by a different ship.’ The island appearing in the mist of course, but do you also mean the effect of the sole gibbering survivor? Secondly, what manner will our own salaries take on this expedition? Thirdly, you mention resupplies. I take that if we give a list of requirements on one new moon, we can expect to see our orders come in on the following one?”
Hey y'all, excited to be in this, it looks like a great party. Khanjar, I agree that it'll be interesting to see how things play out -- because of the nonstandard mix of roles (as you called out), but also because of the personality and motivations of the various agents selected, and then of course the fact that the gold agent's story makes it sound like we're about to journey to some Cthulhu cult island.
For Iliante and anyone else interested, here's a link to my intro post
I've made a few edits to Grel's sheet (filling in +1 trait and a drawback, listing the number of charges for his two partially charged wands) and listed his advancement choices and his (pathetic, hoping never to use unless maybe it's poisoned) AoO macro.
The thing I haven't completed is finishing up gear. Part of that is a Guns question. As I understand it, ammo for advanced firearms will be 1.5GP/shot at first, and will go up to 15GP/shot (minus any shared crafting we do) once we get to the island. Is that right? Is there a cheaper way to fire an advanced firearm (short of, say, casting Abundant Ammunition)? My hope is that Grel's bombing most of the time, but will use either a gun or a longbow (with or without alchemical allocation) sometimes too. Trying to decide whether it's worth the cost to have his backup be a firearm.
Thinking about healing: I have +5 Heal which ain't too impressive at 3rd level, but might be the best in the party. Anyone else have the skill? I assume that I and Pennance are the two folks who can use a CLW wand without UMD. I had purchased one already with 25 charges, but maybe we should decide how much we want/need/can afford and chip in for two wands, one carried by each of Pennance and myself. What do y'all think?
Having delayed as long as he could to finish his experimentation into accentuating the nauseous properties of Tricholoma sulphureum by fermenting it in the sweat of the troglodyte, Grel caught the last possible boat from Cheliax and barely arrived in Katapesh in time for his assignment. When they arrived just after dawn he grabbed his bags and set about finding a carriage, still bothered by the interruption. Admittedly, the Aspis have been perfectly generous in funding my research but I swear, every time they expect me to pick up like this and move, never bothering to tell me why until the last minute...they need to understand that I’m on the cusp of something big. I can smell it.
Scribbling notes on some loose paper as he rode in the carriage, he was surprised to hear the driver say that they’d already arrived. He made no effort to disguise his impatience when the thug at the door examined his medal; he knew there was no reason to do so. The Aspis prized his mind, not his manners.
Walking into the room minutes before the deadline, he felt the eyes of the timelier arrivals trying to decipher him. Grel smiled a bit, knowing the enigma he posed: Standing 3’2” and slight of build, with a scruffy red-brown complexion, he had many of the halmarks of his gnomish mother. The prominent goat horns that grew from his temples and the icy blue “whites” of his eyes complicated things, but he knew that many people mistook that for signs of mixed fey ancestry. Most just couldn’t quite grok the idea of a tiefling gnome. Such limited minds!
He settles into one of the higher chairs, his chin just on par with the edge of the table, glancing briefly at the others in the room. Are these my next collaborators? What are we doing in Katapesh? I hope at least there’s a scientist or scholar amongst them, a colleague I can discuss ideas and discoveries with. None look especially interesting, and Grel decides he’ll learn about them (and whatever it was the Aspis thought was more important than his research) soon enough. In the meantime he grabs a healthy glass of wine and some bread to gnaw on, and pulls his papers back out. As he writes animatedly, holding pen in one hand and paper in the other, a monkey-like tail emerges from under his leather aprons and brings the bread to his mouth, sparing him from setting down his pen. Grel finds he’s barely back into his calculations when he notices that the room had gone quiet. Looking up he sees that the gold agent is ready to speak to them. Very well. He tucks his papers together and listens...with mounting surprise.
”Fascinating,” He finds himself saying, forgetting for the moment his previous project. ”Yes, of course I understand that alchemy will be critical to the success of this mission, and engineering as well, and that top minds are required. Yes. You’ll have my full cooperation.”
Maybe calling him all this way from Egorian wasn’t pure foolishness after all. Who knows what there was to learn on a hidden continent…
People don't have to take the campaign traits, it just works better if they do.
OTOH, it's easy to read the Player's Guide text:
Quote:
The Adventure Path assumes that every character in the campaign has one of the following campaign traits....In a way, you can consider the selection of your campaign trait as also selecting your character's mythic destiny!
and conclude that you have to take a campaign trait.
