Senethar

Rudabeh's page

1,355 posts. Alias of Galorit.


Race

| HP: 56/56| AC: 12 (12 Tch 11 Ff) | CMB: +10 CMD: 22 | F: +11 R: +7 W: +9 | Init: +1 | ACP: -5 | Perc: +10, SM: +10

Classes/Levels

| Speed 30ft (walk/swim) | Darkvision 60 ft | Divine Bond: 1/1 | Smite Chaos 3/3 | Lay on Hands: 8/8 |Active conditions:

Gender

LN Female Undine (Outsider (Native) and Aquatic (Amphibious)) Paladin of Alseta (lvl 7)

About Rudabeh

Stats:

Theme Song: Skeleton Key

Rudabeh; Female Undine Paladin of Alseta 7
LN, Medium, Undine (Outsider (Native) and Aquatic (Amphibious))
Init +1; Perception +10

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Stats
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Str 17 Dex 12 Con 14 Int 12 Wis 10 Cha 16

Speed 20 ft land 20 ft water
Initiative: +1

AC 23 (10, +10 armor, +1 dex, +1 deflection, +1 armor attunement)
-Touch 12 (10 +1 dex, +1 deflection)
-Flat footed 22 (10, +10 armor, +1 armor attunement, +1 deflection)

Cold Resistance 5

Water and Air Breathing

Hp 56/56 (+7 per level)

Fort +11 (+5 class, +2 con, +1 ABP resistance, +3 divine grace)
Ref +7 (+2 class, +1 dex, +1 ABP resistance, +3 divine grace)
Will +9 (+5 class, +0 wis, +1 ABP resistance, +3 divine grave)

BAB: +7/+2

Languages [Common, Aquan, Sylvan]

Favored class- Paladin (+5 skill, +2 hp)

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Greatsword Melee:

Regular: (No power attack)

Standard Melee attack to hit: 1d20+13 (+7 BAB, +3 Strength, +1 mwk, +1 weapon attunement, +1 weapon focus)

Damage +5 (+3 strength, +1 from 1 1/2 two-handed str bonus, +1 weapon attunement)

Full melee attack to hit: 1d20+8 (+2 BAB, +3 Strength, +1 mwk, +1 weapon attunement, +1 weapon focus)

Damage +5 (+2 strength, +1 from 1 1/2 two-handed str bonus, +1 weapon attunement)

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First attack with Power attack (Power attack with Furious Focus, used with first hit of round):

Standard melee attack to hit: 1d20+13 (+7 BAB, +3 Strength, +1 mwk, +1 weapon attunement, +1 weapon focus, -2 power attack, +2 furious focus)

Damage: +11 (+3 strength, +4 power attack at +4 BAB, +2 power attack 50% 2 handed weapon bonus damage, +1 from 1 1/2 two-handed str bonus, +1 weapon attunement)

Full melee attack to hit: 1d20+6 (+2 BAB, +3 Strength, +1 mwk, +1 weapon attunement, +1 weapon focus, -2 power attack)

Damage: +11 (+3 strength, +4 power attack at +4 BAB, +2 power attack 50% 2 handed weapon bonus damage, +1 from 1 1/2 two-handed str bonus, +1 weapon attunement)

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Smite Chaos/Evil:

Standard melee attack to hit: 1d20+16 (+7 BAB, +3 Strength, +1 mwk, +1 weapon attunement, +1 weapon focus, -2 power attack, +2 furious focus, +3 Cha)

Damage: +18 (+3 strength, +4 power attack at +4 BAB, +2 power attack 50% 2 handed weapon bonus damage, +1 from 1 1/2 two-handed str bonus, +1 weapon attunement, +7 Paladin levels)

Full melee attack to hit: 1d20+9 (+2 BAB, +3 Strength, +1 mwk, +1 weapon attunement, +1 weapon focus, -2 power attack, +3 Cha)

Damage: +18 (+3 strength, +4 power attack at +4 BAB, +2 power attack 50% 2 handed weapon bonus damage, +1 from 1 1/2 two-handed str bonus, +1 weapon attunement, +7 Paladin levels)

IF VS outsiders with the chaotic subtype, chaotic-aligned dragons, and aberrations (Smite Chaos) OR outsider with the evil subtype, an evil-aligned dragon, or an undead creature (Smite Evil) FOR FIRST ATTACK OF THE ROUND

Damage: +25 (+3 strength, +4 power attack at +4 BAB, +2 power attack 50% 2 handed weapon bonus damage, +1 from 1 1/2 two-handed str bonus, +1 weapon attunement, +7x2 Paladin levels)

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Ranged:

Standard ranged attack to hit: 1d20+8 (+7 BAB, +1 dex)

Full ranged attack: 1d20+3 (+2 BAB +1 dex)

Combat Maneuver:

CMB: +10 (+7 BAB, +3 strength)
CMD: 22 (10 + 7 BAB + 3 STR, + 1 Dex, +1 Deflection)

ACP:

Armor check Penalty: -5 Total [-0 Light Load, -5 Armor]

Feats and Skills:

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Feats, Traits
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Feats-

1st lvl: Weapon Focus: Greatsword

3rd lvl: Power Attack

5th lvl: Furious Focus

7th lvl: Extra Lay On Hands

Traits-

Mediator:

Truth's Agent

Veleda's Lesson: Rudabeh recieves a +1 to knowledge: nature checks after listening to Veleda's wise words about the great conflicts all life face.

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Skills
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Class skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), as well as Linguistics (int), Perception (wis), and Perform (Cha) from Oath of People's Council

(24 total (21 paladin, 3 preferred class) 3 per level)

Acrobatics: -4 (-5 ACP, +1 dex)

Climb: -2 (-5 ACP +3 str)

Diplomacy: 14 (+7 ranks, +3 Cha, +1 trait +3 class: Paladin) (+1 for gather info)

Escape Artist: -4 (-5 ACP, +1 dex)

Knowledge (nature): 2 (+0 rank, +1 int, +1 trait)

Knowledge (religion): 5 (+1 rank, +1 int, +3 class: Paladin)

Knowledge (local): 6 (+1 rank, +1 int, +1 trait, +3 class: Paladin)

Perception: 10 (+7 rank +0 wis +3 class: Paladin (Oath of People's Council))

Sense Motive: 10 (+7 rank +0 wis +3 class: Paladin)

Stealth: -4 (-5 ACP, +1 dex)

Swim: 10 (-5 ACP +1 rank +3 str +8 swim speed, +3 class Undine)

Background Skills: (10 total, 2 per level)

Lore (River Kingdoms Law) 8 (+4 ranks, +1 int, +3 class: Paladin)

Profession: Barrister 10 (+7 rank, +0 wis, +3 class: Paladin)

Profession: Sailor 5 (+2 rank, +0 wis, +3 class: Paladin)

Profession: Soldier 5 (+2 rank, +0 wis, +3 class: Paladin)

Knowledge: Nobility 5 (+1 rank, +1 int, +3 class: Paladin)

Abilities:

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Race Abilities
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Type: Undines are outsiders with the native subtype. (Immune to spells that target humanoids, can be summoned and bound by Planar Ally /Binding)

Size: Undines are Medium creatures.

Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

Languages: Undines begin play speaking Common and Aquan.

Energy Resistance: Undines have cold resistance 5.

Amphibious:

Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.

Hydrated Vitality: (Heal up to 14 per day)

An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

Darkvision: Undines can see perfectly in the dark up to 60 feet.

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Special Abilities
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Swim Speed :

A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

Class Skills modification (Oath of People's Council)

Aura of Law(Ex) (Oath Against Chaos)

Detect Chaos (Sp) (Oath Against Chaos)

Smite Chaos (Su) (Oath Against Chaos) (3 a day)

Divine Grace (Su)

Lay On Hands (Su) (3d6 positive energy, 6 a day, +2 from Extra Lay on Hands)

Aura of Courage (Su)

Divine Health (Ex)

Mercy (Su)

3rd level Mercy: Sickened

6th level Mercy: Cure Disease (CL 7)

Order of Good (Su) (Oath Against Chaos)

Divine Bond: Weapon Enhancement (1 per day, +1 bonus to spend)

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Automatic Bonus Progression:
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1st —
2nd —
3rd Resistance +1
4th Armor attunement +1 (Mwk Silversheen Full Plate), weapon attunement +1 (mwk greatsword)
5th +1 Deflection
6th Mental prowess +2 Charisma
7th Physical prowess +2 Strength

Equipment:

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Equipment
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Currency: 199 gp

Mwk Spear (Cold Iron) 6# 304 gp

Armor Properties:

Teken Grinding and They Know (1/1 per day)

Seqhi Warding and Burst of Speed (0/1 per day)

Steward's Iron Key (Open/Close at will, (1/1) Knock OR Arcane Lock per day)

Bag of Holding Type I (122.5/250 lbs) 15# 2500 gp

Mwk Silversheen Full plate (Intelligent, contains Teken and Seqhi's souls, one of which is active at random at beginning of the day) #50

Mwk Greatsword (The Sixth Peak) 6#

Cloak of Human Guise, bundle of pearls (unappraised), mother-of-pearl (unappraised)

Longbow 3# 75 gp
-Arrows (Cold Iron) (16) 3# 2 gp

Signet Ring 5 gp

Courtier's Outfit (Brown and Blue, Conversative Pitaxian Style, +1 to AC and Diplomacy checks but -5 to Stealth when worn)

Bedroll 5# 1 sp
Tent (small) 20# 10 gp
Flint and Steel 1 gp
(20) Tindertwig 20 gp
Trail Rations (14 days) 12#
Waterskin (Filled) 4# 1gp

Gear Maintenance Kit 2# 5 gp
Grooming Kit 2# 1 gp
Fishing Kit 3# 5 sp
Mess kit 1# 2 sp

Mirror (small/steel) 0.5# 10 gp
Rope (Silk/50ft) 5# 10gp

Traveler's Anytool 2# 250 gp

Holy Text (typical) (The Sacred Keystones) 2# 25 gp
Spent scroll of Birthday-Telling by Nubauch (Pharast 23rd, 4630)

Ink (1 oz Vial) 8 gp
Mwk Inkpen 10 gp
(10) Parchment 2 gp

Potion of Cure Light Wounds 50 gp
Potion of Hide from Animals 50 gp
Potion of Hide from Undead 50 gp
Potion of Pass Without Trace 50 gp
Potion of Shield of Faith +2 50 gp

(3) Scroll (Purify Food and Drink) 37.5 gp
(3) Scroll (Create Water) 37.5 gp
Scroll (Bed of Iron) 25 gp
Scroll (Comprehend Languages) 25 gp
Scroll (Divine Favor) 25 gp
Scroll (Magic Weapon) 25 gp
Scroll (Endure Elements) 25 gp
Scroll (Protection from Chaos) 25 gp

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Carrying Capacity
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Current load: 72 lbs (Light)

Light: 0-86 lbs
Medium: 87-173 lbs
Heavy: 174-260 lbs

Overhead lift: 260 lbs
Staggering lift: 520 lbs
Push/drag: 1300 lbs

Spells:

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Spells
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Caster level: 4 (Paladin lvl - 3)

Concentration Check: 1d20+4+3 (caster level+cha)

1st: (DC 14)

+ Command (DC 15 from trait)
+ Night Watch

2nd: (DC 15)

+ Aquatic Calvary (DC 16 from trait)

Spell slots:

1st: 2

2nd: 1

Oath Spells, can prepare:

Oath (People's Council) Spells: 1st—comprehend languages; 2nd—locate object; 3rd—tongues; 4th—true seeing.

Oath (Against Chaos) Spells: 1st—command (DC 14 due to trait); 2nd—calm emotions (DC 15 due to trait); 3rd—suggestion (DC 16 due to trait); 4th—order’s wrath.

Notable spells:

1st, combat
Protection from Chaos
Protection from Evil
Grace
Divine Favor
Huntmaster's Spear
Bless Weapon
Litany of Sloth
Sun Metal
Hedging Weapons
Swift Girding
Ghostbane Dirge

1st, utility

Aspect of the Nightingale
Detect Disease
Detect Charm
Honeyed Tongue
Knight's Calling
Know the Enemy
Touch of Truthtelling
Horn of Pursuit

Character planning:

Scrolls! Buy scrolls not potions!!! Cure light wounds, protection from Chaos, etc...

Skills:

Feats:

Skill Focus: Diplomacy
Improved Critical (greatsword)
Greater Mercy
Step Up
Cleave
Toughness

Vital Strike
Lunge
Cunning
Critcal focus
Endurance
Improved Initiate

Desired equipment:

Manacles/Fetters

*A way to fight underwater with a greatsword instead of a spear. Possibilities include: Shark tooth Amulet, or any item that gives Freedom of Movement in/out of water.

