PBP - PFRG Lands of the old North


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Rizzym Jaderenai wrote:

Overlooking the current possible party members, I notice much spellcasting and not enough muscle. Change me to a Human Barbarian, for I cannot resist the temptation of a Nordic Berserker!

BLOOD FOR THE BLOOD GO- Oh, er, wrong game...

Don't mind me. Nothing to see here. Move along.

My druid will be melee oriented, if I get the slot. I never played it before, so I am very interested to see how it goes.

The Exchange

I am going to have to pull out now. *Since I can't play a merfolk monk* -jk ;-p

How soon will you need a new character concept? I probably won't be able to put together a full character right up until this weekend. I'll look through the list and see what is needed/missing and I will get a basic concept to you later today.


nightflier wrote:
Rizzym Jaderenai wrote:

Overlooking the current possible party members, I notice much spellcasting and not enough muscle. Change me to a Human Barbarian, for I cannot resist the temptation of a Nordic Berserker!

BLOOD FOR THE BLOOD GO- Oh, er, wrong game...

Don't mind me. Nothing to see here. Move along.

My druid will be melee oriented, if I get the slot. I never played it before, so I am very interested to see how it goes.

It would also be my imtention to be primarily melee when not spellcasting, wielding the scimitar if Sarenrae.


Joseph Wilson wrote:

Character concept slightly updated to incorporate the world information provided:

Kaiden Varn
Human Oracle of the Flame (haunted curse):

Kaiden grew up in his village studying magic. He fancied himself special because unlike his other friends who had to spend hours studying magical tomes and memorizing spells, Kaiden could simply cast the spells he head learned whenever he chose, particularly excelling at fire magic. A sorcerer, some called him. From the outside, Kaiden might have seemed arrogant, egotistical even. He had great power, talent, and a perfect family. However, once people gave him a chance, his personality was hard to resist. Dashing and charismatic, Kaiden was an island of warmth in a cold land.

That is… until the incident.

The incident in which Kaiden’s family was brutally murdered before his eyes. The incident in which, with all of his power, he hid under a bed and watched it happen, frozen as those responsible left the corpses of his family lying bloody on the floor.

For better or for worse (and only as far as Kaiden knows), nobody in the village seemed to be aware of his impotence during the monstrous raid. Everyone else seemed far too distracted with the mystery of why they had so suddenly, and randomly, been the focus of such an attack from the beasts. Unfortunately for Kaiden, he has become haunted by the event. The spirits of his family are constantly surrounding him, forcing him onward toward a fate he is not yet ready to face.

But he’s getting there. With more time and more determination, Kaiden has once again begun honing his skills, with a renewed dedication to his faith, justice, and yes… revenge. The burning light of Sarenrae wells up within him, testing both his patience and compassion. Now invigorated with what he feels is the power of the Gods flowing through him, Kaiden is ready to step out into the world with fire in his eyes. For as compassionate as Sarenrae is, Kaiden shall be the vessel by which justice comes swift and absolute.

Thanks for...

Love the background...lets fill out the character now.


Shieldknight wrote:

I am going to have to pull out now. *Since I can't play a merfolk monk* -jk ;-p

How soon will you need a new character concept? I probably won't be able to put together a full character right up until this weekend. I'll look through the list and see what is needed/missing and I will get a basic concept to you later today.

I am thinking at least till next week. This gives us a chance to figure the group out. I am convince now I will have to limit myself to one group and that means 5 maybe 6 players max.


Tessara Omelian wrote:
DM, here is a witch character the Gerald created for a different game that never took off. Stats, appearance, and a basic background are in the profile. Thanks for any consideration.

I was sold at Giggles the Weasel.


That makes two Concepts that should fit with minor tweaking.


Thinkin my Half-Orc will take the Bestial trait, but instead of it being due to his Orc blood, he instead channels the pain of the land, which has granted him heightened sense. This is also what led him down the path of the Ranger. Very much an avenger of nature personality and concept.


Monkeygod wrote:
Thinkin my Half-Orc will take the Bestial trait, but instead of it being due to his Orc blood, he instead channels the pain of the land, which has granted him heightened sense. This is also what led him down the path of the Ranger. Very much an avenger of nature personality and concept.

get me a fletched out background.

My thoughts on rangers: The were originally the war arm of the Druids and as such though they do not start with Druidic as a language they can learn it. Most city folk will distrust them since they are seen as a token of what once was before the Divine War.


I'll try to get together a concept for a halfling alchemist sometime today.


Wood Elf - Zen Archer.

Hunter Gladestrider was lost.

Lost not in the physical sense but in the metaphorical sense. He was a youth in a dying race on a dying world.

He turned to the High Druids and asked, 'What purpose do I have in this world?'

The Druids responded by telling him, 'Spend a hundred years learning to do one thing, one thing only, and you will find your place in the world.'