... Except that our DM has spoken and (at least for his campaign) we don't need them to have an eventual mythic destiny.
I heartily agree; there are some amazing characters here. I can tell this'll be a great campaign and very much hope to get the chance to participate!
For convenience of review, you'll find my latest crunch and fluff in my profile. I've pasted my answers to your question into the (renamed) Application requirements & add’l DM questions section.
On the note in your background – if selected I’m sure we can work something out.
Great, thanks.
Voice of the Voiceless wrote:
Does Lenn share any of Chaldira’s habit of getting in a little too deep and needing to be rescued?
Some, but less than many Halfling adventurers might, due to habits consciously cultivated in order to survive in such an unforgiving locale.
Remembering the decimation of their guerilla band, the guiding outlook of his mother's generation is the (atypical for halflings) constant reminder of the need for caution. They teach of Desna with pure adoration. When they teach of Chalidra it's with love and respect, but also often as a cautionary tale. Unlike the traditional moral of his need for rescue being a showcase for his luck, Loredne teaches that no such rescue can be expected here in the Worldwound.
Lenn has had Loredne's (understandable) caution drilled into him since before he could crawl, but he's also inherited Emna's brave optimistism and Aestellon's wild passion, and he sees Chalidra's virtue more than his flaws.
In the end he reminds himself over and over, by force of will, that he must be cautious or face the consequences...but still too often finds himself getting lost in the thrill of sneaking into a cultist settlement, or the challenge of disabling a trapped lock -- betraying a nature with ties to Chalidra's recklessness curiosity beneath his learned caution.
Voice of the Voiceless wrote:
Apart from his appearance, does Lenn derive any other habits or expressions from his bralani heritage?
In a way Aestellon's wild, Choleric Bralani intensity was an easy compliment to the Halflings' optimistic passion for discovery and newness. It's not a coincidence that the band made him an honorary Halfling. Many of Lenn's traits are simultaneously rooted in both sides of his heritage: his driving passion, his love for newness, and his tendency to live in the moment could easily be attributed to either Emna or Aestellon.
That said, there are a few traits that Loredne could clearly see Lenn got from his celestial grandfather. Most notably his Bralani heritage fuels his itch to test his skill against any lock (a desire that he'll constantly curb while he's in Mendeleev, lest it get him into trouble) and to test his stealth against the cultists and demons his family have otherwise avoided for a generation. And of course while his passion for intense experience may come from both sides, his taste for fiery abyssal chilies and other dubious plants native to the tainted Worldwound is distinctly Bralani.
One area where he's decidedly more Halfling than Bralani (and halfway between Loredne and Emna) is in battle, where he tends to be nervous, and much more cautious than ferocious...though it's possible that will change somewhat over time.
Gyrfalcon here. I shelved the oracle and instead settled on the following. Allow me to introduce Lenn Emnassen, a Musetouched Halfling Archeologist with the temperament of the Artisan. Crunch in profile.
_____________________
History:
During the First Crusade, a mighty Kellid halfling arose as a champion of Desna and a paragon of all that halflings can be. Known as Emna the Mighty, and her deeds and bravery drew acclaim amongst the Lyrekin and Bralani Azatas who Desna sent to join the battle, and who she fought beside. Astride her wolf, Emna vanquished many a demon...and caught the flashing eyes of Aestellon, one of the Brelani warriors. When the Crusade was over Aestellon decided to settle with Emna in the glorious new tower of Drezen, and they started a family together. Family legend states that Emna and the Kellid halfling warriors made Aestellon an honorary halfling...and the Brelani returned the favor, naming Emna an aasimar.
When the demons struck back in the Second Crusade, Emna and Aestellon narrowly escaped the tower but still stubbornly refused to cede Sarkoris to the demons. Instead, they disappeared into the hills as part of a small halfling and aasimar band to wage a guerilla campaign against the invading horde. For several decades they played a bold game of cat and mouse, and won some impressive victories, but eventually their luck ran out. A horde of nabasu and ghouls ambushed them just before dawn. Only a handful of the band escaped, and only with through the brave sacrifice of both Emna and Aestellon.
The remnants of the band weren't the warriors the older generation had been, but they stayed in the wild outskirts of the Worldwound because they knew nothing else. Where Emna and Aestellon had sought to defeat the demons, the goals of those remaining slowly dwindled to simply surviving. Emna’s eldest daughter, Loredne, took over guiding the band and keeping them out of danger. Their halfling optimism lost much of its luster. No one could call them happy-go-lucky, but somehow, despite their bleak and desperate environment, they somehow still found joy in song and good food, cooked around their fires in the deep woods. Loredne had a gift for song and story, and raised her children on tales of their grandparent’s deeds...tales that grew even bigger as the years wore on. When the kids’ eyes lit up too much at the stories though, she made it very clear though that those heroic days were done and their job now was to stay out of danger.