*Full plate that can be equipped by one person, or equipped quickly. A person must have help donning full plate or it will count as being donned hastily and incur penalties. Possibilities include: Folding Plate, a Wand of Swift Girding, or full plate enchanted with Swift Girding.

*A means to block scrying or other forms of magical intrusion, such as Amulet of Proof Against Detection and Location or other means of detecting scrying, such as Detect Scrying.

*Some kind of item or equipment to stop teleportation. Possibilities include: Phase Locking weapon enchantment, an item that casts Dimensional anchor or Dimensional Lock. https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/dimensional-shackle s

*Equipment of self-explanatory usefulness: Bracers of the Merciful Knight, Ring of Sustenance, Manacles of Cooperation.

*An intelligent item. A greatsword would be sweet, simple, and effective, especially if it has some kind of greater purpose. Intelligent fullplate or other armor would be hilarious, especially if there is an ego conflict and it refuses to move/perform its function, or if it's broken somehow and each component (helm, breastplate, gauntlets, boots etc) has their own personality/motives and it would take time to fix it or get them to work together well. Either this item is found normally or by taking the Leadership feat (intelligent items are at the bottom under Other Cohort Types). Will probably take the feat even if it is found/gifted to take it on as a Cohort and further modify it. Especially if it's armor, because the Called special ability could function as Swift Girding.

Code of Conduct:

Paladin of Alseta Code of Conduct:

Do not cheat.

Be temperate and respectful in your actions.

Be moderate, stable, and humble in your behavior.

Be courteous and civic-minded to all.

Respect legitimate authority.

Put your duty above personal preference and comfort.

Be honest; One may omit, but not falsify, information only if it serves your duty or the greater good.

Respect confidentiality between parties, those that put their trust in you, and above all the Sacred Seal of confession.

Maintain a consistent and trustworthy reputation.

Encourage and assist those going through transitions either metaphorical or physical.

Stand by your decisions and take responsibility for your actions.

Know the laws and do not exempt authorities from the application of the law.

Seek out and bring to justice those that abuse teleportation or planar travel magic to break laws or circumvent purposeful boundaries.

Follow the Hierarchy of Laws: Customs < Common/Local Law < Statutory/State Law < Paladin's Code

Spread the order of law wherever you go, so long as the law is just. Fight vigilantly the servants of chaos.

Doorways are sacred boundaries and should be respected. I will not transgress across the threshold of an occupied structure uninvited unless doing so serves the glory of Alseta or is necessary to prevent a great evil from taking place.

Associates:

A paladin avoids working with chaotic characters or with anyone who consistently offends her ethical code. Under exceptional circumstances, a paladin can ally with chaotic associates, but only to defeat what she believes to be a greater chaos. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful neutral.

The River Freedoms:

The mantras that guide life in this divided and unruly land, these are the only codified laws that apply to the entire River Kingdoms.

Say What you Will, I Live Free- The freedom of speech, even to speak truth to power.
Oathbreakers Die- The solemn duty to follow your word.
Walk Any Road, Float Any River- Freedom of travel, unbarred from tolls or taxes.
Courts Are for Kings- That every ruler is sovereign in his domain.
Slavery Is an Abomination- Slavery is strictly outlawed in all of the River Kingdoms
You Have What You Hold- The disgust at burglary but the grudging acceptance of robbery.

Appearance:

Rudabeh stands at 6 feet tall and weighs an imposing 160 pounds of muscle, a sturdily built woman in her prime at 81 years. Her skin is a bright tropical turquoise that seems to enticingly shimmer in the sunlight, especially when wet. Her jet-black hair is usually pulled back into low-resting knot; the thick, oily, and straight mane is often pressed into awkward shapes by her helmet. Like all undines the pupil and irises of her eyes are indistinguishable from one another- pools of limpid blue surrounded by perfectly white sclera. Her expressive face shows a wide range of emotions when not hidden behind a veil of steel.

She could possibly be mistaken for a human by the color-blind if not for the fin-like ears protruding from the sides of her head. Four black-tipped spines, 4 inches at the longest top tip and 1 inch at the shortest bottom tip, make up the structure of the ears while uniformly skin-tone webbing occupies the space between them. The expressive appendages are typically folded down and back, trapped in the bulbous sides of her helmet.

Her hands lack the webbing typical of her people, purposefully trimmed back with a knife so she could more easily wear gauntlets and gloves for protection. Due to a full-body regeneration cast by her mistress Veleda, her body lacks the verisimilitude scars that prove her combat experience- any war veteran or skilled fighter would question her prowess, if they could see any skin beyond her armor.

She is rarely out of her suit of master-crafted fullplate; the set of interlocking silversheen-infused steel plates cover her body like a thick second skin, perfectly molded to her robust frame. The shining metal is without rust or blemishes, and when it catches even the faintest light the entire suit seems to reflect it tenfold. The helmet is sculpted with a high back to accomodate her ears, and atop this ridge a thick, solid metal dorsal fin adds an extra inch to her already imposing height as well as making her identifiable in any crowd. The visor is normally set up on the brow, but when lowered it functions as a solid piece of metal between her face and the rest of the world. The only openings are two half-inch wide slits that wrap around the front of the visor and allow her to peer out with one good eye. The brevor snaps up into place to cover her neck and connect with the bottom of her visor. The corragated steel is perforated with small, conical holes to let her breathe, and when she speaks it reverberates through the openings and adds an echo to her voice.

The pauldrons, breastplate, vambraces, gauntlets, greaves, and sabatons are covered in small interconnected grooves that all meet in the seashell-shaped depression in the center of the breastplate. In this hole rests a perfectly smooth ruby both the size and shape of a chicken's egg, inconceivably held in place by the hole itself. This gem, known as the heart of a fire whale, contains the soul of Teken, an ifrit from the City of Brass. The armor is infused with his soul and he sees the world through it, though he is only actively conscious when Rudabeh wears the entire suit.

Rudabeh is never without her Bag of Holding, which is typically slung over her back. The keepsake has become a family heirloom after it helped them save all their mobile belongings during the Red Revolution. Gifted to her by her parents, she is loathe to part with the magical bag and will probably use it forever. The bag appears to be made of generic cowhide, but it is decorated with artful blue and green stitchings of complex geometric patterns. Parts of it are singed, but it is still perfectly intact. The bag operates via a metal clasp. When the clasp is hitched the bag's extra dimension is closed. When the clasp is free the top flap can be opened and the extra dimension is accessible.