Hunter asked, 'But what should be that one thing?'

'It doesn't matter,' they replied. 'It only matters that you learn to do that the exclusion of all else. Dedicate your life, your soul, your existence to one thing, and all other things will be revealed.'

Hunter left the glade of the Druids and pondered for many months on what they had said. He talked with the many craftspeople and professionals of his village and the neighboring villages. He tried carving wood, throwing pots of clay, fishing in streams, studying healing herbs, and saying prayers.

Nothing felt right. Nothing felt like the one thing that Hunter could dedicate a hundred years of learning.

He sat sullenly one morning in the village circle when a guardswoman sat down with him to break her fast. She asked him why he was sullen and he explained his problem.

She told him, 'If you don't know what to do then start with something simple,' she said with a wink as she brought out her bow and strung it. 'Just learn to draw and fire an arrow.'

Hunter thought it was silly. Every Elf practices using a bow from the day they can stand on two feet. He had long 'mastered' the art of pulling and shooting. He was not the best in the village but many of the guardspeople and hunters of the village had over a hundred years of experience on him.

Then, it struck him. If Hunter wanted to become as good as these people he would need to dedicate his life to practice. He would have to dedicate his life to the bow.


I forgot one

Humans

Ulfen
The Ulfen are a human ethnicity once feared across all of Northlands for their fierce and merciless winter raiding. This is no longer the case; now the Ulfen people are renowned for their enormous size, prowess as warriors, and their unique smell. Ulfen bodyguards are considered a highly desirable thing around the courts of the South

The Ulfen normally boast physiques larger than the average human with men normally standing no less than six feet. Ulfen have pale skin and their hair is usually either blonde, straw brown, or red and is normally braided by both men and women, although women's braids tend to be more elaborate. Their clothing is tailored for their cold enviroment, with fur being a commonly used material. They decorate their clothes with jewelry made out of horn or ivory and bronze and silver.

The Ulfen people have been renowned for their abilities as raiders. Many people living along the western coasts boast a little Ulfen blood in them. This spirit is far from gone.

Ulfen culture puts a high value on appearance despite the Ulfen reputation for savagery. The Ulfen are sailors, traders, and occasionally raiders. The role an Ulfen is expected to fill depends on his or her gender, though the majority of Ulfen are farmers and labourers. Male Ulfen are most likely to become rangers or priests of deities like Torag, Erastil, or Gorum. Most have a sense of adventure as the frozen lands of the North do not generally foster the timid. Women are often druids. A small amount of women also become Wind Sisters, Ulfen maidens who have tamed an aerial mount and use it to fly from isolated settlement to isolated settlement. They also form the first line of defense against aerial threats.

Varisians
The Varisians are an exotic ethnicity renowned as itinerant charlatans, gifted storytellers, and talented singers.

The dark-skinned Varisians enjoy brightly colored clothing and jewelry, preferring gems over coins. Their vibrant natures are matched by their outgoing personalities, which in turn is matched by their comely looks.

Though they are now largely nomadic, the Varisians believe that they once came from a land devastated by a great tragedy at the beginnings of the Divine war. Many Varisians cling to the belief that their people will one day be led to a new land, one perhaps divinely appointed.


Dm, if selected, Tessara would take the Dreamspeaker alternate racial trait. I will update the sheet this evening, removing the racial immunities already listed on there.


Here is my character concept.

Thoian Urthadar
Human - Ulfen
Barbarian (Brutal Pugilist Archetype)
6’8”
320 lbs
Blonde hair
Blue eyes
Pale skin

Thoian was born in the other part of town. Eldest of 6 children, he was forced into manual labor at an early age to help support his family. Because of his family’s social position, Thoian often found himself in the midst of a scuffle, trying to defend his siblings and parents from the onslaught of insults and abuse. He became proficient at hand-to-hand combat.
When he was 16, his father saw an opportunity, and convinced Thoian to use his god-given talents in the circle. His family quickly became rich off of the winnings from Thoian's battles. Thoian was just happy to see that his family was no longer poor and in need.
Shortly before the bell rang for one of his fights, Thoian overheard two boys his own age spewing disgust and abhorrent language towards his family once again. “They should go back to where they came from.” “They don’t belong here.” “They aren’t one of us and never will be.” Memories of his childhood surfaced quickly. As the fight began, his blood boiled, he seethed with anger and desired nothing more than to prove that his family belonged. His ferocity intensifying with every blow, Thoian found he was unable to control himself. In a fit of rage he grappled his opponent, forcing him to his knees. Sliding around to the backside of his opponent, he looked those boys in the eye and with a massive rippling of his muscles; he broke both arms of his opponent. The crowd grew silent, unable to comprehend what had just happened. Quickly the crowd turned on him. Unafraid, Thoian rushed the crowd, scattering them to the four winds. Comprehension soon dawned on his face and Thoian knew that he would never be welcomed again in his home town.

