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Male Human Programmer 5

Magnimar
9th day of Pharast
Year 4714 of the Age of Lost Omens

The sky is overcast today, with the sun hiding behind the clouds, but it has remained dry so far this morning, while a northward breeze promises quick sailing across the Varisian Gulf. The Council of Ushers has been provisioning three ships to dispatch to various parts of Varisia, double-masted schooners which the Magnimarian government claimed after being abandoned following the Sihedron Incident. Normally such ships would be auctioned off, but the Council of Ushers instead emptied the ships out, used the proceeds from selling off their abandoned cargo to refit them, and they now all fly the blue and white flags of Magnimar.

The ships are all docked at the impound yard down in the Dockway District, as the piers there are all owned by the city government rather than private interests, and all adventurers who signed up to join the expeditions have been asked to meed at the impound yard this morning. As each adventurer arrives, they are directed to a table where a half-elven woman in her early thirties dressed in finely tailored clothing is seated with a large stack of documents, flanked on both sides by city guards who look a bit uneasy about their assignment. She offers simple greetings, but asks for everyone to be patient until most of the prospective adventurers have arrived.

Once at least thirty people have gathered, the woman stands up to address the crowd, "Hmm, looks like we have enough of a crowd to get started then. For those of you I've not met before, I am Luma Derexhi, and I've been volunteered as the Magnimarian liaison for all the various expeditions the Council of Ushers is chartering. About half of you will be boarding ships in a short while, and then the other half will accompany me to the stables, as you'll be heading inland and will need horses." She gestures to the large stack of documents on her table, weighed down by a finely crafted sickle that looks made for combat rather than harvesting, "I have here your assignments, and will begin by calling you up according to the expedition you have been assigned to. If you lose your copy, don't fret over-much, as there are copies at the Usher's Hall, so we will still be able to pay you upon completion of your assignment."

Luma takes her seat again and begins calling names, starting with a group who will apparently be dispatched to the ruins of Brinewall, far to the north. You are the second group to be called, once she dismisses the first group to go board their assigned ship. "Donovan Dyne, Selena Starmantle, Serik Vanderale, Lissa Wintrish, and Milva?"

Dockway:
The seaside district of Dockway stretches along the shore southwest of the towering edifice of the Irespan. The Bazaar of Sails is one of Dockway's primary draws aside from the piers themselves, as it is the largest free market in all of Varisia and draws traders from as far away as Osirion and Qadira. One can also find various brothels and taverns in the district, catering to sailors and merchants alike, though the area around the impound yard is taken up mostly by warehouses and slightly more respectable looking inns. The impound yard itself contains a large pier which branches off to accommodate far more ships than are currently docked, with several berths set aside specifically for visiting envoys from other nations, none of which are occupied. The three ships requisitioned for the expeditions are mostly loaded at this point, but there are still dockworkers loading bags of grain and barrels of fresh water onto one of the ships, and a few guards stationed on a fourth ship: a large galleon which is missing one of its masts and looking like it has seen far better days.

Knowledge Local/Nobility DC 10: Luma Derexhi:
Luma is the eldest daughter of Randred Derexhi, who in turn is the head of House Derexhi, which makes its money off of mercenaries and private guards. Luma is a rather scandalous figure both for being illegitimate (her elven mother was a paramour) and for having hunted down and killed her brother in the rival city of Korvosa. While House Derexhi's work with mercenaries makes them an obvious choice to manage the adventurers the city has hired, Luma can hardly be the best representative of that family.


Male Human Programmer 5

Welcome to Wrath of the Runelords! It is my sincere hope that we're all going to have a really fun time here, so please, if you have any additional questions now that you've been selected, need to make any last minute tweaks to your character, or anything else, just let me know! And of course, we're hopefully all in for the long haul, so get to know each other and mingle! I'll be putting up the first IC post tomorrow. (Or 'today' if you live anywhere significantly east of me.)


I am looking to run a campaign set in the aftermath of Shattered Star. This campaign will make use of rules from both Ultimate Campaign and Mythic Adventures, and will draw on elements of the Kingmaker, Rise of the Runelord, Shattered Star, and Wrath of the Righteous Adventure Paths. The Shattered Star Player's Guide may be of use if you're unfamiliar with Magnimar, but please note that I have crafted custom campaign traits for this game. I would like to get started this weekend, so I am leaving applications open until Friday at 5pm PST, at which point I will begin the process of picking the best 4-6 applicants for the game.

