The Reclamation of Zahvroma (Inactive)

Game Master Signore di Fortuna

Chapter 7: To Forge The Future Combat Map


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It is the year 251 AS (The Age of Separation), the fourth age in the world of Vesaria. A vicious war draws to an end on the continent of Alarion and new kingdoms have arisen from the chaos. However, for one kingdom, these new kingdoms threaten its existence.
Icathia, staunch ally of the kingdom of Alarion (now divided in two, East Alarion and West Alarion), has lost the majority of their nobility and their treasury in the Great War. Minor nobles and petty politicians are the new government, most willing to cede to the adjecent kingdoms of Brannum and Talathel. Matters are also made worse by the orcs to the north, who hold a sizeable territory of their own and are eager to plunder Icathia.
Hope seems a dream for the young. It is only a matter of time before Icathia becomes another victim of conquest, but three groups have developed interest in a forgotten island kingdom to the south: Zahvroma. Forgotten since the end of the last age, Zahvroma seems like the last resort for the Icathians. Either the people of Icathia can immigrate to the new land, seek assistance from the Zahvromans, or plunder them to bolster the near-empty coffers of the kingdom.
However, Zahvroma has secrets...

The heroes will be commissioned by one of three groups of their choice to explore Zahvroma and report their findings. These groups are:

The Icathian Explorer's League: A privately funded venture mainly concerned with historical relics. The IEL seeks to explore Zahvroma, determining its fitness to support an new colony for immigrating Icathians.

The Icathian Royal Guard: Formerly the military of Icathia, the group turned mercenary in order to survive. Battlemaster Verrin seeks to restore the glory of his organization by any means necessary.

The Green Circle: Mostly comprised of druids and rangers, the Green Circle attempts to root out corruption in nature. The Green Council isn't so sure about the safety of Zahvroma and the rumors surrounding the island do little to ease their minds.

The Basics: 4-6 players (it's homebrew so I'll take what I can get), 20 pt. buy, average starting gold + 500 gold commission, anything out of the core hardbacks [CRB, APG (some archetypes may not be good fits), ARG (except custom races), UM, UC, UE], a group must be chosen for your character to align with, be sensible with your alignment choice as cooperation won't get you killed. I don't use hero points or traits, but, if you make a compelling case, I might change my mind.

If you're wanting to play something from a 3PP, just supply a way for me to look it over.

The Biggie: I want to be able to introduce themes that I usually can't with my usual gaming group. This is intended to be a mature game, dealing with things such as homsexuality, transgenders, torture and so on (in as tasteful a manner as possible). If you can't be (or pretend to be) open-minded about such subjects, please don't apply.

Schedule: I work nights except for Mondays and Tuesdays, so one or two posts a day is acceptable (and probably all you'd get out of me :D). If you hate the game, have other commitments or cannot keep up with the posting requirement, please let me know so I don't have to guess if you're coming back or not. I know this is not always possible but I'll make a judgment call if you haven't posted in two weeks.

If you have any other questions, feel free to post and I'll answer back as soon as I can.


I would be interested in applying as an Aasimar fighter.

I'll have a backstory and stats posted by this evening.


Dotting.

Sovereign Court

Could you provide some insight as to the cultures of these nations?

Also, will you be using the Pathfinder pantheon, or do you have some substitute?


dotting for interest


This could be very interesting. Ideas are percolating.


I am interested. I'll cook something up!


I would love to play a Lore Oracle as part of the Explorer's League. I'm thinking Hunter Thompson in DnD ...


The case I'll give for traits is that you can add that one essential skill to your idea that your class doesn't have ...my roving journalist lore oracle should be able to bluff a bit, right?


Dotting for interest as an Wizard, probably Teleportation subschool.
Right now actually thinking about following the Royal Guard as last son of a fallen noble house. Stripped of his nobility, joining them just seemed as the best idea, afterall the war lost them almost as much as him.


Rolled up my lore oracle ...a fair amount of his money went towards booze. And a horse to carry all the booze. He'll be a buffer/healer, heavily armored but only actually fighting when necessary. I'll post it soon.


I've got a meeting, and a fairly busy night. Hope you don't mind if I finish writing him up tomorrow. (This is Digger's guy.)