The Sixth Peak is Rudabeh's greatsword, forged by a team of master craftsdwarfs in Maheto and gifted to her by the grateful ex-Galtan noble Dhanaf Jaallos. It is both art and weapon, designed to impress the slicer and slicee alike. The pommel is burnished steel inlaid with etched concentric circles, growing wider towards a black, worg-leather grip. The hilt is nearly a foot in length and ends with an 8-inch guard of burnished steel, the tips slightly curved in towards the blade and decorated with geometric notches. There is a nearly 3 foot fuller down the center length, the groove carefully acid-etched to resemble an extremely tall and thin mountain peak capped with snow. Since an explosion blew it off Rudabeh's back and hurled it several city blocks, the blade has taken on an orange tint down the fuller that gives the etched mountains a strange, fiery glow when the light hits it right.

Personality:

Rudabeh is polite, honest, charming, and humble, possibly to the point of annoying some people. She is easy to give a smile, but harder to make laugh. Despite her great skill with the sword, she is not prone to violence and will always make an attempt to diffuse a situation or seek a non-violent path if such an option is realistically feasible.

Like most undines she has incredible emotional control, able to go from stoic speaking to melodramatic warbling and back within seconds, though she rarely conciously employs it. Sometimes her racial melodrama slips through when she is truly agitated, but most of the time she is even-keeled and steady.

Her oaths say she must treat everyone with respect, but she takes it a step further and often treats those she meets equally from king to pauper. She will still give credit where it is due, politely administering praise or constructive criticisms to those who deserve it. She does not like fey, considering them only a step above the agents of chaos, and has killed many due to their capricious actions. Though she understands it is their nature to be chaotic, she still treats them with deep distrust.

While some may consider her outward politeness a ploy to lower guards, Rudabeh attempts to befriend nearly anyone she meets with the hopes that they too will make more friends and they can all be an extended community. She often extends trust to those that do not deserve it, but if this trust is purposefully abused it will be revoked with no chance for forgiveness. Those that earn her true friendship, which can take a decade or more, earn the privilege to call her Ruda and find themselves extended unlimited trust and protection. She is often self-doubting, believing that overconfidence is a slow and insidious killer. As such, she will give those she works with an honest and humble assessment of her abilities.

She shows no fear of death, injury, or fighting, but she is deeply concerned about her reputation and how she is viewed by others. As such, she is vulnerable to being embarrassed if she believes her actions or words would reflect poorly on herself. She is nostalgic and deeply attached to objects or people important to her.

The undine has a great sense of a personal mission in life. She serves the river kingdom, its communities, and its future. The future is of great importance to her and she is always concerned how her actions or the actions of others may be influencing future generations.

Rudabeh has a personal vendetta against corruption in the courts, considering it the greatest drag on civilization. Unless it would interfere with her duty she will expose corruption and in extreme circumstances attempt to fix it.

Questions to answer:

-What do you consider your greatest achievement?

Negociating peace in Pitax

-What is your usual state of mind?

Calm and observant

-What is your favorite occupation?

Judge

-What is your most treasured possession?

My Bag of Holding

-What is your most marked characteristic?

A seemingly infinite well of politeness, even in the face of adversity.

-When and where were you the happiest?

Anywhere within a cold, clean river.

-What is it that you most dislike?

Corruption in courts.

-What is your greatest fear?

To have my reputation destroyed.

-What is your greatest extravagance?

The silversheen full plate containing the soul of an ifrit is a priceless work far beyond my abiliies to purchase, yet others say I have earned it.

-What do you regard as the lowest depth of misery?

To be lost to primal instinct.

-What is the trait you most deplore in others?

Untrustworthiness.

-What do you most value in your friends?

Trustworthiness.

-On what occasions do you lie?

Never, but when I can omit information when it is necessary to perform my duty or to protect an oath of confidentiality.

-Which words or phrases do you most overuse?

A Door Must Open: Short for "A door must open; otherwise, it is not a door," (This expression reminds Alseta's faithful that a skill or tool left unused has no value. Some adventurous members of Alseta's faith take this saying literally, and endeavor to carefully open the long-sealed doors of dungeons or ruins to give them purpose.)

Turning the Mask to It: (Figuratively, this expression means leaving something—an attitude, feeling, grudge, or material possession—in the past, but carrying the memory, or mask, forward with you.)

-If you could change one thing about yourself, what would it be?

I wish I was less self-conscious about my reputation.

-How would you like to die?

In battle, upholding law and order from a great foe.

-What is your motto?

Observe from all sides. -Self

Other sayings:

Offer one hand, but arm the other. -Wrex, Mass Effect

Never reach out your hand unless you're willing to extend an arm- Pope Paul VI

No one escapes the things they've done. A fate to fit the crime. -Jonathon Coulton, The World Belongs to You

I make peace. People think it makes me soft. Makes me weak. I hope you won't make that mistake again. -Some vampire from Castlevania

Good judgement is usually the result of experience. And experience is frequently the result of bad judgement.- Barry LePatner

Goals, Desires, Motivations:

Goals:

Live to see a fully united River Kingdom.

Defeat any seeking to destabilize the River Kingdoms.

Desires:

She wishes to see stability in the River Kingdoms, even at the cost of personal freedom.

Motivations:

Upholding, promoting, and protecting law and order.

Current plans:

Hire a cook, smith, and healer in Outsea. They should swear the same oath as everyone else, even though they're non-combatants. Rudabeh wants to build an elite unit of peacekeepers, separate from any main "army".

Find sister at Gargant's

Check on Gig/troops at barge, check on troops at Polite Clam, send message to Undine General to discuss selling Mother of Pearl, gather info about Tallies in meantime

When Gig gets paid, have him take Rudabeh to the man he stole the book from, return/apologize/pay for it, get him a new book

Assign Litta and 3 others to guard family home

Background:

Cataokerp: (10 years. Age: Birth-10. AR 4630 to 4640)

Rudabeh was born in the AR 4630 (Pharast 23rd, as divined by Nubauch Jar) to Daabi (mother) and Gegdev (father) in the floating, homogeneous Undine settlement called Cataokerp. This name was only used by the locals; colloquially it was known as Crate o' Kelp to passing sailors and merchants that did business there. Located to the far west of Absalom and directly south of Augustana, Andoran, the floating town of Cataokerp was strategically located to service sailors and merchant vessels on the Inner Sea heading to and from Absalom on their way to and from the Arch of Aroden. Anchored to the deep sea floor, the wooden structure bobbed above a massive kelp forest that provided not only the colloquial namesake of the town, but a huge variety of sea life for restocking holds and making crafts.

