
DM Artful Dodger |

Welcome players!
Let's dive right into the nitty gritty of character creation, so that we can get this thing rolling in the very near future!
Here are the pertinent details as I see them. Of course, if I've forgotten something, just ask.
1. 7th Level PCs
2. 23,500 gold to spend on all equipment, magical and mundane (8000 gp limit for a single item)
3. 2 Traits per PC, only one of which may be a combat trait
4. 20 point buy base for stats (modified per race and level advancement, of course)
5. I will assign hit points, once other aspects of the sheet have been approved
There, that should be enough to get you started! I look forward to a great game!

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Sounds good, DM, and I'm certainly glad to be part of the team. I have Artemis pretty well designed already, but I just need to do some formatting and choose some traits and he'll be up as a character.
I am sure we can work out the basics of our meeting here on the discussion board so that the game can start out by jumping straight into the first encounter.

Dvight, son of Gadric |

I had to drop the level of Barbarian, I'm afraid. It was a fun idea, but losing a caster level both from a level in Barbarian, and from taking the first level as Dragon Disciple was too much.
So, here's the math:
Original Stats:
STR 14 - costs 5 points
DEX 12 - costs 2 points
CON 12 - costs 2 points
INT 14 - costs 5 points
WIS 11 - costs 1 point
CHA 14 - costs 5 points
total: 20 points
Half Orc
+2 to One Ability Score: to Charisma
Medium:
Normal Speed:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks
Orc Blood:
Orc Ferocity:
Weapon Familiarity: Half-orcs are proficient with greataxes
Languages: Half-orcs begin play speaking Common and Orc. High Intelligence adds Abyssal, and Draconic.
Sorcerer, Copper Dragon bloodline
Bonus Spells Per Day: 1st, 2nd, 3rd Level, due to high Charisma.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Class Skill: Perception.
Bonus Spells from Bloodline: mage armor (3rd), resist energy (5th)
Bonus Feats from Bloodline: Great Fortitude
Bloodline Arcana: Acid spells deal +1 point of damage per die rolled. (Are there any acid spells other than acid arrow?)
Claws (Ex): Dvight's claws are treated as natural weapons, allowing two claw attacks as a full attack action using his full base attack bonus. Each of these attacks deals 1d6 points of damage plus his Strength modifier. These claws are considered magic weapons for the purpose of overcoming DR.
Dragon Resistances (Ex): Dvight gains resist 5 against his energy type and a +1 natural armor bonus.
Spells Known: 4 1st level, 2 2nd level, 1 3rd level
Caster Level: 7 (thanks to Magical Knack)
Dragon Disciple
Blood of Dragons: Dvight adds his level to his sorcerer levels when determining the powers gained from his bloodline.
Natural Armor Increase (Ex): As his skin thickens, Dvight takes on more and more of his progenitor’s physical aspect. He gains a +1 increase to hisr’s existing natural armor.
Ability Boost (Ex): +2 Strength.
Bloodline Feat: Improved Initiative
Dragon Bite (Ex): At 2nd level, whenever Dvight uses his bloodline to grow claws, he also gains a bite attack. The type of damage dealt is determined by the dragon disciple’s bloodline. (How so?)
Traits: Magical Knack, Bully
Feats
1st: Magical Aptitude
3rd: Brew Potion
5th: Persuasive
7th: Intimidating Prowess
Skills
As listed. 7 x 4 = 28 skill ranks.
I was surprised to find out that, of all the energy types, Pathfinder does not allow acid as a valid weapon enhancement. Dvight would have preferred to wield a copper-bladed magical greataxe that did acid damage, but a magical brass weapon that does sonic damage is an acceptable consolation.

Artimus Borne |

Ok, this should be basically what my character is going to look like. I'll finish up some more of the formatting and get my background and description up there as well. This should be what he is going to look like statistically though unless you have any changes you'd like me to make.