Since then, Thoian has traveled the lonely road, looking for a miracle. A miracle to save himself from himself, lest the rage take over forever.

Thoian is a large Ulfen Human. Broad and stronger than an ox. Notable features include his large girth and cross-eyes. He doesn’t speak much, having little to say. He never had much of a quick wit, he always let his muscles do the talking. He carries a sword he once found, but wears no armor.


Some tweaking would be required, but here is my dwarven bard; could be made into a gnome easily enough.

Edit: A mountain dwarf background would actually be pretty close to his current background.


Alright, background is done - can always add more/flesh him out further.

Background:

Aldhelm was born into a fairly small tribe - one whose name has not been recorded in history due to the nature of its isolation. They were skilled in the ways of the hunt, and of armorcrafting, generally from the animals they hunt. This produced many high products of ivory, and hides and furs, and other such rewards - a boon in the frozen north.

When he was a child of eight, he and his peers were out doing small hunts - smaller creatures like foxes, young deer, and if they were lucky, a bear youth - when they discovered a creature they'd never seen before. The white wyrmling made a quick decision, and pounced one of his friends - killing him in mere seconds. This caused the rest of them, and him, to run in fear, for they could not combat such a beast! Once the fathers found out, they put forth their own hunt for the dragon, but found nothing.

As life goes on, he found a woman in his later youth, probably six years later by count, and proceeded to do all he could to show he could provide for her. He hunted special things for her, brought back the best ivory he found, and otherwise spoiled her. They were nearly infatuated with each other, and remained so for quite some time to come.

It was at twenty and six-months that disaster struck one last time at him. He and his woman, Freyja, who had also grown skilled at the hunt, decided to go out into the wilderness at night to hunt a different kind of prey. They sought out bears in their sleep, so they could make a nice rug, or coat - and when they found the cave, they were ambushed unexpectedly. A similar creature struck at his wife who had killed his friend over a decade earlier - and harsh memories impacted him hard. Alas, he was late to the ordeal, and once seeing his lover's body tossed about like a ragdoll, he summoned up an inner strength, and battled the creature one on one.

The battle lasted for an hour. They traded blows as best as possible, until he not only tossed his weapon at the creature, but tackled it, and strangled it until it no longer breathed. He roared out savagely, and in his sorrow, he found his pain had gone the way of anger - and adapted to further harness his newfound ability, though he held much regret still in his heart - and passed out from blood loss.

He died later that night, to his memory.

He woke up with a deep gasping, noticing the large gash in his chest was no longer there, and was confused - for he had no vision, no signs of anything different. The corpse was still beside him in the cold, and off to the far wall was the remains of Freyja's body.

When he brought the corpse of the young dragon back to the tribe, they were astounded, and fearful - for he now had a wicked scar across his face from its claw, one that may never be healed - for none had slain such a beast before. The oracle who stayed with the tribe for years, due to her blindness that gifted her sight beyond sight, ordained that he had a destiny, and would be known as Aldhelm 'Dragonskull' in honor of his great victory. But he saw no victory in this - he saw only the sight of that creature tearing his lover apart, and he gave himself the name 'Herald of Woe', for two of his best known friends, and his lover, had died because of him.

It as later that year, that his rage came back to haunt him. He proceeded to relax with some of his peers, who had also grown to be great hunters (though none had made a catch as he), and it was there they decided that he was to leave the tribe - for they had reason to believe he sacrified Freyja to catch the beast, and that there was no other way he could have done it. This roused a great anger in him, and in this he set out into the harsh cold, taking all of his belongings with him with no destination in mind.


Apologies to double-post, I needed to edit the background and missed the deadline - undoing the work I'd just done. Fixed for more originality, this is the final draft. (Note - doing this at college does take longer. Whoops.)

Background:

Aldhelm was born into a fairly small tribe - one whose name has not been recorded in history due to the nature of its isolation. They were skilled in the ways of the hunt, and of armorcrafting, generally from the animals they hunt. This produced many high products of ivory, and hides and furs, and other such rewards - a boon in the frozen north.

When he was a child of eight, he and his peers were out doing small hunts - smaller creatures like foxes, young deer, and if they were lucky, a bear youth - when they discovered a creature they'd never seen before. The white wyrmling made a quick decision, and pounced one of his friends - killing him in mere seconds. This caused the rest of them, and him, to run in fear, for they could not combat such a beast! Once the fathers found out, they put forth their own hunt for the dragon, but found nothing.

As life goes on, he found a woman in his later youth, probably six years later by count, and proceeded to do all he could to show he could provide for her. He hunted special things for her, brought back the best ivory he found, and otherwise spoiled her. They were nearly infatuated with each other, and remained so for quite some time to come.

