This post is tongue-firmly-in-cheek. It is intended for comedic value, nothing less, nothing more. I am not bashing, trolling, soliciting feedback or any other such thing. But this song keeps playing in my head. It may also have something to do with my line of work, namely that I am a customer-facing Support Representative in a call center for a major service provider. My customers spend the entire day singing this song to me, so I'll play it for you. Dear Paizo, I want it all. And I want it now. If this is inappropriate, please feel free to say so and I will very happily remove it. Mods, feel free to remove it. Those who enjoy classic rock, enjoy.
Ok, so I have a couple of contributions to this list. I owe my entire revitalized interest in D&D (and therefore PFRPG) on my Beloved Spouse (Kobold chorus: "We love you!") That said, on with the show. Story #1) Background is as follows: Dwarven Paladin of Moradin's warhorse = Willamette. (ie Pretty Smart Horse) Half-orc Rogue/Ranger's animal friendship'ed horse = Noodles. (ie Box-of-Rocks Horse) During the game, we'd been RP'ing the conversation between these two. At one point, it became rather scatalogical. (Noodles looking at Willamette during a pause and intoning in a uniquely RP'ed voice "I just took a crap" was one such moment) Well, to make this already long story short, the main character is off-screen and so we cut to the horses. The love of my life, in true lovey fashion, looks up at me and pulls the "Noodles voice" and intones "It had hay in it..." And I just could. not. stop. laughing. To this day, that quote still reduces me to giggles. Story #2) Average party level 4 party, comprised of T, the human fighter; Deuteri, the Dwarven Cleric of Moradin; Hauruck, the Half-orc Barbarian; and Sister Dawntouched, the Aasimar Paladin of Bahamut. We're entering the Caves of Chaos (Keep on the Borderlands) and there's one that is OBVIOUSLY A TRAP, complete with a sign outside that basically reads "Come on in and we'll feed you and love you forever!" So we move to a different cave. Hauruck moves forward, with T and Dawn behind and Deuteri pulling rear guard. "Make a reflex save for Hauruck" my beloved says to me. Barbarians + natural 1 on the reflex save = Barbarian, Fighter, Paladin in a Kobold pit trap. This being Kobolds, it's a self-sealing pit trap of course. At the same time, the ambush party of Kobolds drops down behind Deuteri and engage her in melee, thus distracting her from the rest of the party. Long story short, Kobolds dump flaming pitch into the pit, T catches fire. Dawn dives in to save T, just as T's inventory of flaming oil goes up. Multiple Lay on Hands later, they finally come out alive. Just in time for Hauruck to natural 1 in a massive Greatsword swing and tags T again, dropping her to negatives. They finally do triumph, but ever since then Kobolds and fire are both particularly traumatic for poor T. Of course, this is shortly after she and a Halfling were reincarnated. She rolled "Human" while the Halfling rolled "Special" and came back as a... wait for it... Kobold. So, those are the two stories I've time for right now. I hope they amuse y'all as much as they did us.
Freehold DM wrote: This starts the joke that the pony should not just be a fiendish pony, but a fiendish cinnamon-butter pony that will enter combat with the order of “lie down and be delicious!” Congratulations, you just broke my wife. I was reading this with my back to her. She was drinking coffee. Thankfully she made her save vs 'snort coffee from nose'. We both laughed so hard, and I'm STILL laughing. Thank you. Thank you so much.
Mu. It depends on your desired course of action. Every character I've multi-classed made sense for the character from an RP standpoint before considering the mechanics. And often, the mechanics support the decision. I've heard that "Mystic Theurge SUCKS!11eleventyone" on many different forums, but I'm doing it because the character's path reflects it. So yes, it's worth it. And no, it's not. The core 11 classes in PFRPG are SOLID. They don't NEED to multi-class. But there's SO MANY OPTIONS for multi-classing. Always ask yourself why you're doing it in the first place, then make your decision based on the response.
Purple Dragon Knight wrote:
Want!!!!!
Weylin wrote:
Mwa ha ha! Tucker's Kobolds are truly the most wonderful thing to happen to my favorite hobby. Ever. My Beloved Spouse (Kobold chorus: "We love you!") has used Tucker's Kobolds for inspiration on multiple occasions, and in so doing has put this utter, terrifying, unconquerable fear into me anytime I see a Kobold. And even more fear when I know they're around, but CAN'T see them. An ambush of Kobolds nearly killed her archmage not long ago.