Never mind, he's totally statted up now. Heavy on the flavor ...I'm interested in playing a non-combatant healer.


@Dr. Stephen Savage: I have a fairly full day ahead myself, so it's all good. I'll allow traits, just make sure that they aren't two from the same group.

@Stratos: I'll be using the Pathfinder Pantheon, minor gods from Gods and Magic included. The only notable differences (at this time) is that Urgathoa's following is more of a cult with spreading undeath being their primary concern, Aroden's impact was much less than in Golarion (he's more akin to St. Cuthbert from 3.5), Arazni was just a mortal and remained that way, and there is no Razmir.

Icathia's capital, Cabernaum (rip-off intended), lies directly on the coast and, as such, was a major trading hub. It is also on one of the safest trading routes in the world. Due to the war, the Icathians decided to focus on building up their navy, so trading has fallen to the wayside in recent years. Cabernaum is a parallel of ancient Alexandria during its Hellenistic period. The city remains cosmopolitan, a mixture of wanderers and citizens from various cultures. The current population is in the low 200,000's. During its peak, Cabernaum had over 500,000 living within its walls. Icathia's income was mostly from trading, the southern clime of the continent better for livestock than agriculture. Secularism has thrived in recent years, so most religions share temples, except for Iomedae and Abadar. Her temples serve as the judicial branch of the government. So courthouses = Iomedae's temples. Abadar's temples also double as banks.
Icathia's government is shifting from a monarchy to a republic, but is currently in a transition state, so lawlessness is a bit more commonplace.
Brannum, to the west of Icathia, is under the dictatorial rule of Horace the Red, a famed pirate. He secured his kingdom during the war by allying with whoever would fight for him, so the kingdom is more hospitable to monsters than any other. Not many know of what goes on in that kingdom, save those who live there. Horace values his mystery and privacy above all else and will kill to keep it that way. A great number of refugees have come to Icathia from Brannum but are reluctant to talk about their lives there. Conquering Icathia seems like a logical step for Brannum in order to secure a safe trade route. The western coast is plagued by pirates who owe no allegiance to Horace.
Talathel, to the east, is an elven nation composed of immigrants from the north. The northern elves have suffered under human slavers and are a little xenophobic as a result. They are willing to broker for peace but won't hesitate to capitalize upon Icathia's weakness, as a safe harbor would facilitate their immigration efforts. Talathel often trades with Icathia, but this is done through intermediates.
The orc territory to the north has no formal, recognized name. It is inhabited by 103 different tribes and territorial disputes usually spill over into surrounding lands. The orcs have no apparent demands or agenda, but they have a strong desire to conquer other lands and no qualms about killing any non-orc.

I hope that paints a better picture of the area. I use this world for my campaigns at home so I try to think it through.

RPG Superstar 2009 Top 16

Dotting. Very interesting.

Sovereign Court

Many thanks for the information. I would love to draw up a story - I should have it posted tonight.

RPG Superstar 2009 Top 16

Think I just hit on a piece of inspiration. Blackblade magus whose blade actually originates from Zahvroma and drives it's weilder to go there.

Now just a matter of whether a black sheep noble who picked up the first available weapon from the family treasure room when their House fell (Icathian Royal Guard Affiliation) or a down on their luck explorer who came across the blade while trying not to get killed by pirates (Icathian Explorer's League Affiliation)


This is Stratos.

GM and applicants alike, please give my background a read and tell me what you think. It's posted in the spoiler below.

Background:
Fate can be fickle.

Around the onset of the wet season one year was a potent storm. These storms happen every so often around this time, and this particular one occurred in the savannas outside of Cabernaum. Sporadic clusters of trees dotting the landscape there were home to tribes of Vanaras. Regarded by the more civilized races of the cities proper as primitive – and rightly so – they were treated with disdain and left alone mostly due to their skill as hunters; pelts fetched a fair price at the market, and those which curried favor with the tribes found their stalls stocked. One tribe – the Suntooths – had manes of golden hue and tales of luster to match. Tribal elders passed down legends, prophecies, and traditions from generation to generation. One notable tradition of the Suntooth tribe was that of Two Spirit (as per the native culture). The society's day-to-day business was mostly run by the matriarchs, but wise individuals thought to embody both the spirit of man and woman were often chosen to be the high shaman which made decisions of import – such as war and migration. Generally bearing no children of their own, the role of leadership was not hereditary, but instead chosen by the council of matriarchs once the current leader moved into the next world.

