Khonnir

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Goblin Squad Member. 22 posts (38 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Dotting for interest. Will post a submission later today or tomorrow, when I've done more reading. I like Eberron but haven't played in it. Interesting.


Dotting for interest. Will put in a submission when I've had a think.


It depends what you think you might like to get out of reading him. Are you a completist? or do you like funny books? Or reflections on aging, life, theology etc? He's capable of all the above.

I agree with the comments above about the first two books, The Colour of Magic and The Light Fantastic; he was learning his craft there, and they don't have the depth of thought or control of narrative found in his later writing. The first book in particular is a (funny, and mischievous) demolition of some well-known fantasy writers - Fritz Leiber, Anne McAffrey, H.P.Lovecraft, etc. For what it's worth, I'd skip the first two, Sourcery, and Eric, but all the rest are good or better. Some are glorious and I re-read them several times.

I'd suggest starting with book 3, Equal Rites, and moving on from there. Perhaps try one from each of the major lines - The Guards, the Witches, Death, Rincewind/The Wizards, Moist, Tiffany etc to see what you like. You don't have to read them in order, particularly, though you'd see the city of Ankh develop if you did.

My favourites: Wyrd Sisters, Witches Abroad, Lords & Ladies, Maskerade, Feet of Clay. (unashamed lover of the Witches)

I second the recommendation for Good Omens (and Neil Gaiman), and I wonder if you've thought of Terry Pratchett's children's books? He did a loosely linked Trilogy, starting with Only you can save mankind, which are not set in the Discworld, and a cracking one-off The amazing Maurice and his educated rodents, which is.

I didn't know the man, though I met him occasionally on a signing tour. But when he died, I felt a little shiver of sadness; we lost someone who brought a little light into our world by showing us a different one.


Dotting for interest.


Wow! Very pleased. Looking forward to playing.


Additional information for Aelwyn, using the four suggested areas and the rather good website on character development.

1) Conflict (who or what does your character fight or fight for?) Before joining the army, Aelwyn certainly didn't see himself as a fighter at all. At join-up, he saw an initial career, but certainly not something he'd do for too long (in elven terms). Perhaps twenty years at most. Right now, he's nervous (how could such an invincible army have been defeated?) and almost alone in a strange land. So he's very keen to defend the few allies he has with him.

2) Challenges (what limits your character?) He's worried that he may have to be in actual fights now, and aware of his limitations there.

3) Attachments (Who or what does your character value, why?) He'd like to see his sister again, and get home at some point, but right now his primary attachments are to his comrades.

4) Passion (what drives your character?) He joined up to see more of the world, and is sees the irony – he's now seeing more of the world than he expected.

Primary Motivator: Discovery/Adventure
Impulsiveness: Thoughtful
Emotional Disposition: Curious
Boldness: Nervous
Moodiness: Even-tempered
Agreeableness: Adaptable
Outlook: Hopeful
Interactivity: Usually wary, but aware current circumstances may need a different approach.
Integrity: Responsible
Conformity: Orthodox

He wants to explore the world, so let's start here. Aelwyn is lost, in a foreign land with a whole new country to explore. He knows a fair bit about animals, and especially plants, but has no idea how to survive in the wild. Having been around longer than most humans in the army, he's found that things do usually work out in some way, and is hopeful that the group can survive here, and find out what's going on. He tends to think before he acts, and feels loyalty to the ragged survivors of his regiment; though he's usually wary of strangers, he thinks the current problem may need a more outgoing approach.

About myself: I've been playing since Basic/Expert D&D, GMing since 1st edition AD&D, through 2nd, 3rd, 3.5 and Pathfinder. I'm a team player, and I like playing broadly good characters that get on with others.

Let me know if there's anything else I should do, and good luck to everyone!


Dot for arcane or divine - will have a think.


Dot


Hi there. I'm applying with Aelwyn, whose details are below. I've used Golarion place names just as a place holder, and will change these to the appropriate names as and when appropriate. I'm not interested in min-maxing, 3rd-party materials, creating game-killing characters or PVP: I like to play a friendly and cooperative game. Good luck to us all, and thanks for giving us this opportunity, GM_Sarc.