Appearance:
Of Loredne’s three children, one received the celestial gift and burden. In dim light, Lenn Emnassen could be any lean weather-worn halfling, dressed in threadworn winter clothes to stave off the Northern cold. In the light of day though two features give away his musetouched heritage: frosted silver hair, and eyes like a spinning kaleidoscope of amber, sapphire, emerald, and gold.
He wears his hair pulled back with a tie or bandana, and dresses in simple, patched, cold-weather gear. His tendency from a childhood in the Worldwound is to fade into the background, and to be constantly glancing about.
Background:
Lenn’s mother and the other elders of the band had gotten better and better at keeping them out of harm’s way. There were occasional skirmishes with casualties on both sides, but largely they’d adapted their halfling talents to steadfastly avoiding the demons’ attention. Lenn loved his mother’s stories and music, and learned much from her tales. Many in the extended family of the band assumed he’d become a singer and talespinner like her, and it was clear he had the talent for it, but it turned out not the passion. Instead of a harp, his fingers gravitated to another traditional halfling pasttime: he loved to fiddle with locks -- holding them to his ear to hear their workings, shaking them to get a sense of their mechanism, and finally letting his deft fingers set their contents free. He also loved to roam, and to indulge his inborn curiosity.
One passion he did share with his mother is for cooking and eating as fine a fare as they could manage in their wintery encampments. He especially loved to forage the blewit, bolete, and chanterelle mushrooms that still grew in this tainted land, then saute them in goat butter with chile peppers (having inherited his grandfather’s love for spicy foods, along with his other Bralani traits).
Growing up a generation removed from the loss of the tower at Drezen and the massacre by the nabasu, Lenn developed a deep curiosity that warred with his caution. While the band now kept their distance from the fiends and the foul humans who worshipped them, Lenn found himself creeping closer. He would break into abandoned ruins, tiptoeing around in search of useful detrius. He’d spy from the outskirts of settlements until all seemed to be off or asleep and then steal in, quickly disabling any locks and traps, in order to make off with supplies, information...and the somewhat dubious abyssal chile peppers he’d developed a taste for, but that few non-outsiders could tolerate.
As his excursions started to grow in frequency, the rest of the band was strongly divided about him. Many of the youngsters saw him as courageous, and they loved the little gifts he would bring back from successful raids. The elders on the other hand could see that he was stirring the pot. If he were to continue on this path, they declared, no good could come of it. At best he would be slain; at worst he would bring destruction down upon all of them.
For Lenn’s part, he could feel Desna and Chaldira Zuzaristan guiding him. Yes, there was real danger in his adventures, but there was danger in his extended family’s decision to simply hide and survive as well.
Here I’d like DM input, if I may. I imagine -- as Lenn begins to make more frequent excursions into enemy camps and demonic ruins -- that he discovers some bit of information he believes is important to the Mendevian crusaders. It might be a small part of an initial plot hook...or it might be something that he believes in urgent enough to travel to Mendev for, but that they in fact already knew from other sources. In any event, it’s jarring enough to get him to leave the only people he’s known, and journey to Mendev to join forces with the crusaders.
I might be able to add this detail myself once I see the Player’s Guide, but wanted to invite DM input as well if you have any. Thanks in advance!
…
Lenn felt the urgency to alert the Mendevians, but couldn’t leave without a proper goodbye...and he saved his mother for last. ”You know I have to do this, mother.” It wasn’t a question.
Loredne wiped tears from her eyes with her sleeve. ”Little Lenn. You’re not old enough for this. Don’t go thinking you’re Emna or Aestellon now.”
He lowered his head, sorry to be the cause of this pain. She saw his jaw was as resolute as ever...and even with his head down she could see the celestial flash of his eyes. He was going and she knew it.
”OK then, before you go, hold on a moment.” She rustled in her tent for a moment and then came out holding a large brass button, a needle, and some red thread. ”This was your grandma Emna’s sacred keepsake, her Blessed Button.” She explained as she pulled his leather vest back and started sewing it on, over his heart. ”When the demons killed her and Aestellon, the fiends destroyed their bodies and smashed or carried off all of their possessions. When we finally went back to search the sight, this was all I was able to salvage of hers. Take it. May it help you achieve your greatness, as it did for her...and may it also be a reminder to accomplish your missions without engaging in hand-to-hand combat, alright? Use your head.”