It was at twenty and six-months that disaster struck one more time at him. Aldhelm decided to go out into the wilderness at night to hunt a different kind of prey. He sought out bears in their sleep, so he could make a nice rug, or coat - and when he found a cave, he were ambushed unexpectedly from within. Harsh memories impacted him hard on sight when it appeared - a similar, younger creature had killed his friend not a decade earlier! - and struck at him with a slashing blow that crossed through his face, leaving gashes in its wake. He took a deep breath, summoned up an inner strength, and battled the creature one on one.

The battle lasted for an hour. They traded blows as best as possible, until he not only tossed his weapon at the creature, but tackled it, and strangled it until he lost all control and vision, 'blacking out'. He roared out savagely, and snapped the creature's neck in this state of mind - leaving him to fall unconscious from blood loss.

He died later that night, to his recollection.

He woke up with a deep gasping, noticing the large gash in his chest was no longer there, and was confused - for he had no vision, no signs of anything different. The corpse was still beside him in the cold. It was here he stayed for the evening, and could still not fathom how he won, or for that matter lived, against the beast.

When he brought the corpse of the young dragon back to the tribe, they were astounded, and fearful - for he now had a wicked scar across his face from its claw, one that may never be healed - for none had slain such a beast before. The oracle who stayed with the tribe for years, due to her blindness that gifted her sight beyond sight, ordained that he had a destiny, and would be known as Aldhelm 'Dragonskull' in honor of his great victory.

It as later that year, that his rage came back to haunt him. He proceeded to relax with some of his peers, who had also grown to be great hunters (though none had made a catch as he), and they had believed he had taken another hunter's catch, or gave a life to obtain his rewards. In truth they were jealous, and wished to give him a rough time for it, but what it led to was his anger, and demanding they apologize for their transgressions. They did not, and rose as he became angered, and his mind vanished - he had another instance of 'blacking out', and lost all control.

When he awoke from this trance, two of them were crippled for life, and the third whimpered and called for aid. In a panic, he sought out the soothing voice of his lover, but she had already retrieved the tribal shaman, who was the spiritual leader of their community (moreso than the oracle, who was simply a seer). After witnessing the results of the brawl, and his isolation for a day, they brought him back, and ordered that his title be stripped and be branded with 'Herald of Woe', for he brought nothing but pain and agony to those around him - as if everything had been done purposely.

With this in mind, he gathered all he could, and left - but he did not leave without goals in mind. He needed to seek out the wisdom of the elements, and find others who knew more than he - why had he lived in that struggle, and what was this power? Only time could help him further.


History:

Ormak's comes from a tribe of Orcs and Half-Orcs who have long since had a strong, tie to Denev, the Titan of the Earth. Their legends claim that their founder was one of the first Druids and thus have a unbreakable, proud tradition dating back to antiquity of nature worship.

When the Titanswar broke out, Ormak's people rose up in defense of the spirit of the earth, caring not so much about the Gods or the Titans so much as they desired to make sure that the world they loved was not harmed or at least not overly so. However, they failed, miserably. Not really due to inaction or ineptitude on their part so much as they lacked both the numbers and power to protect and heal the land.

Because of their innate tie to the earth, and the damage the Titanswar cause to it, many of Ormak's tribesmen have been born with a more savage, bestial nature, almost as if they are channeling the pain and rage of the wounded land. While a large portion have adopted the way of rage and anger, becoming barbarians and a lot have turned to the elemental, nature's fury life of the druid, a goodly number have chosen a slightly more focused, stealthy path: that of the Ranger.

Ormak is one of these last, hearing the call of the earth, and channeling her pain into becoming a hunter of her foes. He's wandered the lands around his village, fighting those who would further damage the world, helping to repel war parties bent on killing off his people due to the sins of the rest of the Orc race.


I will withdraw my name from consideration to let others have a chance to play, since I got into another game.


I've started putting together my character stats (posted in this profile). I'm still tweaking things here and there, particularly with spell selection. I opted to go multiclass with the Sorcerer based on what I came up with for a background. Should be interesting to run.

Also, I think I did the hit points correctly, based off of your equation. The 1/2 HD + 1 goes for first level also, yes?


Just a quick question before finalising my BG... Do the halflings have any particular aversion to magic or violence? Would a child demonstrating magical talent be accepted or reviled?

Cheers.


Kaiden Varn wrote:

I've started putting together my character stats (posted in this profile). I'm still tweaking things here and there, particularly with spell selection. I opted to go multiclass with the Sorcerer based on what I came up with for a background. Should be interesting to run.

Also, I think I did the hit points correctly, based off of your equation. The 1/2 HD + 1 goes for first level also, yes?

Yes.