Aelwyn
Male Elf Wizard (Evoker) 2, 5'11”, 121lbs

Crunchy:
Str 10, Dex 15, Con 12, Int 18, Wis 12, Cha 10
Stats & Saves:
Wizard (2), hp 11, NG
Base Stats (unenhanced by magic)
Str 12, Dex 15, Con 12, Int 18, Wis 12, Cha 10

Saving Throws
Fortitude = +1 (Base +0, Con+1)
Reflex = +2 (Base +0, Dex +2)
Will = +4 (Base +3, Wis +1)
+2 racial saving throw bonus against enchantment spells and effects.
Armor Class = 12 (Dex +2)
Flat-Footed AC = 10
Touch AC = 12 (Dex +2)
BAB = +1, CMB = +1, CMD = 13 (Dex +2)

Drawbacks, Feats, & Traits:
Racial Traits
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Drawbacks and Traits
Eyes and Ears of the City: Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. .
Focused Mind: Your childhood was dominated by lessons that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Feats
Weapon and Armor Proficiency: Proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.
Scribe Scroll: You can create magic scrolls.
Improved Initiative (Combat) Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Skills:
Appraise (Int +4) (+3 class skill) (+2 ranks) (= +9)
Craft (Alchemy) (Int +4) (+3 class skill) (+1 rank) (= +8) Skill from Background points
Craft (Carpentry)(Int +4) (+3 class skill) (+1 rank) (= +8) Skill from Background points
Craft (Bows)(Int +4) (+3 class skill) (+1 rank) (= +8) Skill from Background points
Handle animal (Cha +0) (+1 rank) Skill from Background points
Knowledge (arcana) (Int +4) (+3 class skill) (+2 ranks) (= +9)
Knowledge (dungeoneering) (Int +4) (+3 class skill) (+2 ranks) (= +9)
Knowledge (engineering) (Int +4) (+3 class skill) (+2 ranks) (= +9)
Knowledge (nature) (Int +4) (+3 class skill) (+1 rank1) (= +8)
Perception (Wis +1) (+2 racial) (+1 trait) (+3 class skill) (+2 ranks) (= +9)
Profession (Herbalist)(Wis +1) (+3 class skill) (+1 rank) (= +5)
Spellcraft (Int +4) (+2 racial to identify magic items) (+3 class skill) (+2 ranks) (= +9, +11 to identify magic items)

Languages
Common, Elven, Draconic, Orc, Sylvan, Gnoll

Spells & Special Abilities:
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object.
Arcane School: Evocation. Opposition Schools: Necromancy & Conjuration
Equipment & Wealth:
-Masterwork Longsword (15gp) (weight 4)
-Masterwork Shortbow (30gp) (weight 2)
-40 arrows (2gp) (weight 6)
- Bedroll & winter blanket (6sp) (8lb)
- Candle x5 (5cp) (-)
- Chalk x5 (5cp) (-)
- Flint & steel (1) (-)
- Rations x4 (2) (4)
- Tindertwigs x5 (5gp) (-)
- Spellbook (15) (3)
- Parchment x20 (3) (-)
- Pen & Ink (?gp) (-)
- Empty sack x2 (2sp) (1)
- wooden bowl and drinking cup (-)
- Explorer's outfit (-) (8)
- Arcane Bond item (tree pendant) () (-)
Weight: 35 (Medium Load, but 1 empty sack, bedroll and winter blanket are in the other large sack, ready to be dropped as a free action, reducing weight to 29, a light load )
(medium load >33lb, heavy load > 66lb)
Total Cash: 661gp spent out of 1000gp

Spellbook contains:
All Core 0-level spells

1st level spells
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Burning Hands: 1d4/level fire damage (max 5d4).
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Expeditious Retreat: Your base speed increases by 30 ft.
Identify: Gives +10 bonus to identify magic items.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.

Appearance:

Aelwyn is a tall, slim, nimble elf with long, brown hair and green eyes. He tends to wear loose shirts (laced not buttoned), brown trousers and a green cloak with a single leaf embroidered near its clasp. Around his neck on a leather thong is a round wooden pendant with a stylised tree design. He rarely arrives on horseback, and tends to be on the edge of a group, watching rather than leading a party. His hands are usually clean, and he doesn't drink alcohol.

Background:
Aelwyn is estranged from his family. As a child, he was slowly introduced to magic by his grandmother, and showed an early talent, particularly with energy magic. His training stopped when his grandmother was slain in a orc raid. The orcs were soon driven off, and nobody else was injured, but he resents her loss, having never been close to his parents. When nearly adult, his grandfather got him drunk at a family wedding, and he was so embarrassed at his actions and how his family reacted to him that he left, and has not yet (7 years ago) returned. He is still very nervous about alcohol or speaking in front of groups of people. He misses his younger sister Sileal, but is unwilling to return – he feels his parents did not support him at the time of his grandfather's prank.