T'Ranchule wrote: I got this book when it came out at my FLGS and I love it. I was especially delighted by the Caves of Chaos section of the Worldwound entry. Does anyone know if there are any other references to classic D&D modules in the book. I'll admit I haven't read it cover to cover but even a good skimming couldn't turn up any others. This is the first 'homage' reference I've seen in Golarion canon. I just found it today and thought it was INCREDIBLY COOL. And yes, I know that this is over a year late in response.
The reason that d20 Modern is in the state that it is is that it tried to be 'everything to everyone'. I salute Mr Jacobs for deciding to take a step away from that. While I'd bend over backwards and do many other things for Paizo to do a Pathfinder Modern, I agree it would need to appeal to a specific market rather than trying to be a Generic modular system. There's really nothing to stop someone from taking the current PFRPG system and bending it to their homebrew. Sure, there's no classes and races and the like. With the Bestiary, there's plenty of rules for making your own. To put forth my opinion, which I believe to be the purpose of this thread to begin with, I'd like to weigh in favor of "Crunchy Sci-fi" on one hand, and "Science fantasy" on the other. I like both almost equally, and it really depends on my current mood which I prefer more. I adore the hard sci-fi of Asimov and his generation. I also have a serious geek-on for Spelljammer. I will not be holding my breath for such a product, as Paizo has their hands full currently. And I'd rather they not bite off more than they can chew. The quality is astounding, and I want to see that level continue. Thanks for starting this thread, and for being so coherent about it.
Verthal wrote:
I see all sides of the tale here, IMO. Paizo is putting out a lot of stuff, but it's not really as though they've expanded their lines beyond throwing out the Core and Bestiary. The rest have been there for a long time. However, there is a LOT of REALLY COOL stuff and I'm very Pokemon about getting it all. Which I can't. So, I leave myself running on the set that I can and go from there. It's just that Paizo is so incredibly awesome overall. Best customer service in the industry. Best products in the industry (that play to MY needs, that is) and some of the best ideas for shiny things I've ever encountered. I wait with great anticipation for each announcement, and am rarely disappointed.
Xum wrote: There is no racial problem there. In every Wizards product where both Tieflings and Aasimar are both present, there is a bit in each one's description describing their problems with one another. To paraphrase the Planar Handbook: "aasimars save their distrust for tieflings" and "Aasimars... often trigger an instinctive fear or revulsion in tieflings, making it difficult for them to work together at all" To this point in Pathfinder canon, I can't recall mention of the interaction of aasimar and tieflings at all. There's no mention in the Bestiary, which I like. However, depending on your source, yes there is a problem with tieflings and aasimar working together. As re: the OP. Insulting an aasimar should be easy. Just go for their pride, then their appearance (most have a distinctive celestial feature, latch onto that) and then their very nature. Snide little "Of course we'll rescue the princess.." type comments should work well.
Airhead wrote:
This is also being discussed over on a different thread. http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/general/gro gnardPronunciationQuestion&page=3 Currently, we're chanting either Pie zoh, pie zoh it's off to work we go.. or something a bit more... silly.
Cellowyn wrote:
I will NEVER order any Paizo product through Amazon again. My ship was late, arrived damaged, and the service was all around horrific. Whereas with the only hiccup I ever had with Paizo, they responded quickly and professionally with the perfect response. In this economy, I understand the desire to save money. I even get FREE two-day ship with Amazon, but I still would much rather order from Paizo directly.
From the PRD:
The salient point, to my perception is "Destroying artifacts is a dangerous business". Anything, IMHO, that attracts the attention of a 'powerful being who has an interest in or connection with' something that was just destroyed means that that something is, at the very least, going to be a bit annoyed. At worst, we're talking "Terminate with extreme prejudice" My opinion is clear. Were I to use this RAW, we're talking permanent loss of spellcasting, and consider yourself lucky that the will save was wussy. Anything less, is just uncivilized.