Four years ago, a small group of adventurers from the nearby town of Sandpoint managed to discover the lost city of Xin-Shalast and defeated the ancient Runelord known as Karzoug before he could fully reawaken and lead armies of giants to conquer Varisia. The discovery of the lost city set off a competition between Janderhoff, Korvosa, and Magnimar to unearth wealth and relics of ancient Thassilon from that long forgotten mountainous realm, but it also served as a wakeup call. Modern Varisia is built on the ruins of ancient Thassilon, and if one Runelord could have survived the onset of the Age of Darkness ten thousand years ago, perhaps the others did as well. The Pathfinder Society, under the local leadership of Lady Sheila Heidmarch, began searching for lost artifacts of Thassilon and happened upon shards of one of the most powerful artifacts of that lost empire: the Sihedron, the seven-pointed star of Xin.

Far more shocking, however, was the identity of one of the adventurers who helped Lady Heidmarch recover the seven lost shards - one of the very Runelords that the Society was so worried about had returned to life. Sorshen, calling herself the Runelord of Love and professing a redemption from the sinful ways of her past, displayed her magical prowess to all of Magnimar when calamity struck following the ritual to reunite the seven pieces of the shattered Sihedron. Summoning angels from the heavens to hold back the waves of a tsunami created by the rising of the island of Xin far to the west, she saved countless citizens of Magnimar. She then departed with her companions for the newly risen island and defeated the resurrected archmage Xin with the aid of his own Sihedron, returning to Magnimar triumphant and glad for the chance to settle down and found a new school of magic atop the Irespan: The Lyceum.

Though Sorshen's magic prevented a far worse loss of life and untold destruction, Magnimar still suffered greatly, and most blame the Pathfinder Society for the calamity. With the Society now persona non gratis, the Council of Ushers has undertaken to directly finance new expeditions all over Varisia. Magnimar itself is protected by a Runelord, and so the Council sees the opportunity to finally achieve dominance over its rival, Korvosa, and plans to begin new settlements all along the Varisian coast, while seeking out more lost artifacts and lore of Thassilon.

Races: Core races only.

Alignments: No evil characters allowed.

Classes: Anything printed in hardback except gunslingers, gun-based archetypes, and synthesists. (same goes for feat selection and the like)

Point Buy: 20 points - this will be a mythic campaign, but you haven't ascended yet

Starting Gold: 150 gp

Starting HP: Max hp, will advance at 1/2 max + 1 after level 1. (5 hp/level for d8 characters, 6 hp/level for d10 characters, etc.)

Traits: Any two, one of which must be selected from the following list. (I will be accepting one character per trait, so try not to all pick the same trait.)

Campaign Traits:
The Chosen
When the very ground shook and the pounding waves of a tsunami rushed towards Magnimar following the rising of the island of Xin, you were down in Dockway and would surely have been crushed to death or washed out to sea. But a miracle intervened, and though many ships in the harbour were destroyed, you caught a glimpse of a glorious multi-winged angel with outstretched arms warding back the wall of water, saving you and countless others from certain doom. The event reinforced your faith, and you have felt a stronger connection to all things holy ever since. You must have been saved for a reason, and as Magnimar sends out the call for adventurers, you know that this must be that reason: to prevent another calamity like what ensued after the reforming of the Sihedron.
Benefit: You gain a +1 trait bonus to caster level when casting cure spells to heal others. You start play with a silver holy symbol of your chosen deity for free.

The Foreigner
Drawn to Varisia by tales of ancient Thassilon and the riches adventurers have recovered from the ruins of that fallen empire, you departed your homeland to seek your fortune. Even before you had docked in Magnimar, you had beheld the majesty of the Lady's Light and the grandeur of the Irespan, which only served to reinforce in your mind that this is truly a land of antiquarian wonder. You are a stranger in a strange land, but Magnimar's Council of Ushers posted notice all over the city that they were looking for adventurers to explore ancient ruins, and you signed up without a moment's hesitation.
Benefit: You gain one bonus language from the following list: Hallit, Kelish, Osiriani, Skald. Also, you gain a +1 trait bonus on all Knowledge (geography) and Knowledge (history) checks and one of these skills is a class skill for you.