Bessa Thistlecrook

Bessa grew up in a small villiage nestled comfortably in the shadows of the Kelder Mountains, a hidden and sheltered hamlet where the Thistlecrook halflings felt safe from the ravages of the outside world. Growing up Bessa, the youngest of five siblings and the only girl, was known as a friendly and outgoing child, given to flights of vivid imagination and for disappearing into the forest by herself, sometimes for days at a time, to play with the "imaginings" which she insisted lived in the tangled limbs of the tallest trees.

Bessa's life was happy, she knew neither conflict nor hunger, she could be expected to live a full and happy life, to get married, to have children and to farm the land as her parents and their parents had done since the Titan War. It was when she was a mere 23 years of age that, when exploring the forest she was confronted by a small group of humans who had crossed the mountains in their search new lands. Raised on stories of the big-people and their cruelty, Bessa reacted instinctively, her favourite imagining from her childhood– a bizarre green-furred, two-legged, beaked creature appearing next to her. Leaping astride the beast she fled from the invaders, disappearing into the forest.

The young girl arrived, breathless, back in Thistlecrook, still riding her imagining. The villiage were amazed at the sight of the young woman mounted atop such a strange creature, but were relieved at her safe return. Over the follwing days the villiage met, discussed and debated what to do about the new arrival in their midst. A creature which dissapeared whenever Bessa fell asleep but inveriably turned up from nowhere soon after she awoke.

Eventually it was decided that she needed to be educated about her talent, and so she set off for the lands of the big-people.

If selected I'll be making changes to this to link in with other character backgrounds and to update to the present.

Dark Archive

Jester, what about monstrous races? Something like Litorians/Catfolk? I could use statistics of the Proud from Creature Collection 1, just be humanoid instead of centaur-like. I am full prepared to accept LA +3. My concept would be noble savage, an honorable warrior exiled from home because of helping outsiders. I could even work with Mark, if he is interested, to create a bond between our characters. We did it in a Ptolus game some time ago and it was great. So, if you say yes, I could do a write-up by the end of the day.

Dark Archive

Num-Rah was born an abomination - at least to the tribe of the proud that his mother belonged to. She died whelping and her only offspring was a completely white male cub, but deformed: Instead of lion's lower body, it had humanoid legs. Tribe's elders were confounded. How did this happened to their tribe? Chieftain of the tribe, who fathered the whelp, was for simply killing it, but the shaman made different judgment. "Let it be exposed to the elements", he said. "Let Hrinruuk make his will known to us, and we shall obey." Chieftain shrugged his shoulders. Whelp was tiny and its fur white. It could not survive hours, not to mention day exposed to the harsh sun, wind and predators of the savanna. Shaman took the whelp and carried it to the sacred stone, far away from the camp. He left the little one exposed to the eye of the sun and the bite of the wind, knowing that the whelp will soon die of exposure to the elements or some wandering predator's fang or claw. Shaman returned in a week to see if there are bones to bury, but he was surprised - he found the whelp suckling on a huge spotted lioness. He took that as a sign from Denev and so he carried the whelp back to the tribe.

Shaman named the whelp Num-Rah, meaning "The Son of the Mother", and Num-Rah became mighty hunter, despite his white fur, blue eyes and lack of lion-like lower body. But the shaman died in time and the tribe became even more controlled by Num-Rah's father, who saw his son as an affront to his dignity. The tribe descended into savagery and even cannibalism. The week were prey to the strong.

Driven by an intense hatred for the humanoid races. Chieftain showed no mercy in attacks on homesteads and caravans, considering the flesh of humanoid children a great delicacy. One time they have captured a girl - and that was a turning point in Num-Rah's life. She refused to be cowed and faced certain death with a smile and jest. Her bravery made him act, and he helped her escape. Now, those two together search for their destiny in the Scarred Lands.


nightflier wrote:
Jester, what about monstrous races? Something like Litorians/Catfolk? I could use statistics of the Proud from Creature Collection 1, just be humanoid instead of centaur-like. I am full prepared to accept LA +3. My concept would be noble savage, an honorable warrior exiled from home because of helping outsiders. I could even work with Mark, if he is interested, to create a bond between our characters. We did it in a Ptolus game some time ago and it was great. So, if you say yes, I could do a write-up by the end of the day.

I would rather stay away from those at this time. A great back story could convince me otherwise.

With the world set as it is however, most if not all creatures of this nature are titan-spawn and are quite evil, I personally hate Drittz.

Dark Archive

DM Jester wrote:
nightflier wrote:
Jester, what about monstrous races? Something like Litorians/Catfolk? I could use statistics of the Proud from Creature Collection 1, just be humanoid instead of centaur-like. I am full prepared to accept LA +3. My concept would be noble savage, an honorable warrior exiled from home because of helping outsiders. I could even work with Mark, if he is interested, to create a bond between our characters. We did it in a Ptolus game some time ago and it was great. So, if you say yes, I could do a write-up by the end of the day.