Artimus Borne |

I normally try and note out as many details as I can on my characters about where things come from to make it easy to follow where I got what bonuses, but I forgot to mention that one. Paladin would be my favorite class as well and I had taken the bonus points as skill points myself.
I am going to add a bit to his description to incorporate a bit of religion to the character, though he is still going to be a focused follower of good rather then of a specific god.
I think he is going to be balanced between worship of Thyr and Muir, taking Muir's martial aspects to his life but taking in Thyr's want of peace to temper himself and offer redemption for those who seek it rather than being merciless as Muir may preach.
I figured that with that in mind the 'ease of religion' trait would be good, seeing tolerance between religions. I also took the suspicious trait to indicate the issues with his mother.

scranford |

Don't know if anybody has the "Bards Gate" hardcover, but there is a write up in there on religion in the NG game world, with a bunch of gods that aren't in the web supplement. If anybody has anything in particular they are looking for in a god to worship, let me know and I'll check if there is a fitting deity.

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For what it's worth, looking at the current version of Artimus, Chyressa, Jylan, Tintheriel, and Dvight's skills, here's a list of who's good at what:
Acrobatics: Chyressa (+15)
Appraise: Chyressa (+8)
Bluff: Chyressa (+12)
Climb: Jylan (+11), Chyressa (+10)
Craft: not taken
Diplomacy: Artimus (+17), Dvight (+10), Chyressa (+8), Timtheriel (+8)
Disable Device: Chyressa (+17)
Disguise: Chyressa (+8)
Escape Artist: Chyressa (+13)
Fly: not taken
Handle Animals: not taken
Heal: Tintheriel (+10)
Intimidate: Dvight (+18), Jylan (+7)
Knowledge arcana: Dvight (+10)
Knowledge history: Tintheriel (+10), Dvight (+8), Chyressa (+4)
Knowledge local: Chyressa (+7)
Knowledge nature: Dvight (+7)
Knowledge nobility: Chyressa (+4)
Knowledge religion: Artimus (+11), Tintheriel (+8)
Linguistics: Chyressa (+6)
Perception: Dvight (+11), Chyressa (+10)
Performance - act: Chyressa (+)
Profession: not taken
Ride: Artimus (+11), Jylan (+8)
Sense Motive: Jylan (+13), Artimus (+10), Chyressa (+8)
Sleight of Hand: Chyressa (+17)
Spellcraft: Artimus (+11), Dvight (+10), Chyressa (+4)
Stealth: Chyressa (+15)
Survival: not taken
Swim: not taken
Use Magic Device: Dvight (+12), Chyressa (+10)
As a party, it seems that our skills are pretty well balanced. (Given that two other characters have Knowledge - history, should Dvight swap that for Knowledge - the planes?)

Tinthariel the Stranger |

Tin doesn't have much religious education since he wasn't actually put through any sort of priesthood. He's been chosen and gifted with abilities and knowledge for a specific purpose, so he wouldn't have as strong of a religious education background as one who actually went through that kind of training process.

Dvight, son of Gadric |

Bloody Rugburn, I imagine that, in a 3.5 campaign, Tintheriel would likely have been a Favored Soul rather than a Cleric. Am I on the right track with that?
I also imagine that Dvight would find it easy to get along with him. Dvight has met a number of holy men in his travels, and it seems to him that their favorite thing to do in all the worlds is tell him about their deity and their tenets and such. Some have tried to recruit him for their zealot crusades. Others have tried to kill him for blasphemy, or just because they were short of sacrifices that week. In any case, Tintheriel's simplicity is a welcome relief.
(He's not sure what to make of Artimus, though. His relations with the couple of paladins he's met have been strained.)
--+--+--
Artful Dodger, if we can say that Dvight spent some time of his wanderings on some alien planes --perhaps one extended adventure, where he passed through a gate in some ancient crypt's basement, and has only recently come to this dimension, which is much like his home-- then I feel fine swapping out Knowledge (history) for Knowledge (the planes).
It's a little more exotic a background for him than I'd originally planned, but it still fits his personality (in a "Jirell of Joiry" kind of way), and it makes more sense for a Sorcerer than a simple fighting man. I could even posit that "half-orcs" are the dominant race in his homelands.
And, lastly, would you allow an acidic weapon, or would you rather stick with the four energy types that Pathfinder allows?

