About Terz "Lux"
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks.
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. Benefit(s): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
[spoiler=Equipment] Hide Shirt, 4 Throwing Axes (32gp), Dagger 2gp, Backpack 2gp, Bedroll 1sp, Hammock 1sp, Explorer's outfit 10gp, 29gp remain.
Terz was born some sad years ago in the Mwangi Expanse, decades beyond his youthful appearance, if you believe his fanciful tale . . .
Looking into the black shine of the broken obsidian stone Terz sees flashes. Glimpses of a life far away. One he barely knows . . .
He lived in the jungle with a small tribe of catfolk. His tribe moved in the forest following game and food ranging throughout the Expanse. He remembers little only subtle glimpses. The laughter of his father and brothers . . . The sweet taste of a fruit he cannot name . . . The rhythmic light rumbling of his mother's breathing as he slept . . . Running among the trees chasing birds, monkeys and friends he cannot name.
A few months before his ninth birthday his tribe was set upon by Naga slavers. The glimpses race faster and move in flashes. The Naga and his people have long been enemies, though in recent centuries they have turned from wicked, ruthless blood feuders to slaving profiteers. They roam the jungles hunting Mwangi humans, catfolk and others that can be sold to plantations, mines and bloodsport. He remembers painful flashes. His father push his mother, "Flee." . . . His father in a clearing giving others time to run for the dark of the jungle . . . He can hear the sound of his father hammer a wooden stake into the ground with the flat of his stone axe. A leather tong tied to his calf. A symbol to the other hunters. "I am staked to the ground, here. Here I make my stand with you against our enemies." . . . The tribe splits. . . Many caught. Terz among them. . . The clearing of his father's last stand . . . Blood. . . He is pushed. . . He strains against the rough handling, reaching for the broken stone of his father's axe head. . . For the leather tong that bound him to the ground. . . The cold bloody stone he holds to his chest clutching. . . Barely held in his small fingers. . . That night rain and thunder, the rain washes away the blood of his father's enemies. . . Thunder hides his screams . . . He wraps the tong around the broken black stone. . . He ties the leather tong around his neck.
He awoke the next morning with those remaining and marched to Bloodcove. Days in the jungle stumbling over the roots, rather than dancing in the branches. Looking down at the mud and not up at the sun. Bloodcove, the word is oxymoronic. Coves are safe harbors, where a ship can weather out a storm. Blood a hard word it describes what is bought and sold the very blood of people, as slaves, as whores, as conscripts, and as gladiators.
In the slave market of Bloodcove he was sold to a Sargavan merchant who kept him as servant. He lived for a few years at a small Sargavan outpost. When he turned 15 he was moved to his owner's shipping fleet. He took to sailing easily and enjoyed it as much as could be expected for a slave. He climbed among the rigging. He ran along the yardarm like the branches of the jungle he left behind. He listened to the tales of the sea in the evening among the sailors. It was not true freedom he knew but it was not the march of the Naga. It was not the Chelish slave market in Bloodcove. It was not the chores and tedium working in the planation home of Sargava.
North of the Eye they ran afoul of a Chelish Privateer. Not that the Sargavan merchant vessel was a war prize but it was there and the privateer was coming in way under budget. They took the ship easily looted its cargo killed most of the crew. Terz was one of the few who survived the attack and was given the name "Lux," as in "lucky cat." Beatings, torture at times, and back breaking work. The Chell captain, Endrain Thege, was a spoiled noble. Blood thirsty and cruel. Thege was the youngest son of a rich duke or some such meaningless name. Sent to sea a disappointment to his father. Rather than rising to the occasion he used it to explore his hate, and cruel perversions. Lux learned fast how to fight for his life as a conscripted sailor. He took to boarding axes similar in shape and style to what he remembered of his father's stone axe. In the mix of things he could throw one or go toe to toe with them. His natural strength and dexterity paid off. It earned him some respect among the men but he was always reminded that he was prisoner, slave and expendable.
Still young, an adolescent. It is the next leg of his tail that strains credulity. Flashes of memory. He remembers the groan and strain of the ships timbers against something hard. . . The pitch of the deck rose, slanting up to the fore. . . The lurch rocked many from their hammocks. . . Next came screams. . . Then came singing?
His fellow slave and crew moved in two camps. Those springing to action and those who calmly smiled and walked calmly climbed the stairs to the deck. An old salt looked up addressing no one in particular, "sirens." The terror in his voice drove his face pale. He fell on his own cutlass. Sounds of battle on deck. Terz took to action moving swiftly the song grew louder . . .
Terz awoke in the sand, wet sand. The waves had brought him to the shore a verdant island. It did not appear large from where he was. A large central mountain was its most notable feature. He stood, his head rang. He walked to the shade picked up a coconut that had fallen. Took the black stone of his father's axe and drank. Then he slept.
He awoke to the poke of a dwarf lad prodding him with a stick. The lad was dressed in armor made from turtle shells. Another boy halfling maybe wore the skin of a beaver face showing through the open jaw of the beaver. An elf girl in a long white night shirt. Other children oddly dressed emerged from the tropical forest. They brandished wooden cutlasses, sharpened sticks, clubs, and other weapons some he had never seen. "Get up. Old one." They marched him to a great banyan tree huge beyond belief. A teen half elf flew from the upper boughs of the tree. He was dressed in green. As he flew from the upper branches he crowed like a roster. The other children answered in kind.