Laurefindel wrote:
http://en.wiktionary.org/wiki/francisation why? For much the same reason we have: http://en.wiktionary.org/wiki/anglicisation The dominant language, one might say lingua franca often influences other languages in a geographically proximate area. And yes, I am in fact that much of a linguistics dork.
redcelt32 wrote:
Before you face the "Gazebo" alone, make sure you know what a "Gazebo" is. With that said, when I was writing up my world, I realized that almost every in game name had multiple possible pronunciations. So I wrote up a pronunciation guide. My Beloved Spouse (Kobold chorus: "We love you!") advised against it so that each reader would make their own pronunciation and therefore have their own investment into the world. Whereas if I held someone's hand and put it explicitly in the source, they might have less invested. Which, upon reflection and AFTER deleting the pronunciation guide, makes perfect sense.
Urizen wrote:
Placing an order will automatically show your shipping costs. My subscription was: Subtotal (1 Item) $33.99
That's with the AP discount, and shipping from WA to Northern California.
Cellowyn wrote:
If you're buying online, I'd go through Paizo. If you're wanting to buy at a store, I recommend that instead. Just my tuppence.
w0nkothesane wrote:
I'd go Cleric, but that's just me. Clerics in PFRPG are very, very, VERY shiny.
Vaahama wrote:
As I've seen in AP's, it would seem to be CR 1. Not sure why, but I think that's part of the Paizo rebuild of the CR system. CR is no longer equal to Class Level (what used to be ECL) Would be very interested to hear something from one of the devs. *peers about*
Ok, now while this may sound silly, that's because it is. I have a Bariaur Ranger (specifically a Planar Ranger build from Unearthed Arcana) who, upon a recent trip back to Ysgard, was given a bundle of stuff from her childhood. In said bundle, a squirrel. (It's in keeping with the flavor of Ysgard, IMO. Cross-reference 'ratatosk' if you don't believe me) As this is going to be her Animal Companion, and she is an 8th level Ranger, this means that the squirrel is equivalent to a 5th level Druid Animal Companion. My question is thus. How would you build the base creature? Obviously the Celestial template will modify that. Then how would you advance such a creature at the 4th/7th level increase? The base creature, as presented by my Beloved Spouse (Kobold chorus: "We love you!") is as follows: Squirrel: CR --; Diminutive Animal; HD 1/4 d8 (1 hp); Init +3 (Dex);
I'm thinking that at 4th the squirrel would go to Tiny size, would gain +2 DEX +2 CON and a 1d4 bite. Thoughts?
TwilightKnight wrote:
I'm POSITIVE there's a Golarion official pronunciation for this in the Campaign Setting. There's also one more version that I've heard, just to complicate further. Some might say "az-moh-DAY" and leave the 'us' off entirely. But I'm pretty sure that's a language/dialect specific version.
Calandra wrote:
Wow, that is an incredibly thought out bit of logic. *slaps to canonical status and hands Calandra a virtual cookie*
Cydeth wrote:
Basically, Dwarves already get a +1 to Fort on poison. Giving them a flat +1 to ALL Fort saves on top of that... Now the bonus HP works, though I'm not sure how many would be appropriate for a trait. As traits are, to my understanding, intended to supplement feats and not provide another way to get MORE feats, adding HP per level in a manner similar to Toughness is ... a duplication of existing mechanics. Cydeth wrote:
See above re: Feats v Traits. By giving a 'free Martial Weapon Proficiency' you're already giving a feat. Martial Weapon Proficiency for a character not already proficient in ALL Martial Weapons counts as a feat. Now, I can see both sides of this coin. It's good fluff, and the crunch can follow the fluff. But, well, if you've got "Warrior Blood" and you're a Druid... you're getting a bonus feat. Meanwhile, if you've got "Warrior Blood" and you're a fighter, you get... nada? Seems a little off-center to me. You, however, are the final arbiter in such things. I am a bystander here to provide the requested tuppence. Cydeth wrote:
Well, this is my two CP in all honesty. I'm really just trying to provide constructive feedback and make the crunch match existing crunch where possible. Internal consistency is a very good friend of mine. Cydeth wrote:
Cydeth wrote:
So, basically, this is a workaround on a prerequisite for a feat? This would basically allow non-casters to take the Brew Potion feat. Hm, well, that's definitely your prerogative. Per the PRD:
Prerequisite: Caster level 3rd. Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. So, my question in the constructive frame of mind is "How do non-casters reproduce spell-casting for potion creation?" Cydeth wrote:
With that clarification, that makes perfect sense. Cydeth wrote:
Don't be hard on yourself. I am very, very particular with my use of language. It comes from a great many years hacking my way through English texts, and I am a very strong advocate of 'explicit is always better than implicit' I love this trait! Set wrote:
Agreed! Set wrote:
Also agreed! I'm mostly trying to correct a few bits here that jangle against my (admittedly off-kilter) notions of balance. If a free feat is being called a trait, have that free feat be a feat and not a trait. Per the Web Traits document:
At the very core of this system, however, is the GM. Upon whose approval the entire system rests. Everyone may take my words as so much fluff with my best wishes. I've gotten good feedback on these boards, and aim to return that as best I'm able. Set wrote:
I don't quite get that reference, and casual googling didn't enlighten me, but that's neither here nor there. As re: Renaming and rewording this one, have fun with it while keeping true to your vision. I might offer: Dark Stalker (though that has an association)
The important thing isn't the name, it's the intent. At least, IMO.