Daabi, a compassionate if care-free mother and local artisan of pearls and other jewelry, and Gegdev, a gregarious, shrewd, and highly successful merchant, raised their first daughter with pride for the next ten years. Wealthy by any peasant standards, they wanted for little other than more ships to visit their floating settlement so captains could be plied to purchase pearl necklaces or to sell off part of their exotic cargo for a "premium" which would then be sold to the next captain heading to Absalom for ten times the price.

Cataokerp did well- too well, in fact, considering it attracted a group of ruthless pirates that shook down the town one day in AR 4640. Gegdev, sensing the pirates would not be satisfied with bleeding the inhabitants dry of just their gold, put his family and wares on the first ship headed for Augustana. It wasn't long before the intuition of Rudabeh's father was proven correct- they received news that Cataokerp was raided and raped of its wealth by the greedy pirates not long after, scattering its Undine population and signaling the end of the century-old floating settlement.

Andoran Coast: (13 years. Age: 10-23. AR 4640 to 4653)

Augustana treated Rudabeh's parents well. Within a few years they had themselves a small, single-masted sloop called the The Cataokerp, named in an effort to find lost relatives or acquaintances. They used the vessel to lazily travel up and down the coast hawking wares. A new addition to the family, Ondev, Dudabeh's younger brother, was born in AR 4644, much to Rudabeh's fascination.

Though mentally no more than a young child by human standards, Rudabeh was often tasked to watch her baby brother by her absent minded and busy mother. One day while in the Captain Quarters of their family vessel, she and her brother happened upon a curious ware- a bottled efretti, purchased by her father from a half-insane adventurer out of pity. The adventurer, a human who preferred to be called Sigdig, was too afraid and superstitious to open the bottle, but desperately needed the coin. Gegdev had a soft spot for the daring ex-hero, for his stories, though incredibly far-fetched and unbelievable, were good for business and quite entertaining, so her father happily supplied him with a large sum of drinking money to keep the stories flowing.

Ignorant, Rudabeh was seeking to entertain her brother and opened the bottle. The towering and menacing efretti, who announced itself as Khuda the Incredible, was ready to unleash fury on whatever mortal had imprisoned it for centuries. To its surprise a mystified child and infant stood beneath it, strangely not fleeing in fear. Knowing no mere child could have enslaved it, but still bound by the magics of the bottle until it performed its wishes, the genie saw the easiest way forward from captivity was to offer its three wishes to its child rescuer.

Obsessed with her younger brother's well being, Rudabeh wished that her Ondev be a great artist just like their mother. When asked for her second and third wish, she simply repeated the same thing. Khuda was simultaneously amused and secretly grateful to be freed on such simple terms and granted her wish all three times without malice, distributing a great intellectual boon to her infant sibling. Without another word the efreeti Plane Shifted away, presumably to track down and annihilate whomever had imprisoned it in the first place. The fun was over, and Rudabeh re-corked the bottle so their father wouldn't get upset at their meddling. Later, Gegdav satisfied his curiosity and opened the bottle himself, but just as he expected nothing happened. After all, Sigdig's stories always seemed tall tales.

Taldorian Coast: (9 years. Age 23-32. AR 4653 to 4662)

Constantly seeking new markets, Gegdev and his partner found ever-increasing profits along the coast of Taldan. The birth of their third child in AR 4655, Dimi, was evidence of their confidence to support a larger family.

Dimi's delivery was overseen by a traveling halfing cleric of Desna named Rose Headstrong, who took a liking to the wandering merchant family. She stayed with the undines for bearly a decade, tutoring the growing Rudabeh and Ondev, swaddling Dimi, and bolstering the services offered on board the The Cataokerp.

Rose provided a spiritual education to Rudabeh that she would otherwise not have recieved. Gegdev and Daabi paid lip service to Gozreh in an attempt to ward off storms and other natural disasters, but in typical undine fashion were otherwise not very connected with or concerned about the gods. The halfling instructed her young undine student on how to communicate with deities and encouraged her to find the right god or goddess that suited her personality and goals in life. She would always say: "If you can worship your holy one just by being yourself, you will find divine favor."

Rudabeh sought to imitate her teacher and worshiped Desna for many years, embracing the ideals of fluidity, travel, and finding kindness in your heart for others.

Rudabeh's parents soon found brisk trade at the mouth of the Sellen river, and were eventually offered a lucrative contract to manage new waterwheel powered flour mills along the river in Galt, financed by its Cheliaxian masters. Though wary of the strange associations of the newly empowered House Thrune, the offer was too good to refuse. Gegdev traded The Cataokerp for a Bag of Holding, packed up, and the undines headed north. Rose parted ways with them, citing that she would not be in proximal association with devil-worshipers. She gifted her favorite student a masterfully crafted inkpen, decorated with flowing blue veins of lapis lazuli. Rose encouraged the fledgling devotee to Desna to write about her future travels and think of her from time to time.

Galt: (5 years. Age: 32-37. AR 4662 to 4667)

The family traveled up the Sellen and settled in Dabril, Galt, as the construction of the new waterwheels had just finished on the riverside estate of the Cindlocc family. Having a house that didn't float, a legitimate school, and a more permanent circle of children to play with was an adjustment for Rudabeh considering she had spent her entire memorable life floating from one coastal town to the next.

As usual, the undines did well. Gegdev expertly managed the inward flow of grain from the Horun Plains and secured buyers to float the outward flow of flour down the Sellen towards Taldan and the Inner Sea. Daabi focused on her crafts, soon discovering that her son Ondev showed remarkable talent for artistry, nearly matching her skill and creativity at a young age. Together they attracted many buyers among the egalitarian Galt population, who found their sea-based art, the materials for which were imported up the Sellen river or less often from Outsea, exotic and tasteful.

Rudabeh made friends easily with the human children- they would approach out of curiosity because of her appearance, and she would ensnare their attention with charm or offers to teach them to swim in the river. Following the example of Desna, the young undine started to gain a reputation as a local champion of the downtrodden, roughing up bullies and making an effort to protect the weak with her burgeoning strength.

Yet, something was changing in Galt. The philospher Darl Jubannich published his broadsheets On Government, and the people murmured that something should be done about the Cheliaxian influence in their country. Darl's contemporary Hosetter followed up with his seminal work Imperial Betrayal, and the murmurs became shouts. Meanwhile, Rudabeh's friends started to dry up, no longer allowed to play with her. Parents would snatch up their children, forbidding them from associating with "The Chelish water devil spawn." The local population began to show increasing signs of hostility and suspicion towards all foreigners or the wealthy. Gegdev and Daabi cared little for politics, but were concerned for the safety of their family when the locals began murmuring about "the devilish waterwheels that stole their jobs".