Artimus Borne |

I suspect that Artimus will act much rather differently then most paladin's that the sorceror may have met in the past. He wasn't raised as a squire to another knight or the like, instead he more seeks to emulate the some of the paladins of legend. Without formal training though he tries for this in deeds and his own actions rather then lectures and prattling on about his faith.
I also suspect that he will get along well with our cleric as well, though he shows more preference towards other gods because he is very open to all the gods of good or even the more neutral gods who encourage honor and valor. He will likely with to learn of your rites as we travel together.
Our fighter seems to have a strong sense of good and I could see kind of a fun competitiveness developing between them, testing their martial prowess and likely training off each other as well.
With a paladin obviously a rogue would be the one I'd most worry about having conflicting personality types, but I think in this case it will work pretty well, primarily because of the dungeon delve. Artimus would be pretty against robbing peasants or the like, but he can see the bravery involved in her wanting to set out to take up a new challenge and hitting the dungeon rather then doing something that would hurt the innocent really strikes true to his sense of redemption. There could be a good amount of play between the characters.

DM Artful Dodger |

Artful Dodger, if we can say that Dvight spent some time of his wanderings on some alien planes --perhaps one extended adventure, where he passed through a gate in some ancient crypt's basement, and has only recently come to this dimension, which is much like his home-- then I feel fine swapping out Knowledge (history) for Knowledge (the planes).
It's a little more exotic a background for him than I'd originally planned, but it still fits his personality (in a "Jirell of Joiry" kind of way), and it makes more sense for a Sorcerer than a simple fighting man. I could even posit that "half-orcs" are the dominant race in his homelands.
And, lastly, would you allow an acidic weapon, or would you rather stick with the four energy types that Pathfinder allows?
I'm okay with both of your proposals, Chris. I actually meant to offer up the suggestion to house-rule in the acidic weapon damage type myself, but I got side-tracked and then forgot.
And, it's refreshing to see a player who wants to actually update a character's background to justify a change in class skill distribution. This helps validate my player selection. :) Well done.
Keep up the good discussion, guys. Character sheet review shall commence shortly.

DM Artful Dodger |

scranford, I started by looking over Chyr. Here are my comments...
1. I don't see that she has taken any traits. She can take two, remember.
2. I think that her Flat-Footed AC does not account for retaining her DEX bonus, due to Uncanny Dodge
3. I calculated a CMD of 20.
4. I'm trying to break down her skill points and hit points, but it occurred to me that I'm not sure how many bonus points of each she has due to her favored class being Rogue (at least I'm assuming that's her favored class). Can you let me know how you broke those down?

DM Artful Dodger |

Dr. Dark, regarding Jylan...
I can't get his ability scores to work out in accordance with a 20 point buy, even accounting for his human racial bonus, strength enhancing item, and his 4th level increase. Can you break down the math for me precisely, including which attribute was increased at 4th level, and which attribute includes the +2 racial bonus?

DM Artful Dodger |

Bloody Rugburn, regarding Tinthariel...
I haven't finished going through him yet, but initially, I have the following comments.
1. I was able to recreate his ability array with only a 19 point buy. You can revisit this and take the extra point somewhere if you like.
2. There are no combat stats on the sheet. Does he use a melee or ranged weapon at all (I'm not sure if the staff referenced in his equipment is akin to a normal quarterstaff for combat?)
3. He can have two traits.
4. If cleric is his favored class, please break down for me the distribution of bonus hit points/skill points.