Lenn’s fingers explored the worn button and his heart lit up. He began to cry as well, as he hugged her goodbye and then hefted his pack and took off into the snow.
He traveled many days until he crossed the border into Mendev. Once he’d left behind familiar areas he elected to forgo the risk of a fire. Instead he traveled by night (guided by his darkvision) both to keep hidden and to keep warm. By day he’d huddle in whatever shelter he could make without exposing himself to discovery, and do his best to sleep.
When he finally entered Mendev, he felt a different sort of awe than he felt when confronted by fiends in the worldwound. This was a much larger city than any he’d seen before. He flinched a bit to be seen by humans, as the ones he’d met so far in his life were almost invariably demon worshippers. He knew the stories though. These were the Crusaders. Emna and Aestellon’s people. His people. The tremor in his chest was growing, as excitement eclipsed fear. He had a mission to accomplish. He was going to live up to the name Emnassen. And he was going to adventure!
Mechanics:
Lenn Emnassen is a Musetouched (Halfling) Archeologist. He specializes in staying alive (and keeping others that way), be it by stealth, trapfinding, magic, and generally keeping out of harm's way. In combat, he’s a reasonable archer and caster of buffs and debuffs. Out of combat, he's an extremely solid skill monkey.
Personality and tropes:
Lenn’s temperament archetype is the Artisan, passionate, energetic, extroverted, and tactical. Despite the desperate environment he was born into, he's managed to maintain a largely Sanguine temperament, mixed with his Choleric ambition and passion to explore, and to forgo his band’s strategy of pure avoidance, instead taking a proactive stance against the demons. He's an Action Survivor, a Pragmatic Hero, something of a Badass Bookworm, a Loveable Rogue who targets the demons and their supporters who populate the Worldwound, and of course an Adventuring Archaeologist who finds genuine joy in discovery, even while never forgetting that lives are on the line.
Recruiter:
Lenn waits to approach the recruiter until the woman ahead of him has finished applying. When he does step forward the recruiter jumps a bit in his seat. Whoops. I need to remember that I don’t need to stay in the shadows here. This is Mendev. I’m safe here...at least for now.
”You don’t look like a Knight.”
”No sir.”
”This is a crusade. You DO know where you are, don’t you?”
”Yes sir. And I know where you’re going. I grew up in the Worldwound. I’m Lenn Emnassen, grandson of Emna the mighty.” He’s not sure if the recruiter catches the reference to grandma Emna, or just the thought of growing up in the Worldwound, but his eyes widen at something. ”I do know how to swing a sword, but not as well as that knight before me probably can.
”But in order for her to go cleave demons and cultists, she needs to stay alive. That’s what I do. I stay alive, and I help others stay alive. I understand their traps. I know how to stay hidden, and to skirt their encampments. And I have some skill with magic and a bow, when battle inevitably comes.”
The recruiter squints down at him and writes, Lenn Emnassen: staying alive on his register. ”Hmph. OK then, head out to the waiting room. We’ll have an answer for you soon.”
Application requirements:
To choose a different race from the core rule book – explain whether your character is a native Mendevian, or why they’ve come north into danger.
Covered in History and Background.
To play one tainted by good outsider blood (aasimar) – tell me how that came to be, and which outsider was your forebear.
Covered in History.
To be more powerful (20 point buy) – tell me of your character’s personality and state which aspect of the Four Temperament Ensemble is closest to your character's outlook.
Covered in History and Background.
To further hone your strength (25 point buy) – describe a few other tropes that apply to your character, and whether you play them straight or subvert them.
Covered in Personality section.
To choose one’s class – state what you have to offer the crusade (imagine you were responding to a recruiter).
Covered in Recruiter section.
To gain belongings (average wealth for your character class) –tell me what your character looks like, and how they comport themselves.
Covered in appearance.
To be richer still (max wealth for your character class) – describe one item you bear that was inherited from someone important to you, and how it came to be yours.
Emna’s blessed button. Covered in background.
To have skills borne of experience (two traits) – weave the skills into the background that shapes your character.
Covered and linked in background.
To gain the bonus trait Channel Divinity below – state your patron deity and how you venerate them in daily life.
Lenn worships Desna and Chaldira Zuzaristan as a pair. They are the source of his luck, without which he knows his road will end quickly. In gratitude to them he dedicates each day’s journey to them, and each night thanks them for the luck he received. He also frequently implores Emna as an intermediary who he knows journeys a their side. He often finds his fingers gravitating to her Blessed Button whenever he needs a bit of extra luck...or when giving thanks for luck received.