I would rather stay away from those at this time. A great back story could convince me otherwise.

With the world set as it is however, most if not all creatures of this nature are titan-spawn and are quite evil, I personally hate Drittz.

Well, I have posted his backtory in the post before yours. It's just that I really love this character and the Scarred Lands is one of the few settings that you can get away with playing non-core races. I fully realize and respect your reasons, though. I don't like Drizzt as well, although I dislike premise that whole race of intelligent beings is of one alignment. I'll get back to my druid then.


Hymenopterix wrote:


If selected I'll be making changes to this to link in with other character backgrounds and to update to the present.

I will post a short intro for all the players as to where most of you will have met. One lucky PC will have a map and a 'quest' item and will ask for people to go with them. You will them have met at the ubiquitous 'local tavern' before heading out for adventure. It will be of course more detailed then this but still fairly simple. At which point you will have encounter #1 which will be a 'campfire stories' portion of our adventure wherein the protagonists you all get to explain in your characters voices who you are and what you are about.

I hope this also gives everyone an idea of the beginnings of this game.


nightflier wrote:
DM Jester wrote:
nightflier wrote:
Jester, what about monstrous races? Something like Litorians/Catfolk? I could use statistics of the Proud from Creature Collection 1, just be humanoid instead of centaur-like. I am full prepared to accept LA +3. My concept would be noble savage, an honorable warrior exiled from home because of helping outsiders. I could even work with Mark, if he is interested, to create a bond between our characters. We did it in a Ptolus game some time ago and it was great. So, if you say yes, I could do a write-up by the end of the day.

I would rather stay away from those at this time. A great back story could convince me otherwise.

With the world set as it is however, most if not all creatures of this nature are titan-spawn and are quite evil, I personally hate Drittz.

Well, I have posted his backtory in the post before yours. It's just that I really love this character and the Scarred Lands is one of the few settings that you can get away with playing non-core races. I fully realize and respect your reasons, though. I don't like Drizzt as well, although I dislike premise that whole race of intelligent beings is of one alignment. I'll get back to my druid then.

Being at work I have as of yet to read but one of the back stories, which is why I am reluctant to give an outright no. I guess in some regards I am an old stodgy when it comes to PC's races and even in some cases classes. Get off my lawn! I have however seen really good games with just one or two characters that are not the normal run of the mill PC, so please give me till at least this weekend to read them all.


DM Jester wrote:
Hymenopterix wrote:


If selected I'll be making changes to this to link in with other character backgrounds and to update to the present.

I will post a short intro for all the players as to where most of you will have met. One lucky PC will have a map and a 'quest' item and will ask for people to go with them. You will them have met at the ubiquitous 'local tavern' before heading out for adventure. It will be of course more detailed then this but still fairly simple. At which point you will have encounter #1 which will be a 'campfire stories' portion of our adventure wherein the protagonists you all get to explain in your characters voices who you are and what you are about.

I hope this also gives everyone an idea of the beginnings of this game.

I'd still make some changes based on more world background and possibly linking in with one or two other characters - i'd like to have a deeper background with a couple of other characters if that fits in - fleshing out what happened to Bessa after leaving the villiage and seeking out a teacher. Any suggestions about what sort of organisations or cities she might have saught out to learn about her magical talents would be welcome.


Hymenopterix wrote:
DM Jester wrote:
Hymenopterix wrote:


If selected I'll be making changes to this to link in with other character backgrounds and to update to the present.

I will post a short intro for all the players as to where most of you will have met. One lucky PC will have a map and a 'quest' item and will ask for people to go with them. You will them have met at the ubiquitous 'local tavern' before heading out for adventure. It will be of course more detailed then this but still fairly simple. At which point you will have encounter #1 which will be a 'campfire stories' portion of our adventure wherein the protagonists you all get to explain in your characters voices who you are and what you are about.

I hope this also gives everyone an idea of the beginnings of this game.

I'd still make some changes based on more world background and possibly linking in with one or two other characters - i'd like to have a deeper background with a couple of other characters if that fits in - fleshing out what happened to Bessa after leaving the villiage and seeking out a teacher. Any suggestions about what sort of organisations or cities she might have saught out to learn about her magical talents would be welcome.

Yes, and since you have asked for it I shall have to post said city information. Just at work right now and unable to post it all at this time.


To many, Vesh is a shining beacon of hope and freedom against the violence of the titanspawn and the tyranny of Calastia. To others (specifically, the titanspawn and the Calastians), the land is a troublesome nuisance.

The realm's history is as tumultuous as that of Ghelspad itself. When the fractured Empire of Lede was forced to abandon its Vasch Province in 2499 OC, a strange meteor storm illuminated Scarn's night sky, an event that many claimed heralded the empire's destruction.