Artimus Borne |

DM
2(points) 12(base)
2(points) 12(base) + 2(item)
2(points) 12(base)
0(points) 10(base)
7(points) 15(base) + 2(human) + 2(item) + 1(stat point)
Str 15
Dex 12
Con 14
Int 12
Wis 10
Cha 20
My two stat items weren't very noticeable in the gear so I seperated out my gear a bit more(put wands and potions together and general magic items together) so that it is all easier to work with. Its been kind of hectic in real life recently, so I haven't quite got my character as organized out as I normally try for.
Also, if you are wanting prices for gear or anything I have it all priced out on a separate sheet that I can put up for you too so you don't have to go through and do all the math if you don't want.

Tinthariel the Stranger |

Bloody Rugburn, regarding Tinthariel...
** spoiler omitted **

Tinthariel the Stranger |

Bloody Rugburn, I imagine that, in a 3.5 campaign, Tintheriel would likely have been a Favored Soul rather than a Cleric. Am I on the right track with that?
I also imagine that Dvight would find it easy to get along with him. Dvight has met a number of holy men in his travels, and it seems to him that their favorite thing to do in all the worlds is tell him about their deity and their tenets and such. Some have tried to recruit him for their zealot crusades. Others have tried to kill him for blasphemy, or just because they were short of sacrifices that week. In any case, Tintheriel's simplicity is a welcome relief.
Favored Soul would be closer to the mark, as you say, and the last thing Tin wants to do is proselytize. The affliction is an unwelcome stigmata and he resents the power given to him just as he welcomes the warmth it brings his soul and the respite it grants him from the sickness.
As a side note to the DM, I know Tin's background says he's looking for a cure, but my feelings won't get hurt if you decide to ignore that completely. I just like to give DMs hooks when I can.

Dr. Dark! |

Sorry about that.
Jylans stats should read:-
Strength 10 +5 point buy (14) +2 (race) +2 (belt) =18
Dex 10 +7 point buy (15) +1 (level increase) = 16
Con 10 + 5 point buy (14) =14
Int 10 + 2 point buy(12) = 12
Wis 10 + 0 = 10
Chr 10 + 1 point buy (11) = 11
Wrong calculation on my part. I have adjusted his profile to reflect the changes.

Chyressa |

scranford, I started by looking over Chyr. Here are my comments...
** spoiler omitted **
1. Yeah I used Hero Lab to make the character, and it's still got a few bugs. Meant to turn on Allow traits and forgot. I'm going to take Fast Talker, and Resilient, since they both kind of fit her background.
2. I will change Flat footed AC to 23. (I don't think dodge applies)
3. Don't know how the program added 10+5+5 and got 21, but I'll change this as well.
4. I took the skill point at every level, and rolled the following on HP's. (8 for first then 8,4,8,7,7,4. I remember you said you were going to assign HP's so I'll wait for the adjustment on that.
I'll work on the character sheet tomorrow, and should be ready to go.

Dvight, son of Gadric |

So, in our revised history, Dvight is new to this world.
A few years ago, he was investigating an abandoned --indeed desecrated-- temple, and found a one-way portal in the underground vaults, which took him to a succession of demi-planes, strange worlds, and alien landscapes. One thing he could count on, wherever he went: the demons of the Abyss, of Pandemonium and Tartarus, were constantly on the prowl to seize any life they could torment, any soul they could befoul.
Most recently, Dvight has made his way 'cross lands where the Daxii, intelligent mummified dire apes, were locked in a battle against their former slaves, the leech-folk. The leech-folk shamans were attempting a grand Eldritch Confluence, the better to cut the Daxii off from their astrological power sources. (Dvight had hired on as a mercenary captain in the service of one of the last surviving caches of humans. He avoided the mummies, and despised the treacherous leech-folk.) In the aftermath of one of their battles, the Daxii had left open a nexus to other worlds, through which they sought some particular relic of their undying lord, Orcus.
Dvight made his way through the nexus to this world, which remnd him much of his native lands. He learned the local tongue, and upon hearing of Tsar and its fabled ties to Orcus, proceeded to the Camp, where he hopes to learn more.