James Risner wrote:
I might disagree, slightly, by saying that as re: item 1, Cantrips may or may not be spells. Per PRD: Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below). It's a class feature, but within that it says 0-level spells. I'd leave that, at the end of the day, to the GM.
Silvereye wrote:
Silvereye wrote:
It's pretty self-explanatory if you ask me. It's an 'if-then' statement. If an artifact is destroyed, and if you then fail a DC 25 Will save, Then... permanently = forever, no matter of any future conditions, provisos, life path choices or anything else.
Therefore, one might say QED even, if you do action one, then follow by action two, consequence three occurs. As previously stated, this does not affect: Racial abilities
This specifically, one might say explicitly, does affect: All spellcasting abilities. Regardless of class, level and source. Divine casting by a cleric, paladin, ranger, druid, etc, etc, ad infinitum. Gone.
Permanently is the word in question here. Gaining levels in another spell casting class would not overcome permanently, even if one multi-classes to a completely different flavor of magic (eg a Wizard bouncing to Cleric or vice versa) I also ramble when tired, and doubly so when I'm sick. Let's do a few things on how to rectify one's post-Will save failure in such a situation. A very carefully worded Wish would reverse this condition. And this is the kind of wish that I would make my player write out, double check, get notarized and then cast to make sure that he has the wording precise before it goes off before I'd let him get it back. A Miracle cast on the character's behalf might work. But it would seriously depend on who was casting it, what artifact had been destroyed, why the artifact was destroyed, and the current whim and mood of the deity being beseeched. In summation, artifacts are IMPORTANT. They are not to be casually folded, spindled, mutilated and disjuncted. They are most commonly created by deities or incredibly powerful mortals with powers beyond the average ken of even the greatest heroes. If Merlin came along and slapped Disjunction on Excalibur, I would expect some serious repercussions. Were this my game, I would probably house rule the exact effect of disjunction on an artifact. It is this woman's, namely mine, opinion that this is actually a fairly tame consequence for having borked an artifact. I would, depending on the artifact, force the player in question to do one of the following: DC 30 Will save or die, and as per Sphere of Annihilation, no chance to resurrect. DC 30 Reflex save vs the Sphere of Annihilation created in the wake of the artifact's destruction. No save and suffer the wrath of the artifact's creator, similar to drawing The Devil card in the Deck of Many Things. In all honesty, the DC 25 Will save is a bit of a joke. By the time a caster can drop Disjunction in the first place, they'll almost have to roll a 1 to fail a DC 25 Will save. Why am I so harsh on this? More examples. PC casts disjunction on the Hand (or Eye) of Vecna. You had best BELIEVE that Vecna's going to be Very Cranky to say the least. PC casts disjunction on The Codex of the Infinite Planes. Blam, instant cross planar disintegration.
As a related, but slightly different example, look at it this way. If one BREAKS a Staff of the Magi, there's that wonderfluffy thing called a "retributive strike". I think that the damage for that should be used as a minimum basis for artifact destruction. And now that I've beaten this dead horse into a frothy pink pulp, I think I'm going to go back to a codeine induced comatose state. Thank you, and good night!