In the wake of the Ledean withdrawal, numerous governments came and went in the region, leading to the common name for the period, the Era of 100 Republics. Eventually, in 2815 OC, King Ardunis of Arcernoth announced himself to be first among equals and the de facto leader of what he called the Golden Kingdoms of Vasch. Despite grumbling, the new arrangement seemed to work, and the region entered a time of unprecedented prosperity.

With the rise of the Charduni Empire, the militaries of the disparate Golden Kingdoms began to cooperate, holding the evil dwarves at bay. Eventually, around 3320 OC, the leaders of the united military formed the United Vesh Movement. The merchant princes and southern kingdoms who had been hard pressed by the charduni backed the idea, but the northern provinces, jealous of their independence and led by the Kingdom of Bregis, opposed it. The situation came close to open warfare on several occasions, but the diplomacy and economic power of the merchants and their allied kingdoms eventually won over the dissenters, and in 3327 OC Bregis' king finally relented, signing the Veshian Accord and forming the new nation.

In 3338 OC, faced with incursions by orcs and other titanspawn, the Marquis of Beltan formed an elite unit of scouts, rangers, and wilderness fighters, naming it the Beltanian Vigil, the first of the bands that are today famous all across Ghelspad. The experiment proved so successful that over the next decade numerous other vigils were formed using the Beltanian model.

The Divine War truly tested the nation's mettle. In the conflict's wake, the Veshians faltered - but with the aid of the Vigils and the newly formed Order of the Morning Sky, they did not fail, instead rebuilding and growing stronger. In 25 AV, clerics of Tanil and Madriel, under the Leadership of merchant prince turned Madrielist cleric Caldor Bregis, engaged in a campaign known as the Great Blessing, moving from town to town, cleansing and sanctifying fields, rooting out titanspawn, and helping reestablish Veshian authority. Merchants alsoaided in the process, giving away free or extremely inexpensive seed and livestock and aiding peasants and local lords with loans or gifts.

By 56 AV, Vesh had fully joined in the community of Ghelspad's nations, forging an alliance with numerous other realms at the Convention of Vera-Tre. The Vigils and other Veshian military forces fought in the Druid War and helped minimize the damage caused by King Virduk's duplicitous withdrawal. Recent history continues to bolster Vesh's leadership of the good-aligned nations. Adurn, the last of the line of Bregis nobles, perished at the hands of the Calastians in the Battle of Twisted Timbers, and his spirit was consigned to the Great Swan.

The Blood Monsoon sorely tested the region, but as always, Veshian forces were instrumental in rebuilding after the disaster. Around 100 AV, the slitheren, who had up until then been little more than a nuisance, began to make their presence known in the Mourning Marshes, actually raiding into southern Vesh. Defeated in the disastrous Battle of Two Rivers, the Veshians fought defensively through the years of the Blood Monsoon, then met the slitheren again in the battles of Moor and Treestand. Inconclusive, these fights proved to the Veshians that the slitheren truly represented a growing threat.

Today, the nation continues to stand defiantly against the threat of Calastia, the slitheren of the Mourning Marshes, and the menace of resurgent titanspawn. No one can say what the future holds, but it is certain that Vesh will play an important role in the Scarred Lands.


Vesh is well defended, both by its people and by its geography, which protects its fertile heartland from invasion as effectively as any army.

To the west, the Kelder Mountains form an effective barrier and create a drier, cooler climate. The eastern side of Aethis, near the Blood Basin, is more fertile and known for excellent game, leather, and wool. The steppes are more fertile among the rolling hills, but the Blood Basin often spawns trouble.

The heartland of Vesh consists of mild hills, plains, and rainfall. It has long been farmed and lacks the wildernesses (and the attendant threat of titanspawn) found elsewhere.

The Veshian provinces are named for the old Golden Kingdoms- Bregis, Aethis, Odveni and Dalane in the north, Arcernoth, Liaris, Behjur, Garasso and Pellen in the south.

We will start and most likely stay mainly in Pellen


Vesh has several major climatic zones. To the west, the Kelder Mountains are home to animal and plant species that thrive at high altitudes. These include mountain goats, sheep, and numerous species of small mammals and birds. Plants are hardy - scrub grasses and small, tough evergreens.

The mountain regions, particularly in upper Aethis, are home to the rare Tarasse tiger. Once common throughout the northern Kelder Mountains and Steppes, these tigers are relatively small with brown markings. Driven to the brink of extinction by titanspawn and Ledean hunters, their numbers have begun to increase. Across much of the steppes, wolverines and cougars have taken their place as top predators. Dire wolverines are not unheard of and sometimes plague hunters or travelers.