Lux was put to the test. Not wanting to hurt the children. He grudgingly climbed trees, stole feathers from large birds, at some point he started having fun. To hear Lux tell it he lived among these children, the lost ones, children saved from the deep to live on the island. Years many ,many years Lux, a truly lucky kitty, lived. They harassed pirate lords, fought against a great mechanical crocodile, swam with merfolk, delved caverns in the island's mountain for lost treasure. Each story more fantastic and spectacular than the last.
His time on the island ended as strangely as it had begun. Flashes of memory an earth quake shook the tree. . . He saw the ocean closer to the tree than ever before. . . He went to find the other lost ones. . . The ocean continued to come closer, THE ISLAND WAS SINKING. Soon the waves were at the base of the tree. His panic was interupted by a beautiful sprite, or some such fey, not uncommon, on the island. He flew to him kissed him and frowned, "Your too old."
Lux awoke in a small coracle. Broken free from the great tree house. In the distant beneath the waves he saw an enormous turtle it never was an island. He spent days in that small boat. Lips cracked, thirst taking him. He was found by a whaling ship out of Magnimar. His story caused a stir. Wild, unbelievable, lies, amazing. Most sailors found his story delusional, some pointing out that a Chellish slave galley was sacked by pirates out of Riddleport. Aboard the whaling ship was an old priest of Besmara he insisted that Lux spoke some version of the truth and had been spared by Besmara. The other sailors scoffed, how could the old fool believe. "Me grandfather died aboard a Chellish Man'o War along with all hands, 63 years ago. The captain's name was Thege, he wrote me father tales of his adventures at sea, he was saved by a grey catfolk, who wore a pendant of black stone, he gave the cat the nick name Lux." Mind you this swayed few sailors they just thought the cleric was funnin. His laugh and cryptic manner washed doubt over Lux. He only recalled flashes, glimpses of his memory. "The sun and the sea can strain and cook the mind," they say. Lux held the black stone in his hand . .
The whalers pulled in to Magnimar and Lux had to try his luck.
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
*The basic concept of Terz in crunch and combat flavor was the idea of a pure tomahawk fighter, switching between throwing and striking on a whim.
*The basic concept of Terz story-wise is a former slave with a tale too good to be true; lost at sea, running around a turtle island, meeting characters that should be easily recognized by any literature or Disney fan.
*Terz is disconnected from where he came from. He lost a family and culture. Lived as a slave, and conscript. Frankly it is an ideal childhood that might develop a psyche that invents a fanciful story about lost children rescued by a normally cruel pirate goddess, one of whom could fly and apparently not age for many years, at least while on the island.
*Terz has real doubts about the truth of his experiences but much prefers the story to the likely cold reality of things.
*Whether it is years on a magic fairy tale or part of his own mental health false identity Terz or Lux as he likes to be called has developed a rather fun loving, curious and child-like personality that doesn't follow from a traumatized former slave.
*Terz is not a great sailor, but he tries. Any skill he had at sailing was his ridiculous climbing skills and he learned to keep the pirates who conscripted him happy he mostly ran messages or swiftly did the precarious climbs for other sailors and let them tie of the ropes.
2) Two goals that you'd like the character to accomplish in-game.
*To see the Island on the Turtle's back again . . . To confirm its real. Even if he doesn't set foot on it.
*To see the jungle again.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
*Known Secret- Jace the sailor from the whaling ship rescued Terz is a wanted man and former pirate lord Cantankerous Ike.
*Unknown Secret- Captain Thege's Ship along with its undead captain was pulled up from the deep to haunt the waves but lured by the sirens to the rocks its lost cargo, TREASURE is still out there.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
*Captain Endrain Thege- The Chellish Privateer who conscripted Terz after taking the merchant ship he sailed on, did die at the hands of the sirens but has continued on as an Undead Captain of a Ghost Ship. The Captain has a hatred for those he knew in life even their descendants (identified by similar sounding names usually), but a special hate would exist for a sailor that escaped the doom of his once lost ship.
*Jace an old cleric of Besmara that was once a pirate lord of the shackles. Now takes odd jobs on ships and port fleeing when old enemies find him. He is a friend of Terz who introduced him to the Heidmarches and the Pathfinder society.
*Canavan Heidmarch a recent mentor and sponsor of Terz who has helped him earn a fledgling position within the society.
5) Three key memories that define your character as the person they are at the time of submission.
*My father's broken stone axe which is a pendant worn around Terz's neck.
*The kiss from a Fairy.
*The desperate man aboard the Chellish Man'o War who fell on his cutlass rather than face the Sirens. That is the most hopeless act Terz has ever seen.
6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.
*Singing when Terz can't see the singer. A remnant of the horror of the siren attack Terz is leary of songs when he does not know where the song is coming from. He tenses up and looks about shivering until he sees the singer. At which point he tries to calm down but often remains jumpy. He almost always sits so as to face the stage in taverns.