Jylan Kynslayer |

Here is how Jylan came to this point in life...
Jylan hails from the distant village of Thorncroft, in the foothills of the Stoneheart Mountains, close to the pass leading to the Valley of the Shrines. His childhood was a happy one, where he and his brother Dokklar were the only sons of Wolfenden and Tetheril Calaunt.(Apparently, some distant relation to the noble Lord Calaunt of Bards Gate.) Jylan was often bullied by other children in the village due to his weedy stature, and his elder brother often stuck up for him. Wolfenden made his living as a guide and trapper and would often take his two sons hunting with him into the vast Forest of Hope, many days travel to the South East, along the Coast Road. Jylan was five years younger than Dokklar and he saw his elder brother as something of a hero and role model.
It was whilst near the Forest of Hope, that they came upon a cave along the coast. As it was getting dark, Wolfenden approached the cave, seeking shelter. But the cave was the home to an evil covy of Sea Hags. They bewitched the three of them and made a game of torturing them through the night, seeing who was the weakest and would be first to break and beg for mercy.
The weakest was Jylan. For his sins, the eldest of the Hags,Rylshhna, gave the young man a sword that was enchanted and though he tried to fight it, he was to weak willed.
There in that secluded cave, Jylan butchered his own father and brother, against his will. His screams whilst he carried out the act seemed to last forever but sent the Hags into raptures of delight. Come morning the evil trio let him go and as a parting 'gift', gave him the killing sword.
Through a veil of tears, Jylan ran back to his home. Delirious with grief, he confessed all to his mother, sobbing upon her knees until he had nothing left. Eventually sleep took him.
Upon waking, Jylan found that he was now alone in the world, as was evident by his mothers broken body, hanging from the willow tree outside.
Something snapped in Jylan then. He became hardened, vowing never to speak his family name again, until the trio who had done this to him were punished.
He could never find the shack again, and after months of looking, set off for the only place he had ever heard his father talk of...Bards Gate, where he new he had family, in Lord Callaunt. . Taking his fathers old armor and weapons as well as the sword, now showing no trace of enchantment, but which he had named Griefgiver, he set off to the city, planning to act as a sword for hire and hoping to one day have his revenge. Once at the city, he found that he was rejected by Lord Callaunt, who, having heard what had occured, could not bring himself to take in a person who was basically a kynslayer. It was then that Jylan took on that name.
Jylan has dwelled within Bards Gate now for several years and made many forays out into the wilds, both as a member of an adventuring band and alone. It was whilst adventuring with the Victors of Abysthor, (with whom he had succesfully plumbed the depths of the Stonheart dungeon, and where he came to gain the enchantment of 'Griefgiver') that he first entered the fabled Dungeon of Graves; Rappan Athuk. On his first visit, his party lost three of their members to the death trap that was the mausoleum. It was over a year later, when the group had recruited more members that he returned, and this time he managed to delve deep.
It was on this foray that Jylan made a startling discovery. On the body of a fallen adventurer from many years past, he found a journal. The journal was the diary of a member of a group of warriors who had entered the place long ago. Reading on, he found that, to his astonishment, his father had been a member of this group, and that he had also been a priest of Muir.