The Merchant
You were born in the dwarven sky citadel of Janderhoff, where you learned your trade from true masters. Though Janderhoff trades primarily with the city of Korvosa, the sky citadel hasn't endured for over nine thousand years by placing all of its gems in one lockbox. You and a small contingent of others from Janderhoff came to Magnimar to maintain positive relations, show off the excellent workmanship of Janderhoff goods, and keep an ear out for new opportunities, much like the one which opened up when the fabled city of Xin-Shalast was rediscovered. Now, as the ruling council of Magnimar sets its sights on exploration and expansion, you see that it is far better to be the one to discover an ancient city than one who shows up later to squabble over what's left.
Benefit: Choose one Craft or Profession skill, you gain a +1 trait bonus with that skill and on all Appraise checks. When selling treasure, you gain 10% more gp than you would normally receive for the item.

The Pariah
When you heard that the adventurers who had recovered the lost shards of the Sihedron were members of the Pathfinder Society, you decided that you were going to join up as well and become a famous explorer. Then calamity struck Magnimar, and the Society was blamed for the death and destruction which followed in the wake of the reconstruction of the Sihedron. The heroes themselves, especially the mighty Sorshen, escaped blame for the disaster, but Venture-captain Heidmarch was not so lucky, and much of the rest of the Society has fallen into disgrace. You hope to reverse the Society's fortunes and remind the people of Magnimar and indeed all of Varisia that the Pathfinder Society can be a powerful force for good in the dark times of the Age of Lost Omens.
Benefit: You gain a +1 trait bonus on all Perception and Survival checks and one of these skills is a class skill for you. If you can pen a story worthy of being submitted to the Pathfinder Chronicles, you will be awarded your very own Wayfinder.

The Scion
You are a member of one of Magnimar's wealthiest, most prestigious families. Growing up amidst comfort and luxury, you have never wanted for anything... except the chance to forge your own destiny. As the call goes out for adventurers to explore and settle the far reaches of Varisia, you seize the opportunity, knowing your family cannot afford to miss the chance at being involved in such a potentially lucrative venture, no matter the risks.
Benefit: You gain a +1 trait bonus on all Diplomacy and Knowledge (nobility) checks and one of these skills is a class skill for you. You start play with a noble's outfit and signet ring.

The Student
After defeating the ancient wizard Xin with the power of his own legendary artifact, the reformed Runelord of Love, Sorshen, retired from her short-lived career as an adventurer to build a new school of magic atop Magnimar's Irespan. You are one of the first graduates of The Lyceum, having already been a dabbler in the arcane arts before enrolling as one of Sorshen's first apprentices. As a result of her tutelage, you have learned ancient secrets of Thassilonian magic, and are now ready to follow in her footsteps and perhaps even save Varisia as she did.
Benefit: You gain Thassilonian as a bonus language. If you cast arcane spells, pick three spells on your spell list: you gain a +1 trait bonus to Caster Level and Save DCs when casting those spells.

The Wanderer
You are a native Varisian, and have grown up on the road, always moving from one place to another by caravan. A free spirit, you've never been fond of being tied down, and lately you've realized that your life is falling into a predictable pattern, always travelling the same roads between Magnimar, Riddleport, and Korvosa. The poster you spied while stopped in Magnimar promised a chance to explore somewhere truly new, and you've signed up in hopes of seeing far more of the world than you might have from the vantage point of a caravan.
Benefit: You gain a +1 train bonus on Knowledge (local) checks. Additionally, you are proficient with bladed scarves and starknives, and gain a +1 trait bonus to damage with these weapons during the surprise round.

Background: I would appreciate backgrounds of approximately 2-3 paragraphs. You're more than welcome to further embellish if you wish, but keeping things to 2-3 paragraphs will be very helpful when it comes time for me to read through all the applications and decide who to accept.


Been kicking this idea around in my head, and I think PbP would be a great format to try it out with. The idea is for a mythic campaign set in Varisia in the aftermath of Shattered Star, wherein the party is tasked by Magnimar with settling the unexplored wilderness, discovering Thassilonian ruins, and ultimately, preventing the return of the remaining Runelords of Thassilon. As such, the campaign would contain elements from both Ultimate Campaign and Mythic Adventures, allowing the PCs to build up a united Varisian nation and defeat the remainder of the ancient Runelords who have been slumbering in Varisia since Earthfall over ten thousand years ago.

Not looking for applications just yet, just interest, as I don't even have campaign traits picked out yet, since I've been focusing more on the overarching story and key elements like mythic ascension.