The interior is cool and lightly wooded, kept largely free of titanspawn by the Vigils and other Veshian armed forces. In the south, the climate is warmer and the land more fertile, but titanspawn and taint from the Blood Sea are more common. Monstrous threats are common, particularly along the edges of Vesh. In the south, most of the threats come from the Mourning Marshes. Morgaunts, slitheren, skaven and blood-tainted animals of many types are active along the southern border and the mouth of the Hornswythe.


As a rule, the people of Vesh are garrulous and outgoing. They smile, speak pleasantly, welcome visitors, and talk incessantly, though many outsiders complain that they take forever to get to the point. Veshians may not be direct, but they are hospitable and form strong friendships. They value art, music, and learning as key elements of civilization. Those without artistic or scholarly skills are often looked down on, though Veshian tact and hospitality often disguise such attitudes.

Veshians have the olive complexions and dark hair common throughout eastern Ghelspad. They consider themselves the cultural center of Ghelspad, strongly influenced by ancient Lede. Fluency in ancient Ledean is considered especially admirable, as is knowledge of that vanished culture.


Veshianculture places great importance on music and performance. Arcernoth art tends toward more realistic styles, combining media and experimenting with new paints and techniques. Artistic movements rise and fall regularly, often leading to bitter rivalries and debates.

There are a number of traditions common throughout Vesh. Most inns offer salt surcharge. Village blacksmiths often have the ground beside their anvil blessed with a minor symbol of Corean, in honor of the patron of their craft. It is considered bad luck to travel east when the sun is setting, as evil is said to draw forth from the east while Madriel's home descends. Custom demands that all travelers be given hospitality, though this may simply mean giving directions to the nearest inn.

Holidays are accompanied by a great deal of music and ceremony, especially in the south and revealing acloser tie to ancient Denev worship in the north. Each of the four major holidays is also accompanied by a variety of contests. These contests often mask long running feuds between neighboring cities or provinces. Many larger cities were once several distinct settlements, and allegiance to a neighborhood still causes strife. The Carnival of Flowers is perhaps the most benign, with cooking contests, wagon and foot races, and dancing.


Moor: Site of a critical battle against the slitheren, Moor remains a strong military city and also an important trade center for southern Vesh.

And this will in fact be the major city with which the group will have just left. I hope all the rest of this information will be helpful for your characters.

I will be putting spoilers and comments for each character in the next couple of days. I hope to have the beginnings of the campaign by early to mid next week. On this profile I have an email and you may email me any questions you may have as well as placing them here.


which of us have been accepted?


Well so far I have seen backgrounds that will fit from these characters

Joseph Wilson: Human Oracle of the Flame Kaiden Varn
Hymenopteryx: Halfling Summoner Bessa Thistlecrook
Monkeygod: Half-Orc Ranger Ormak
Shieldknight: Ulfen Barbarian Thoian Urthadar
Gerald: Elf Witch Tessara Omelian

While a couple of these need a small rewrite to be closer to the game I think they will all work.

EDIT: for typos...............damn I hate typos


Also check this profile for additional information


I will work on fleshing out my back story tomorrow(sunday) adding in any useful information that you've provided here.

I also don't have a problem tying my past in with a couple other characters. always makes the game more fun, if done right.


Wow,... Lots of stuff to read. I'll update my background after i've had a chance to read through.

(P.S. Thanks for picking me! - Yay!)

P.P.S. I'll read through your background Monkey and maybe suggest some character linkage tomorrow.

Dark Archive

So, the recruitment is closed?

Dark Archive

Appears so. Thanks for the consideration.


nightflier wrote:
So, the recruitment is closed?

No, it is not. I was placing out the characters I have a back story for that will work for the game I will try to run. If I missed someone please forgive me. Not all the backgrounds I saw fit the game.


Rizzym Jaderenai wrote:
Appears so. Thanks for the consideration.

Speaking of which I knew I missed a character. Aldhelm is fine, I would like to see the character written up. I would also say change it from young black dragon to a drake.As well as the battle lasting an indeterminate amount of time.

Dark Archive

Hi! just hoping I'm not to late to join up if there still is achance


Deiros wrote:
Hi! just hoping I'm not to late to join up if there still is achance

I think we have filled up at this point with those who have popped in already.


DM Jester wrote:

Well so far I have seen backgrounds that will fit from these characters

Joseph Wilson: Human Oracle of the Flame Kaiden Varn
Hymenopteryx: Halfling Summoner Bessa Thistlecrook
Monkeygod: Half-Orc Ranger Ormak
Shieldknight: Ulfen Barbarian Thoian Urthadar
Gerald: Elf Witch Tessara Omelian

While a couple of these need a small rewrite to be closer to the game I think they will all work.

Which of these need rewrites? - If mine is one would it be possible to note what aspect(s) need changing?

Cheers


Profile created, will add more before the day is done.

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