Jylan knew none of this. It was a shock to him as his father had never shown any signs of religion. Had he turned away from his God? Reading on, he discovered more, especially about the reason for his fathers presence within the dungeon. They had been hunting for details about someone named Zelekor. Who or what this was, Jylan did not know, only that it seemed to both terrify and fascinate the members of his fathers old band. Contained within the journal was a fragment of parchment, possibly from an old history book that read as follows...
"Many hundreds of years ago, the forces of good
allied to destroy the main Temple of Orcus in the
ancient city of Tsar. With their temple in ruins, the
surviving high priests of this accursed demon-god
fled the city with an army of enemies on their trail
- an army of heroic fighters, clerics and paladins - led
by Zelkor, a powerful wizard. The exact fate of these
evil priests was then unknown, for not only did the
remnants of the followers of Orcus disappear from
all human reckoning, but so did the army of light
that followed after them disappear as well. Some
said that in the eternal scales the loss of so many
good men was a fair price to pay to rid the world of
so much evil.
The evil cult, however, had not been destroyed. The
surviving priests and their followers instead settled
on a hill near the Forest of Hope, a sylvan woodland
near the Coast Road. There found a vast underground
complex of caverns and mazes, carving out a volcanic
intrusion beneath the hill. There, the priests of Orcus
found the perfect lair to continue their vile rituals. For
many years, they carried on in secret, hidden from the
light and from the knowledge of men.
Many years later, their underground delving completed,
the evil priests erected a hideous mausoleum
and a sunken graveyard atop the hill. It is believed
that these graves are in fact the final resting place of
the pursuing army of heroes that had been destroyed
to a man. Soon after the mausoleum was erected the
peaceful creatures of the wood began to disappear.
Though many rangers and druids investigated these
happenings, the cause of the creatures’ disappearance
was not immediately determined. Some years later, a
powerful group of adventurers, led by Bofred, a high
priest of Cuthbert, investigated the evil happenings
and found the sunken graveyard leading to a labyrinthine
complex. Bofred and his companions found
great hordes of evil creatures in the complex. Though
some of his companions returned from their expedition,
telling tales of fantastic treasure and ferocious
monsters, Bofred was never seen again—lost in the
catacombs beneath the cursed mausoleum.
For the last one hundred years, ranks of adventurers
swarmed to the newfound dungeon. Many fell prey to
bandits and monsters in the surrounding wilderness.
Of those who survived to reach the mausoleum and
the sunken graveyard, rumors suggest that most were
slain by guardians of green stone before they even
entered the dungeon or perished on the very first
level. Those rare few who return from deeper treks
speak of horrible undead and creatures that cannot
be slain. ”
Footnotes lead Jylan to believe that his father meant to try and locate this ancient city called Tsar. The only clues to its location were minimal but there was enough to give him a start.
Jylan returned safely to Bards Gate and spent many weeks hunting out information on Tsar, finally locating an aged tramp who swore he knew its location. All he would tell Jylan though was that to find it he must make his way to 'the Camp'.
And so, following his meager lead, he set off, to continue his journey and take up his fathers legacy.