When he first left his own people, he packed carefully, and intended to make his way as a travelling wizard, fixing small things with his magic, teaching where possible, but certainly not adventuring. He wandered through Varisia and ended up in Korvosa. Much to his surprise, he found himself in the city watch of that city. His elven sight made night patrols easy, and his magic allowed him to find a place, though he remained nervous of the Watch's carousing while off duty, and avoided their drinking sessions. The watch were mostly followers of Abadar, god of cities, and Aelwyn explored that faith while in Korvosa. He eventually decided with some reluctance that Abadar could be rather too morally murky for him. He's no crusader of righteousness, but he'd like a deity that gives him something good to hope towards. He only left Korvosa a few months ago, and remains on good terms with the Watch there.

Since leaving Korvosa, he applied to join the army as an arcane support agent, thinking it would be a good way to improve his skills. As it was accepted that the army was practically invincible, he felt no particular danger, but recent events are making him question joining up. He's loyal to his platoon, though, and wants to look after them.


Interested - will wait for a recruitment thread. Flexible on role.


Congratulations! I'll follow with interest.


Hi there. I'd like to submit a character.

Aelwyn, Male Elf Wizard

Crunchy bits:

Evoker) 1, NG, 5'11”, 121lbs, 145 years old
Stats & Saves:
Wizard (1), hp 7
Base Stats
Str 10, Dex 16, Con 12, Int 19, Wis 12, Cha 10

Saving Throws
Fortitude = +1 (Base +0, Con+1)
Reflex = +3 (Base +0, Dex +3)
Will = +3 (Base +2, Wis +1)
+2 racial saving throw bonus against enchantment spells and effects.
Armor Class = 13 (Dex +3)
Flat-Footed AC = 10
Touch AC = 13 (Dex +3)
BAB = +0, CMB = +0, CMD = 13(Dex +3)

Drawbacks and Traits
Eyes and Ears of the City: Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Riftwarden Orphan: You gain a +2 trait bonus on all concentration checks.
Associated Mythic Path: Archmage.

Feats
Weapon and Armor Proficiency: Proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.
Scribe Scroll: You can create magic scrolls.
Improved Initiative (Combat) Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Skills:
Appraise (Int +4) (+3 class skill) (+1 rank) (= +8)
Knowledge (arcana) (Int +4) (+3 class skill) (+1 rank) (= +8)
Knowledge (dungeoneering) (Int +4) (+3 class skill) (+1 rank) (= +8)
Knowledge (engineering) (Int +4) (+3 class skill) (+1 rank) (= +8)
Perception (Wis +1) (+2 racial) (+1 trait) (+3 class skill) (+1 rank) (= +8)
Spellcraft (Int +4) (+2 racial to identify magic items) (+3 class skill) (+1 rank) (= +8, +10 to identify magic items)
Languages
Common, Elven, Draconic, Orc, Sylvan, Gnoll
Opposition Schools: Necromancy & Conjuration
Equipment & Wealth:
-Longsword (15gp) (weight 4)
-Shortbow (30gp) (weight 2)
-40 arrows (2gp) (weight 6)
- Bedroll & winter blanket (6sp) (8lb)
- Candle x5 (5cp) (-)
- Chalk x5 (5cp) (-)
- Flint & steel (1) (-)
- Rations x4 (2) (4)
- Spellbook (15) (3)
- Parchment x10 (2) (-)
- Pen & Ink (?gp) (-)
- Empty sack x2 (2sp) (1)
- wooden bowl and drinking cup (-)
- Explorer's outfit (-) (8)
- Arcane Bond item (spiral pendant) () (-)
Weight: 35 (Medium Load, but 1 empty sack, bedroll and winter blanket are in the other large sack, ready to be dropped as a free action, reducing weight to 27, a light load )
(medium load >33lb, heavy load > 66lb)
Total Cash: 68.9gp spent out of 70gp

Spellbook contains:
0-level spells – All Core
1st level spells - Comprehend Languages, Magic Missile, Burning Hands, Color Spray, Expeditious Retreat, Identify, Silent Image

Background:

Aelwyn has returned to his foster family (elven parents and sister) in Kenabres from a trip to Mendev to check out his birth family, who he believes were from the crusader nation. Sadly, he found nobody who could help him in Mendev, and after 3years searching, he's returned to the only home he knows, to look after his foster parents in the city. He's intending to make a living as a minor mage for hire, mending, identifying items, copying scrolls and working as a scribe. In stressful situations, he tends to trace the spiral birthmark on his left cheek, often subconsciously.