Cydeth wrote:
Like it, but as upthread states it is similar to an existing trait. I'm pretty sure it's in LoF. Cydeth wrote:
My feedback on this is that it be somewhat more scalar. If a character that is already proficient with all Martial Weapons takes it, it should either scale to a free Exotic Weapon Proficiency, or a Weapon Focus at the player's choice. Cydeth wrote:
Upthread mention of +2 v +1 to a save is pretty consistent. What concerns me, though is that the fluff doesn't really match the crunch. Never forgetting Orcs driving you from home = + to Fort? I could see that being a bonus on to hit vs Orcs with the fluff intact. Or the fluff written something like: "until the orcs drove you from your homes. You have never forgotten their horrific abuse of your people through poison, torture, etc.." From the PRD:
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities Were it me, I'd either build on what's there (the saves or the + to attck) or build in an offshot (+1 to damage against Orcs, +2 bonus to confirm crits vs Orcs, something like that... ) Ooh, I really like the bonus to confirm crits. I might have to keep that. Cydeth wrote:
Possibly Knowledge(Local) and Knowledge(Nature)? Nature would, IMO, reflect better. From the PRD:
Cydeth wrote:
I'm not quite positive I fully comprehend what you're trying for with this one, so I won't comment. Cydeth wrote:
Might want to mention whether this stacks with the Dwarven racial feature and/or the Ranger Favored Enemy bonus or not. This, combined with the racial and favored enemy, might be a bit overpowered IMO. OTOH, I can totally see this combining well with those for a PC with the "I really HATE Orcs!" schtick. Again, fluff v crunch. If the adventure is about fighting undead and therianthropes, Orcs aren't presented as the Big Bads and it seems to run against the grain if you're writing this up to match with the existing Adventure Path Trait thingy. Traits for AP's should match the content of the AP. World traits for the region don't have to. Hope that makes sense. Cydeth wrote:
Dig it! Cydeth wrote:
You may want to make it explicit that it is "OR" by adding "This choice must be made when the trait is taken, and can not be changed" to the text. Cydeth wrote:
Rockityboom! Love this one. It reminds me a lot of the Unearthed Arcana 'spell touched feats' from 3.5. Hope that helps, and keep up the great work!
Talek & Luna wrote: I heard from Wizards when it used to be TSR that drow rhymed with cow. Drow does not rhyme with row. But since WOTC has changed so much of D&D who know how they pronounce it. May it is now pronounced DRIZZIT! :) http://en.wikipedia.org/wiki/Drow_(Dungeons_&_Dragons) The basis of this entire thread comes from my Beloved Spouse (Kobold chorus: "We love you!") and I talking over the changes that Drow have undergone over the years. She started playing D&D when it was Brand Spanking New (relatively speaking) and her pronunciation is based on her recollection of how Gygax - the person who made Drow what they are today - would pronounce it. Of course, if there's one thing I've learned about language (from speaking some small to middling amount of 7 different tongues) it is that pronunciation is best left to the speaker. *peers upthread* Seriously, this is the biggest thread I've ever started... wow you guys, thanks!
James Jacobs wrote:
I actually LIKE the goop! Sometimes, a world needs some silly. All work and no play, that kind of thing.
encorus wrote: In what year does CoT take place? I'm new to the Pathfinder Chronicles campaign, so any help would be appreciated. My understanding is that Golarion and The Real World are on a 1 year to 1 year matched orbit. The Campaign Setting started 'canon calendar' in 4708, if memory serves. QED, CoT is set in 4709. Wife's trying to sleep or I'd check the CS. Of course, I could be very wrong. I used Fireday, Desnus 7, 4709 as the start for mine.
Professor Higgins wrote:
Thank you Professor. The problem there is that both your examples have multiple CORRECT pronunciations. Bow is either bow to a gent or fire a bow. Sow is either a female pig or what you do with seeds in a field. You may address me as Mikhaila D Coyote, Super Pedant. I understand you're probably trying for comedic point of pronunciation, I'm just being contrary...