Larviss Finn (she preferred Finn), fighter and leader of the all half-elf mercenary group Bastard Brigade was hired to provide security for the family. Her five-strong force kept them safe for a time, but Rudabeh, trapped in their house for her own safety, watched as the discontent of the town and nation only seemed to increase.

In AR 4667 news of the Red Revolution spread from Isarn to Dabril, and so too did its infectious bloodlust. That night, on Finn's urging the family packed up as quickly as possible- their Bag of Holding paying for itself in full as they managed to preserve their wealth, tools, and enough supplies to flee without worrying of starvation. They were ready in mere hours, but it was not soon enough. The mob had already started to torch the nearby houses of middle class. Angry pitchfork and shovel wielding humans surrounded the house, beating on their doors and demanding they come out.

Finn's wizard, Kosan Tart, blew the back door open, allowing Finn to charge out and cut two people in half with a single blow. The rest of the Bastard Brigade followed their leader and set to work cutting a path through the revolutionaries. Rudabeh ran out of the house behind her parents, but slipped on the gore-slicked ground and fell. As she scrambled up she froze, now face-to-face with the pale and exsanguinated face of a human teenager she had played with not five years prior, cut in half at the midsection.

Seizing the opportunity to extinguish a so-called Chelish water devil, a Revolutionary broke through the Brigade's perimeter and smashed Rudabeh in the side of the head with his shovel. Before he could land a second blow Finn's greatsword sliced through one of his raised arms and lodged itself in the man's collarbone. The fighter kicked the man off her sword and scooped up the child, carrying her back to the circle of the rapidly retreating mercenaries.

Under the light of the moon they escaped, the mixed group able to navigate northward to the River Kingdoms without beacon-like torches betraying them to human seekers. Rudabeh was saved from death by the healing magics of Zaih Clor, the monk-cleric of Irori and healer of Zinn's group, but the ragged scar on the side of her head would remain forever.

Outsea: (23 years. Age: 37-60. AR 4667 - 4690)

The undine family and their protectors fled into the River Kingdoms like many others from Galt, but they had a different location in mind than the other refugees- Outsea. Daabi had sometimes received shipments of shells, pearls, and other materials from the esoteric saltwater town, and the undines thought it would be a perfect place to start a new life.

Rudabeh was devastated by the violence and chaos she had witnessed. Rose and the teachings of Desna had said that freedom and fluidity was a good force in the world, constantly generating new ideas to help sentient creatures. Instead, she witnessed freedom and chaos turn into a bloodthirsty force of evil, going so far as to turn old friends against her. The near death experience didn't help either, and in all her faith in Lady Luck was deeply shaken.

The young undine became quiet and withdrawn. Her parents and siblings could not reach her, and she spent a week barely eating, drinking, or speaking. Larviss Finn, recognizing the shock, decided to do something about it. She offered to teach Rudabeh how to fight. Getting Rudabeh's attention, the half-elf said that if she knew how to fight, what happened to her would never happen again, that she could die standing tall with a sword in her hands rather than on the ground.

The training began that night, and Finn found the girl had enough strength to be taught how to use the mercenary's signature weapon, the greatsword. Throughout the journey north Rudabeh would practice with Finn, and the undine dealt with the complex mixture of anger, sadness, and confusion by swinging a 5 foot long piece of steel until she was exhausted every night. Finn unexpectedly got something out of it too; teaching someone how to defend themselves in a hostile world. Of course, her companions teased her on how she was expressing repressed maternal desires the entire time.

Under the guidance of the Bastard Brigade, the family was unaccosted by the bandits that plagued the River Kingdoms. Bandits usually are smarter than to attack five heavily armed adventurers, but as an added bonus the undines looked like some kind of water fey that on top of it all had no visible goods to steal. This caused most cutthroats to sink back into the timberline when the group passed by. Monsters were put to the sword and unceremoniously chopped up for sellable parts by the mercenary band.

Outsea was a glorious sea oasis to the undine family, and when they arrived at its salt-encrusted walls the group was given an incredibly warm welcome by both the landlubbers and water-breathers. The honorable (and expensive) Bastard Brigade successfully delivered their charges and were paid the remainder of the family's fortune.

Left with a new take on life, the undines settled into Outsea. They set about rebuilding their lives, and thankfully jobs were not hard to find. The mercenary group that saved them realized this as well, lingering in Outsea and offering their services to its inhabitants for a few years. Finn continued to train Rudabeh in her signature style when she would return from adventures, growing quite attached to her protege. The mercenary shared many stories of their travels and triumphs, but she also imparted her personal, morally grey philosophies onto the young girl. Finn, a casual worshiper of Calistria, always said- "Do onto others as they do onto you. Good for Good. Evil for Evil."

A few years passed, and the Bastard Brigade outgrew Outsea. The challenges were fewer, as were the number of beings that could pay their steep prices. The group moved on to larger settlements, but occasionally Finn would return as they passed through the area, bearing new scars and the fantastic tales that went along with them.

A decade after arriving Daabi and Ondev's crafts had gathered enough capital for Gegdev to begin larger business ventures. He purchased a large, old human house with a basement sunken into the main saltwater thoroughfare of Outsea and turned it into a combination land/water warehouse, allowing both water breathers and landlubbers to receive deliveries or request products in the comfort of their own atmosphere. This wasn't anything new for the undines; they found themselves invaluable for communication and cooperation between the two groups.

Outsea (Adult): (10 years. Age: 60-70. AR 4690 - 4700)

Rudabeh came of age and took to Outsea's mandatory militia service with gusto. The commanders, too, were excited to have another amphibious creature to contribute to the defense of Outsea. Rudabeh was trained in all variety of weapons and armor, favoring the greatsword on land and a simple spear underwater. During her training she realized the webs of her fingers were interfering with her ability to wear gloves or gauntlets, but their usefulness at swimming caused her to hestitate removing them. It took until the third training accident where the webs were cut to ribbons that she started trimming back the nerveless membranes with a knife herself. Rudabeh had some difficulty swimming for a while, but adapted.

In the end she served with distinction, assisting in fighting back minor monster incursions and bandits too stupid to live. Whether land or water she was there, and her amphibious nature made her a key connecti]on between the boot-wearing and finned forces. Upon completing her ten year service she was awarded the rank of Sergeant in both the Landlubber and Underwater forces in recognition for her skill as a fighter and liaison.