When he first left his own people, he packed carefully, and intended to make his way as a travelling wizard, fixing small things with his magic, teaching where possible, but certainly not adventuring. He searched Mendev and ended up in the capital, Nerosyan. Much to his surprise, he found himself in the city watch of that city. His elven sight made night patrols easy, and his magic allowed him to find a place. The people he knew in the watch mostly followed Abadar, god of cities, and Aelwyn explored that faith while in Mendev. He eventually decided that Abadar was too morally murky for him. He's no fiery preacher, but he'd like a deity to look up to.


Congrats, guys! I'll be reading with interest.


Good luck, everyone. Off to bed - it's late here.


Dotting for interest.


Dotting for interest, but not sure what to build yet.


Let's change Aelwyn's grandmothers demise to this:

Aelwyn is estranged from his family. As a child, he was slowly introduced to magic by his grandmother, and showed an early talent, particularly with energy magic. His training stopped when his grandmother was slain in a orc raid. The orcs were soon driven off, and nobody else was injured, but he resents her loss, having never been close to his parents.

Will think on the Korvosa angle, and submit more detail later tonight. I'm assuming that the CotCT affair happened roughly 2 years ago, and that adventurers won and deposed the queen?

You're right, Ishani is a NPC cleric of Abadar. LG, if memory serves, and less cynical than the usually LN priesthood of Abadar. I can see Aelwyn getting on with him; they both want to make the world a better place, but not get killed doing so.


Submitting this guy - open to changes, edits, etc.

Aelwyn
Male CG Elf Wizard (Evoker) 1, 5'11”, 121lbs

Crunchy Stats:

Str 10, Dex 15, Con 12, Int 18, Wis 12, Cha 10
Stats & Saves:
Wizard (1)
Base Stats (unenhanced by magic)
Str 12, Dex 15, Con 12, Int 18, Wis 12, Cha 10

Saving Throws
Fortitude = +1 (Base +0, Con+1)
Reflex = +2 (Base +0, Dex +2)
Will = +3 (Base +2, Wis +1)
+2 racial saving throw bonus against enchantment spells and effects.
Armor Class = 12 (Dex +2)
Flat-Footed AC = 10
Touch AC = 12 (Dex +2)
BAB = +0
CMB = +0
CMD = 12(Dex +2)

Drawbacks, Feats, & Traits:
Racial Traits
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Drawbacks and Traits
Eyes and Ears of the City (LN): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. .
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Feats
Weapon and Armor Proficiency: Proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.
Scribe Scroll: You can create magic scrolls.
Improved Initiative (Combat) Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Skills:
Appraise (Int +4) (+3 class skill) (+1 rank) (= +8)
Craft (Int +4)
Fly* (Dex +2)
Knowledge (arcana) (Int +4) (+3 class skill) (+1 rank) (= +8)
Knowledge (dungeoneering) (Int +4) (+3 class skill) (+1 rank) (= +8)
Knowledge (engineering) (Int +4) (+3 class skill) (+1 rank) (= +8)
Knowledge (geography) (Int +4)
Knowledge (history) (Int +4)
Knowledge (local) (Int +4)
Knowledge (nature) (Int +4)
Knowledge (planes) (Int +4)
Knowledge (religion) (Int +4)
Linguistics (Int +4)
Perception (Wis +1) (+2 racial) (+1 trait) (+3 class skill) (+1 rank) (= +8)
Profession (Wis +1)
Spellcraft (Int +4) (+2 racial to identify magic items) (+3 class skill) (+1 rank) (= +8, +10 to identify magic items)
*Armor Check Penalty -0
Languages
Common, Elven, Draconic, Orc, Sylvan, Gnoll

Spells & Special Abilities:
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Opposition Schools: Necromancy & Conjuration
Equipment & Wealth:
-Longsword (15gp) (weight 4)
-Shortbow (30gp) (weight 2)
-40 arrows (2gp) (weight 6)
- Bedroll & winter blanket (6sp) (8lb)
- Candle x5 (5cp) (-)
- Chalk x5 (5cp) (-)
- Flint & steel (1) (-)
- Rations x4 (2) (4)
- Tindertwigs x5 (5gp) (-)
- Spellbook (15) (3)
- Parchment x10 (2) (-)
- Pen & Ink (?gp) (-)
- Empty sack x2 (2sp) (1)
- wooden bowl and drinking cup (-)
- Explorer's outfit (-) (8)
- Arcane Bond item (tree pendant) () (-)
Weight: 35 (Medium Load, but 1 empty sack, bedroll and winter blanket are in the other large sack, ready to be dropped as a free action, reducing weight to 27, a light load )
(medium load >33lb, heavy load > 66lb)
Total Cash: 95.9gp spent out of 250gp

Spellbook contains:
All Core 0-level spells

1st level spells: Comprehend Languages, Magic Missile, Burning Hands,
Color Spray, Expeditious Retreat, Identify, Silent Image.