Dvight, son of Gadric |

Dvight smiles --and oh, such a smile he has-- at Jylan's stories. He's heard a half-dozen people claim to have plumbed the depths of Rappan Athuk, but this man's words carry an air of truth. "So you've set foot in Rappan Athuk, swordsman? That place is notorious! What kind of atrocities did you find down there?"

Artimus Borne |

Atrimus would listen to any stories heard from the others with absolutely rapt attention, focusing on every detail. He nods his agreement with Dvight. "Truly, you must be a great warrior to have ventured into that legendary dungeon. Your past is hard, but has built a foundation of steel for a powerful man to have sprouted. The man who has ventured this far would be a man to be reckoned with.
My blade is sharp and my shield is strong, but I still feel I am to build my own tale. The legend I once thought I followed has been proven to me to be a false one and now the path I forge is my own. From wherever you have originated, I can see the strength in you now. It is an honor to travel with you."

Dvight, son of Gadric |

"And you, Artimus? What deeds have you done, what terrors laid to rest, on this new path of yours?"
Artful Dodger, are you waiting for something? I'm happy as a clam to keep meeting the other PCs in character, but is there something else we ought be doing?

Artimus Borne |

I figured we were all getting to know one another's characters this way as well, but I'll be ready to jump into the full game whenever everyone else is ready.
Artimus reaches up and strokes his mustache as the conversation turns towards him. "I am afraid that I don't have such a fantastic story to tell as our friend here. I was raised on a small farm, but I always knew my calling to be shield and blade. The bedtime stories of my youth were of Tsar and Rappan Athuk, and my days were filled with duels and gathering the other boys for excursions into the nearby outlands."
He gives a bit of a smile then. "My days since leaving the town have been much the same, I suppose, though the stick duels have turned to swords and the delves into spooky woods or dripping caves have become expeditions to haunted forests and collapsing ruins."
"I have seen my fair share of bandits and explored the lair of numerous beasts on my journey here, but the Tsar has always been my target. That is where I hope to make my name and for my legend to begin. For now, what I have that speaks for me is the strength of my sword arm, the strength of my will, and hopefully once we have traveled together the strength of my friends."
"What of you, my friend? What brings you here?" He pauses and motions towards the pacing elf. "You as well. Please, sit, join in the camaraderie and share in our fire."

Dvight, son of Gadric |

The bronze-skinned half-orc turns to Artimus with a guarded expression. In the days you've known of him, he has kept to himself, speaking in brief phrases, as if an entire sentence would cost him dearly. In a rough place like Camp, that's sometimes welcome. But then he sighs. Perhaps he's been sizing you up, and he's come to a conclusion.
Settling in for a tale, Dvight reaches into an urn next to his seat and pulls out a eel, about 7 inches long. With the heel of his other hand, he smacks the creature's head, stunning it, and then pops the entire thing in his mouth. The cartilage crunches noisily.
"I'm a leading contender in the contest to see who in camp is from the farthest away. I learned the trade of the itinerant adventurer in the company of a band of mercenaries and bandits, under the leadership of a man named Valens. He'd promised to save my family from his raiders, if I would agree to join."
Dvight turns away to spit out some of the less edible parts of the eel. "He lied. I have called myself Dvight, son of Gadric, but Gadric is long dead now, and his name with him."
"After some years exploring nearby kingdoms and unclaimed wilderness, I unknowingly stepped through a portal to other worlds; and it's been among them that I've wandered. Some of them passing strange, some of them beautiful on the surface but rotten underneath, some of them wracked by warfare and strife.
"Always, eventually, I found demons. There would be the imperious Vrocks, the nasty little Quasits, the mountainous Nalfeshnee. Always corrupting folks, bringing hardship and woe. Always hungry for blood and souls. It was the one constant -- well, that, and roses; apparently, every dimension has roses. So, I've learned a hearty distaste for demons.
"Two months ago, I was making my way through an experimental outpost of the Daxii, genius-level mummified dire apes, masters of their world, servants of the demon lord Orcus. The Daxii had abandoned the outpost for some reason, not hours before I arrived. I found there a nexus, a kind of gateway across realities: artificial, usually lasting a day or two, and unstable. Three kinsmen passing through a nexus might end up miles apart, or stranded on different worlds.
"I ended up here. Well, about twenty days travel that way, but here, on your plane. I learned your tongue, and heard tales of this 'Tsar,' that it was the undisturbed ruins of a city built to serve Orcus. I don't know for sure whether I followed any of the Daxii here, but if I did, I'll lay good odds that they would have headed for Tsar.
"I have no way to return to my own lands, and little real desire. I like your world. It is beautiful at sunset, the single silver moon is peaceful in the night sky. There are good people and intriguing cultures. And your eels are delicious, I must say. If I can find out what lies waiting in Tsar, and put my axe to it, and in the doing make this dimension a little safer, then that's where I'm called."
And with those words, he looks around, perhaps a bit ashamed at revealing all that.

Artimus Borne |

Artimus listens to this story with somewhat wide eyes, betraying perhaps his ignorance of things from beyond this world. "I truly have found myself among amazing company. The legends of my childhood are reality here, and I stand among them. Dvight, son of Gadric, I am honored to stand at your side. Gadric may be gone from his world, but his name does live on in a mighty son."