About Hali GearaltCopper-haired and bright eyed, this short but keen-eyed female human stands with a tool in one hand and a small, lightly sparking device in the other. Her right leg stands encased in an exoskeleton of creaking mechanical braces and what seems to be lime crystal accents, and a tiny, over-shined cogwork brooch hangs limp on her lapel. Hali Gearalt
Hali's Gadgetter Formulae:
ARTs, FCBs, Traits and Feats:
Alternative Racial Traits
Heart of the Fields (Craft [Mechanical]): Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled. Favoured Class Bonuses
Traits
Feats
Special Abilities:
Gadgetry
A scavenger is a master of mechanical arts rather than alchemical ones, and he gains a competence bonus on Craft (clockwork) checks equal to his class level. He can use Knowledge (engineering) to identify wondrous items as if using detect magic and Spellcraft. A scavenger does not gain any bonuses to or special uses of the Craft (alchemy) skill. Rather than prepare his extracts as consumable liquids, a scavenger constructs small, single-use devices infused with bits of his own magic aura to achieve the same effects. Alchemist and investigator discoveries that affect extracts result in identical effects on a scavenger’s gadgets (such as the infusion discovery, which would allow another creature to use a gadget, just as it would allow that creature to use an extract). Mechanical Inspiration
At 1st level, a scavenger can use inspiration to apply a +1d6 bonus to Appraise, Disable Device, and Knowledge (engineering) checks without expending a use of inspiration, but he must spend a use of inspiration to apply a bonus on Knowledge, Linguistics, and Spellcraft checks. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Trapfinding
Skills and Languages:
Total Skill Ranks Investigator: 11 Per Level (6 + 3 Int + 2 Background) Spent on Skills: 5 Spent on Background Skills: 6 Skills
Background Skills
Languages: Aklo, Androffan, Common, Dwarven, Hallit, Orc Gear and Equipment:
Equipped Armour: Hide Shirt
Current Total Armour Check Penalty: -3 Encumbrance Ranges (lbs): 43 / 86 / 130 Current Encumbrance: 69lbs (Med) or 38lbs (Lgt) w/o backpack equipped and longspear dropped. Combat Gear: n/a;
Appearance and Introduction:
Hali stands at a completely unimposing 5'3", her ruddy red hair clipped short to reveal a myriad of freckles and bright green eyes. She walks with a noticeable limp, the result of having been born with a painful knee deformation, but she gets by with a custom brace that sings with clockwork hinges as she moves. While she doesn't care too much for her appearance, Hali has been well taught and rarely lets the rust, dirt and filings of her job linger any more than necessary.
To greet her, Hali's cordial, if a bit quick to point out the flaws of others and make fun at their expense. She rarely means anything by it however, and the number of jibes she's prepared to throw at a person in their presence is a good indicator of how much she treasures their company. That said, she's a hard worker, keen to help others wherever she can, and rarely stands for excuses when it comes to overcoming the harsh challenges of a Numerian life. After all, if she can manage to make something of herself–malformed leg and all–then why can't anyone else? Summarised Backstory:
The youngest and smallest member of the skymetal-smelting Gearalt family, Hali has lived in Torch for all of her twenty-six years on this world, and carries herself with the pride of a Numerian engineer. Despite a few shortcomings with her physical ability, the scavenger has devoted her life to the family business of metallurgy and machinework, and shows no signs of stopping for anything, willing to abuse even the tides of arcane magic to fuel her devices. Her superstitious father took issue with this however, and Hali was largely estranged from her family–and unofficially barred use of the Black Hill flame–right up until his passing in late 4713AR.
In a means to try and rekindle their familial bond, her brothers–both scavengers themselves–presented their sibling with a gift: a strange crystal-like ore, green as the auroras and light as mithril. No longer shunned from the Black Hill flame, Hali immediately went to work incorporating a mix of glaucite and the crystalline metal into her mechanical leg-brace...but before she was able to finish, the fires extinguished, and the rest of her ore oxidized to worthless slag. Infuriated on their sister's behalf, and abandoned by their sole form of income, the Gearalt brothers both volunteered for the expedition beneath Torch. Neither has returned. While she would never voice it, Hali's plenty intelligent enough to know that their lack of contact since then has been a...less than encouraging sign. That Master Baine is missing as well, of all people, adds another level of offense. While Hali has no personal rapport with Khonnir, the man's work for Torch cannot be denied, and she mourns his disappearance as much as she would any fellow Engineer. She now volunteers for the recovery efforts in their stead; knowing that if her brothers are not already dead, then–without the Torch–they all might as well be. Full Backstory:
The youngest child of the Gearalt family (themselves offshoot of the once prolific Coalmark clan of northern Numeria) Hali was, as she would put it, "Doomed ter a life a' smeltin'" from birth. A multi-generational caste of smiths, artisans and engineers, the Gearalts had originally held land in the distant capital of Starfall, their talents for gears and ore used to great effect by would-be lords and tyrants alike. No one is entirely certain as to why the Gearalts were banished from the capital, nor why they never returned, but none have seen fit to step foot towards Silver Mount ever since–Hali included. These days the Gearalts remain scattered, with most becoming roaming metallurgists, miners, and scavengers across Numeria–and indeed the world.