Appearance:
Aelwyn is a tall, slim, nimble elf with long, brown hair and green eyes. He tends to wear loose shirts (laced not buttoned), brown trousers and a green cloak with a single leaf embroidered near its clasp. Around his neck on a leather thong is a round wooden pendant with a stylised tree design. He rarely arrives on horseback, and tends to be on the edge of a group, watching rather than leading a party. His hands are usually clean, and he doesn't drink alcohol.
Background:
Aelwyn is estranged from his family. As a child, he was slowly introduced to magic by his grandmother, and showed an early talent, particularly with energy magic. His training stopped when his grandmother was slain in a drow raid. The dark elves were soon driven off, and nobody else was injured, but he resents her loss, having never been close to his parents. When nearly adult, his grandfather got him drunk at a family wedding, and he was so embarrassed at his actions and how his family reacted to him that he left, and has not yet (7 years ago) returned. He is still very nervous about alcohol or speaking in front of groups of people. He misses his younger sister Sileal, but is unwilling to return – he feels his parents did not support him at the time of his grandfather's prank.

When he first left his own people, he packed carefully, and intended to make his way as a travelling wizard, fixing small things with his magic, teaching where possible, but certainly not adventuring. He wandered through Varisia and ended up in Korvosa. Much to his surprise, he found himself in the city watch of that city. His elven sight made night patrols easy, and his magic allowed him to find a place, though he remained nervous of the Watch's carousing while off duty, and avoided their drinking sessions. The watch were mostly followers of Abadar, god of cities, and Aelwyn explored that faith while in Korvosa. He eventually decided with some reluctance that Abadar could be rather too morally murky for him. He's not going to lead a crusade of righteousness, but he'd like a deity that gives him something good to hope towards. He only left Korvosa a few months ago. He remains on good terms with the Watch there; most of the priesthood of Abadar think him naïve, though he remained friendly with Ishani Dhatri, a young, more idealistic priest there. Sensing, his friend's discomfort with his life, Ishani suggested he travel to Riddleport to investigate the Cyphergate. Aelwyn agreed, feeling it was a more fitting aim for a wizard than helping out with the watch.

On the way to Riddleport, he bumped into Clarissa, a travelling priestess of Desna. Clarissa was fervent in her beliefs, and encouraged him to wander. What she told him of the Song of the Spheres was intriguing – Desna seemed to have no truck with the moral pragmatism of Abadar, was certainly not interested in using hierarchy to crush people, and liked new experiences. He has quietly begun to worship the goddess on his own, and is looking for a shrine or temple to her in Riddleport to find out more.

He has only just arrived in the city, and will be somewhat of an innocent abroad until he can find his feet. His current aims are:
1. Find somewhere to base himself in the city, at least for a short while.
2. Find a temple, hopefully to Desna, but at least to Abadar if not.
3. Investigate the Cyphergate.
4. Work as a wizard, not as a guardsman. There's nothing wrong with being a guardsman, but he has magical abilities and feels he should use them.


Hi there. Dotting for interest in this campaign. I have 2 ideas shuffling around in my head at present, both Core and not particularly crunchy - will write them up and submit one or both later on when I've done some work on them.

One question now to save us both some time:

I'm in the UK, which uses GMT. Is that likely to be a problem?


I'm up for playing in an all-cleric AP; which AP would influence what kind of cleric though. Will keep an eye on this and submit an entry as and when.


Thank you both for your contributions. Both were useful - I've nicked ideas from both posts!


Forgive my stupidity - if it is. I'm about to start DMing scap, from the magazines, but in the Forgotten Realms. Is there a conversion guide somewhere? Have I missed it in Dungeon?

My main thoughts are to do with deities and subtlety.

1) Deities.
St Cuthbert becomes Helm easily enough, Pelor becomes Lathander even easier. Am wondering about Kord though. CG, physically-oriented, as are both Sune and Lliira, but neither fir the bill very much. My biggest headache is Wee Jas though. Looking through my Realms stuff for a deity interested in magic and death, LN but sinister I drew a blank. The closest I've come is Jergal (LN and sinister, but not really a common deity at all) and Hoar (LN and sinister, but no interest in magic). Any thoughts?

2) Subtlety. I think this may be answered in the way people DM, but my impression of Greyhawk vs Realms (and don't lets open that can too far) is that Greyhawk allows more shades of morality, more subtlety. Not sure how a fairly upright, black-and-white Realms atmosphere is going to cope with some of the moral jiggery-pokery that will happen.

Any thoughts appreciated

Mark