She went into the reserves and worked in the family warehouse, providing security and assisting in other mundane tasks such as delivery. In a moment that would change the entire course of her life, she was moving deliveries from the surface to the water when an expensive-looking "book" of carved shell fell off the dock and into the water. Diving in after the slowly sinking tome, she caught it before it hit the bottom. The Sacred Keystones caught her eye, and drew her curiosity. In fact, the entire book was a curiosity. It was made of shell and carved in Aquan script. She was of course aware of Alseta given her prolific influence on the River Kingdoms, but knew she was no goddess of the sea. Why was this here, in the native tongue of the sea?

Suspecting something was afoot Rudabeh started reading... and couldn't stop. Suspicion melted into wonder as she absorbed the holy text. Somewhere deep inside the undine's soul she felt the glimmers of faith reignite, the same feelings she once had for Desna and lost in the Red Revolution.

An hour or more vanished in a studious haze when suddenly a large, finned hand appeared in the corner of her vision. Standing before her was Urqat the Unhinged; the oldest, biggest, and supposedly the meanest sahuagin in Outsea. A four-armed mutant and ex-general, he quit the battlefield and the ruling body of Outsea out of boredom, instead turning to practicing law and finding new, metaphorical blood sport in the courts of the underwater settlement.

Rudabeh was bursting with questions about the book, Alseta, and everything, but Urgat simply presented a bill of sale, took the book, and swam off. In perhaps the stupidest decision she had ever made Rudabeh chased after the huge sahuagin, determined to discover more about Alseta's teachings. She failed that day and was chased off, but must have left an impression after coming back every single day for the next two weeks to bother Urgat about the book.

With grudging reluctance he gave her a deal, the kind she actually had to sign. Do some work for him, and she can not only borrow the tome but have access to his library- the ex-general made a hobby out of commissioning scriptures of lawful deities in saltwater-friendly materials. Agreeing on the spot, an unintended relationship formed. Rudabeh became interested in Urgat's law practice, and Urgat became used to having some competent help. No one had been able to put up with the sharp-tongued miser for long, so he worked alone. However, Rudabeh was a special kind of stubborn. She not only did as she was told, but actually started to learn from the old garr, relishing in her newfound fascination of laws and an orderly universe. Urgat never made her a partner in his business even after ten years of working for him, but at some point he stopped verbally abusing her out of what the undine assumed was some form of respect. She still lives by his motto "Consider your words, because a stray joke can get you sued. Write everything down, because any fool can blabber and forget but a paper always says the same thing. Keep your oaths, because a broken promise one day is a broken neck the next."

Though assisting Urgat was a full-time job with part-time benefits, she had used her part of the bargain to intellectually devour Alseta's holy textbook. Not stopping there, she read the other texts too, but none of them stood out like The Sacred Keystones. Rudabeh started to practice what was written with intense fervor. The undine started inserting herself into the duties typically carried out by the human worshipers of Alseta. No matter how minor the task she volunteered if she could, even building small shrines to the goddess in the areas where the amphibious of Outsea crossed between air and water. She finally understood what Rose meant decades ago, finding ways to embrace Alseta by just acting instinctively.

Wholly dedicated, she told anyone who was curious about her transformation that she and the other undines were the epitome of Alseta's teachings and wisdom. They lived and freely transitioned between two huge thresholds- water and air. They acted as intermediates and mediators between the landlubbers and water-dwellers. They respected and did business with nearly everyone. Rudabeh's family, secular as most undine are, smiled and nodded as she espoused revelations, but did not embrace Alseta's teachings with the same excitement. They did not care what she did, really. Rudabeh was respected in the community and made decent coin with Urgat, whom she somehow convinced to pay her a salary after running out of books. It didn't matter what she was worshiping.

Oaths in Outsea: (1 day. Age 70. AR 4700)

Rudabeh found herself with a once in a century opportunity. Planning for Turning Day of AR 4700. The holiest day of Alseta, made extra special by an extra zero. She convinced her parents to donate coin to the cause, organized festivities with the local priesthood, and mingled between the landlubbers and water-breathers as they celebrated. As midnight neared and the turn of the century was at hand, Rudabeh easily gathered her family, friends, and all those that would attend.

She led them to a place intimately familiar to her, a crumbling archway simply and humbly known as "the old archway". It stood as an ancient remnant of the forgotten human town displaced by Outsea, looming in place of what had once been a gateway to the surface road through town. Now it served as a landmark in front of the dipping thoroughfare into the main body of saltwater communities. In addition, her family's warehouse sat nearby on the water line, it too facilitating the transition between water and land every day. Rubadeh did not think it was a coincidence. She led the small group in a prayer to Alseta under the arch, asking the goddess to grant them a virtuous and plentiful new century.

At the end of the prayer on the holiest of days, Rudabeh revealed her other purpose for gathering a crowd. She intended to become a paladin of Alseta, perhaps surprising absolutely no one. She publicly swore each oath for the remainder of her mortal life, dedicating herself and her sword to the cause of Law and Mediation.

After her last oath was sworn the air hummed with energy, and "the old archway" glowed a phosphorescent gray. With only a second to look up, Rudabeh and the gathered witnessed a miracle. The archway rapidly re-grew its stone, and after the keystone regenerated a shining and beautiful marble gateway stood proudly before them. Rudabeh too felt a change, filled with incredible energy and bursting with power.

Soon all knew she had been blessed by the goddess or her heralds. Indeed, some say they saw an enormous construct, apparently made of brown and gray masks, glittering in the moonlight on the edge of town as the arch was restored. There was many libations that night and it is hard to find corroborating stories and how it happened, but from that moment on "the old archway" became "The Archway of Alseta", now considered a holy site and a place of pilgrimage. Embracing the humility of her teachings, Rudabeh insists she had little to do with it besides perhaps drawing Alseta's attention to the structure.

River Kingdom: (11 years, age: 81, AR 4700 - 4711)

After her oaths Rudabeh contemplated if she had already done all she could in Outset. She decided to travel for the sake of her own growth, spreading law, acting as a judge or mediator, and using her newfound powers in Alseta's name.

Her parents were slightly worried given the reputation of the River Kingdoms, but on the other hand they had witnessed her invoke a miracle and be blessed by a regionally popular goddess. As a parting gift they gave her the Bag of Holding that had saved their family during the Red Revolution and had served them well since. Meanwhile Urgat loudly complained that he wasn't going to be able to keep up with work now that she was leaving and would have to hire another assistant, which was probably the greatest compliment she had ever received from him.