Hali, however, doesn't much care about any of that. As far as she's concerned, her grandfather and his third wife arrived in Torch not long after its founding, and since then the Gearalts have served the town dutifully as laborers and forge-workers. For decades they have cast ancient scraps of wrought metal and stone into the violet flames of Black Hill, using the fire to work otherwise defiant materials into trinkets, tools, and machinery fit to weather the Numerian deadlands and its people–and Hali, for her part, is no different. A clear foot shorter than her youngest brother, and touch more than that to her eldest, Hali was conceived as a bit of an accident and the truth of it shows in her bones. Born small for her kin and cursed with a deformed knee, Hali's mother unfortunately died in childbirth, and Hali herself struggled to keep up with her father's demanding schedule of scavenging, smelting, and menial labor as she grew. Mercifully, the Gods hadn't taken all her talent, for what the girl lacked in finesse she more than made up for with cunning, intelligence, and an obsession with mechanical science. By her teens, the Gearalt house chimed to the sound of a dozen clocks and riddling springs, and with the advice of Torch's keenest minds the young inventor had designed herself a primitive solution to her physical woes: a cogwork brace with which to pin her ruined calf into its proper place. To complete her creation however, Hali would need more than the wind-up motions of her clocks and gears, and in her curiosity fled to more fantastical methods of fueling her devices. To say this did not go down well with her father would be a monumental understatement. While fit to work with mundane materials and formulae, the suggestion of incorporating arcane power into their creations–much of it stolen from old transcripts and so-called 'whispers in the bronze'–proved a step too far for her father's superstitions, and the two rowed to the point of violence on more than one occasion. Eventually the two came to a mutual, albeit unvoiced, agreement: that for as long as Hali continued to court with parlor tricks and madness, the Gearalts would ensure she would never mold a single piece of skymetal in the violet flames of Torch's Black Hill forge. Despite this, when her father died in 4713AR (death by tumor and a lifetime of chemical plague), it was his daughter that paid every last copper towards his funeral, ensuring his body would be laid to rest with a good sword, tools, and a fist full of silverdisks. Unable to continue a grudge with a dead man, Hali reached out to her brothers, slowly breaking down their estrangement to the point that, as penance, her siblings offered up one of their greatest finds in kind: a fist-sized rock of lime-green crystal that their father had appraised as a true skymetal: Noqual, known for an inherent resistance to magic and a lightness known only to mithril and its sort. Unable to break down the mineral from its ore in any standard forge, Hali understood that this was her brothers' way of offering forgiveness, and drew up plans to incorporate the material into her brace, so that their gift would see use in even her everyday life. Though she had long observed the work of her colleagues at the smith above Torch, actually working with the roaring fire proved to be a somewhat more difficult task than she could ever have expected, and while she had succeeded in melting down a good portion of the stone and intergrating some with her cogwork, only a fraction of the work had been completed when the Black Hill torch was unceremoniously extinguished. Without an adequate heat source to keep the noqual ore from oxidizing, the stone quickly cooled and blackened, becoming tainted by the mass of chemicals oozing from the forge's peak. Her brothers, perhaps more than Hali herself, were understandably furious. Without the violet flame, the Gearalt family has little means to ply their trade, and their symbolic attempt at repairing their bond has been reduced to little more than molten slag. When the call came for volunteers to delve beneath Black Hill and investigate the cause, both siblings–two well-grown men with years of martial experience on the Numerian plains under their belts–jumped at the chance. Hali would have gone herself, in fact, had her brothers not convinced her otherwise. Several long days have passed since then, and while Hali doesn't like to think the worst of a situation...she knows full-well that whatever Master Baine found down there, it's unlikely to have been the most friendly of discoveries. She now volunteers herself for the recovery efforts on the assumption that if her brothers are not already dead–then, without the torch, they all might as well be. |