Chyressa |

Chyr looks over the remainder of their small group in silence. How in the world did I end up with this group? she thought to herself...Still they seem competent enough...she could probably make use of them.
"My story is a sad one she begins in her best "pity me" voice. I arrived on the shores of your land as the last survivor of a plague ship from a distant land...my homeland".
"The man who chose to save me despite his crew mates cries to kill me as I obviously was a carrier, died from the bite of a plague carrying rat, that I had brought with me as a pet". "This is his sword", Chyr says as she stroke the gold wired hilt of the sword on her right side.
"I spent some time with some priests, many priests, but their rules and discipline were not for me, so I ended up on the streets". "I found some people who were of the same culture as me, and spent my formative years learning the customs and ways of my people, that my parents could never teach me". "So I learned to survive as I could, by taking what others would give me, and taking what I wanted from those who would give nothing."
"Finally I outgrew the small neighborhood of my own people in Bards Gate, and met a man...at this her voice trembles with emotion...who taught me how to use these blades, and how to get what wanted by employing stealth, and guile". "While on one such acquisition mission we were betrayed". "That is where I ended up with this...Chyr raises her veil partially to reveal the long white scar crossing her face". Gilhead was not so lucky...this is his sword", she says stroking the silver wired hilt of the sword on her left side.
"Nearing death I was taken in by a kind woman, and lived among other women". I was taught many things there including how to talk to others, how to please them, and get what you want from them". "I was even taught how to use some minor magics to help me achieve what I wished". "And I was good at what I did". "I moved high in the ranks, and lived a live of luxury and plenty". "But that life became hollow and meaningless to me". "There was no challenge in it...so here I am". "To be challenged, and along the way to acquire a few more bangles for my collection, and with that she flourishes a hand with multiple rings of ancient manufacture, and multiple bracelets traveled from her upper forearm to her wrist as her arm moved".
"So no gallant cause, or search for retribution for me". "I simply want what they had", as she turns back to her beverage with a silent nod.

Dvight, son of Gadric |

Artimus and Chyressa both have a way with words, Dvight reflects, but in wholly different directions.
"Artimus, Jylan, our interests seem to run like rivers, joining together into a greater body. In Tsar, Jylan might redeem his father's legacy and Artimus might earn one for himself. What say you, Chyressa? Does walking the ancient ruins of a demon-pact city sound like enough of a challenge for you, or will you go on collecting swords from fallen swains?
"Tintheriel, you seem troubled by all this. Is the adventuring life the right path for you? For truly do I say, there are days when it is the most glorious life imagined, with enemies fallen about you and treasures laid bare for the taking. But there is also danger and hardship, and a hardness that you must build within your heart. Does that brutal life call to you?
"If that is indeed where your path leads, why not join us? Our strength is in numbers, and I've come to appreciate the skills of a priest. (If not always the company.)
"Jylan, Artimus, it has been my habit to avoid fame and notoriety whenever possible, but if you wish the skalds to sing of our deeds, then it would help to have a name for the company."

Chyressa |

Artimus and Chyressa both have a way with words, Dvight reflects, but in wholly different directions.
"Artimus, Jylan, our interests seem to run like rivers, joining together into a greater body. In Tsar, Jylan might redeem his father's legacy and Artimus might earn one for himself. What say you, Chyressa? Does walking the ancient ruins of a demon-pact city sound like enough of a challenge for you, or will you go on collecting swords from fallen swains?
"Tintheriel, you seem troubled by all this. Is the adventuring life the right path for you? For truly do I say, there are days when it is the most glorious life imagined, with enemies fallen about you and treasures laid bare for the taking. But there is also danger and hardship, and a hardness that you must build within your heart. Does that brutal life call to you?
"If that is indeed where your path leads, why not join us? Our strength is in numbers, and I've come to appreciate the skills of a priest. (If not always the company.)
"Jylan, Artimus, it has been my habit to avoid fame and notoriety whenever possible, but if you wish the skalds to sing of our deeds, then it would help to have a name for the company."
Chyr raises an eyebrow, everyone is sure, though you can't see it through the veil. "I'm sure I only have two hands, so two swords is enough Dvight". Chyressa purrs. "But rings, bracelets and pendants can never be over-acquired".
"Tell me Dvight...are you good with your sword", Chyr cloyingly asks her voice rising in pitch at the conclusion of her sentence.