Other good-byes were less difficult and notable, and she found a decade of travel and adventure through the River Kingdoms. She attempted to go to Daggermark to spread the order of law, but did not find the city to her liking, only visiting the Grove for work. Instead she took work smiting rampaging fey on the outskirts of the city, receiving a beautifully crafted cold-iron spear for her efforts. It was used to smite more fey. As her coin purse grew from thankful persons, she commissioned her own custom breastplate and clothes in Mivro, starting to look the part of a true Paladin.

Most proudly of all, she defended the disgraced former nobleman Dhanaf Jaallos in the court of Graltan, not only preventing his former serfs stripping him of all his belongings and land but fostering an understanding between the two groups. He paid Rudabeh with one of the last treasures in his possession- a real Maheto blade, a greatsword of immaculate craftsdwarfship.

The paladin never seemed to be threatened by the specters of hunger or boredom in her travels; there was work aplenty for both her sword and pen. That trend continues to the present day.

NPC connections:

Daabi:

Born AR 4599. Age 172. Mother. Jewelry maker and designer.

Daabi is an enigma wrapped in a Prismatic Sphere. She is simultaneously a great artist, creative force, and trend-bucker, but she has great difficulty focusing or deciding how to prioritize. She jumps back and forth from quarter to half-finished projects nearly every day, only managing to "complete" items when Gegdev walks through the workshop and takes what he thinks he can sell. Rarely does anything bother her, and as a result Daabi may be one of the happiest undines on Golarian.

Rudabeh doesn't blame her mother for her inattentiveness during her childhood or otherwise, but is still affected by it. Daabi certainly loves her daughter, but is often too distracted to show it in anything but platitudes.

Gegdev:

Born AR 4584. Age 187. Father. Merchant and entrepreneur.

Rudabeh's father has the miraculous ability to sell anything. He could sell a glass of water to a drowning human, a snowball to a yeti, or a book to a goblin. In fact he's done the latter at least once.

Trades, bulk, wholesale, futures... Gegdev does it all, and makes money off of it all. Incredibly convincing, boisterous, and gregarious, the undine is well-respected in Outsea for the highly accommodating business he operates out of a large half-land half-sea warehouse simply called Gegdev's. The locals come to him with purchase requests and he finds a seller somewhere using his impressive network of merchant contacts. He is also happy to take items and find buyers for them in the same way. But whichever way it goes if it touches Gegdev's webbed hands he takes a modest cut.

Rudabeh shares a warm relationship with her father despite the fact he can be a little overbearing with her sometimes.

Ondev:

Born AR 4644. Age 67. Younger Brother. Jewelry maker and sculptor.

An artistic genius that has captured the imagination of the River Kingdom elite for more than a decade. He produces stunning avant-garde works of jewelry and sculptures using natural materials found in Outsea. His works fetch a high price and are sought after by those looking for ways to display their wealth and culture. Ondev has recently been experimenting with infusing his crafts with magic to create ever stranger works.

Ondev does not know it, but he was granted a great intellect and creativity by an Efreeti as an infant due to Rudabeh's three wishes. Because of his reputation as a rising star he has been exempt from mandatory military service in Outsea by the Council of Generals.

He appreciates what Rudabeh does, but otherwise shares a typical relationship with his older sister. Rudabeh has been known to dote on him.

Dimi:

Born AR 4655. Age 56. Younger Sister. Mostly helps with the family business or does odd jobs, as Rudabeh used to do.

Compared to her older siblings Dimi seems to be completely normal. She's impressed by her brother's skill and admires her sister's courage, but she has no desire to imitate them or anyone else for that matter. More concerned with seeking her own path in life rather than looking to others to find it for her, Dimi seems to have at least inherited her mother's carefree and, when properly focused, potentially rebellious attitude.

With her coming of age and mandatory Outsea militia service approaching it remains to be seen if the girl will stay and be frettered by the machinations of society or seek her own path elsewhere.

Dimi and Rudabeh used to get along fine, but after Rudabeh embraced Alseta the two started to chafe.

Rose Headstrong:

Halfling Cleric of Desna. Age ? > 80.

The kind and always traveling halfling served as Rudabeh's spiritual tutor in her childhood. Rudabeh has few, but powerful memories of Rose as a grandmotherly figure and nurturing teacher. The priestess sparked the faith of Desna in Rudabeh, but the undine later lost it. Yet the lessons Rose instilled in her young charge helped her embrace Alseta later in life.

Larviss Finn:

Half-elf fighter and leader of the Bastard Brigade mercenary group. Age ? > 60.

Finn (preferred name) saved Rudabeh's life during the Red Revolution in Galt. She taught her signature greatsword style to the girl and fostered her philosophies on neutrality. Rudabeh has not seen her since becoming a paladin and leaving Outsea, and despite her best efforts can never seem to catch up when hearing the group is somewhere in the River Kingdoms.

The two used to share a mother-daughter type relationship that at one time was perhaps closer than Rudabeh's real mother.

The Bastard Brigade is a typically five-strong band of half-elf mercenarie that were either raised as orphans, ran away from home, or otherwise abandoned by someone. Their core members are Larviss Finn (fighter/leader), Kosan Tart (wizard/probably Finn's lover), and Zaih Clor (monk/cleric of Irori), with two others usually in flux. In the decades since Rudabeh first met them they have become a powerful and sought-after adventuring group not only in the River Kingdoms but the upper continent as well.

Urqat The Unhinged:

Sahuagin Ex-General of Outsea, now Barrister. Age ? > 300.

A large, fearsome, and ancient four-armed sahuagin warrior turned lawyer. Known for ripping apart live fish in court, going into a blood frenzy, and destroying opponents in fiery 1-minute speeches. Dour and difficult to work with but otherwise dependable, he will represent anyone for the right price. He can often be seen pinching coppers so hard they squeal, but collects "underwater" books as his one luxury expensive and hobby.

He instructed Rudabeh in law and inadvertently sparked her interest in Alseta. The two share a respectful, professional relationship.

NPC Spreadsheet

Notes:

People die all the time. Sometimes for no good reason, and those that take up the sword die quicker than most. It may be that victory cannot be worn without cost, but all life is precious, and I refuse to shrug at its loss. It's people like him who dare to dream that things could be better- and make it happen, against all the odds. They are the ones whose names lives on forever. The Heroes. Dreams worth dying for don't die easily.