In the Suntooth tribe, one pair of mates – Umi and Sharifa – gave birth to a son named Harakhty during the aforementioned storm. Severe it was, and a bolt of lightning lashed out, striking the tree where the couple made their home. Umi was slain by the burst from the heavens, his mother shocked but alive. The child lived as well, but in that lash of lightning could something queer be seen; instead of the usual tan skin, a pallor shade covered Harakhty. Sharifa warded-off grieving over Umi until she was certain the child was safe the next morning. Then, as was custom, the tree-village welcomed the child with all their blessings. As the tribe raised children collectively, aside from feeding, Sharifa wept over her slain husband. Not long after Umi's pyre, Harakhty's fur began to grow, but, as his skin, something was amiss; black and white stripes of varying angles and widths enveloped his coat. Not a trace of gold could be seen.

With this development, many of the lorekeepers of the tribe regarded the child as an abomination. Superstition did not allow for coincidences easily, and the birth of a son at the death of the father was thought to be no act of chance. The council aligned a dark omen with the child's birth, a prophecy stating the years of plenty would come to an end with strife in dawn and dusk in its place. One rather learned crone – Hasina – dissented, insisting instead this act was the work of Nethys. The fur coloring matched the magical god as did the two-faced nature: destruction of the father for protection of the newborn. She believed he perhaps could be a blessing in disguise.

Sharifa began to subconsciously blame Harakhty for Umi's death, hardening her heart towards him. During his younger years, Hasina took special interest in Harakhty where his mother did not. The hag had spent some time among the cities of humans and knew more about sums and the outside world than the rest of her tribe. Harakhty absorbed the information like a sponge, though she never let on about the elders' thoughts of him. The boy was seen as a message from the gods, and though most held him in contempt, they dare not provoke the gods' wrath by slaying him – or giving him knowledge of the believed divine intervention to let Harakhty act on it. The Vanara made few friends, the fondest of which was easily a companion by the name of Naeem, nephew to the high shaman, Tumaini. While Harakhty was studious, Naeem was strong, a promising master of the hunt once he reached adulthood. The two made odd friends, each mocking the strengths and weaknesses of the other. This playful bickering allowed them to look past many of their differences.

That acceptance would be crucial as the pair reached adolescence. By this point, Harakhty had been shunned by most of his tribe and knew he was an outcast – but not why. As he'd been acclimated to this, he thought perhaps that's just the way some people were. Most of the time, his eyes held a deep sadness, and the aging Hasina took pity on him. She made him her star pupil, learning to speak common with the occasional humans which came to trade in pelts, preparing spiced meats with the techniques only she knew, and rebuffing snipes or insults from the tribe at him in Harakhty's stead when she could. The student's eyes changed to orbs of happiness around Naeem though – he was the only peer harboring no grudges against him; Naeem didn't place much stock in omens or prophecies, and he admired the uniqueness of Harakhty's stripes. As time passed, Harakhty realized his feelings for Naeem weren't just platonic. The usually timid Vanara confessed to him one day after a particularly good hunt (where his spear actually hit its mark for once). Though a little surprised, Harakhty's dispositions towards him over the years made sense with his statement to Naeem after a few moments, and being kindhearted in temperance to his powerful frame, he could not see himself rejecting his friend, leaving him to sorrow. Naeem embraced him. In the tribe's Two Spirit tradition, it was considered a great honor to be chosen by one of the dual nature, as not one soul desired you, but two. After that day, the two were nigh inseparable – and it showed. Harakhty told Hasina the next day, and she smiled knowingly. However, the admission by him meant it would be time to announce a new young shaman was among them when they moved to their own tree. It was years before the move, but it happened.

The announcement was received with outrage by the council. It was one thing to have an abomination among them by divine signal, but quite another to have such a monster advising them or, perish the thought, leading them one day. No longer were they content to sit by – they acted. While they had been caught at times between skirmishes in the wars of the land, the Suntooths took part in no side. The council's prophecy did seem to come true regarding Harakhty's birth in that regard, as the roaming armies stymied the animals the land provided for food. They knew Tumaini did not want his son as an abomination's mate, so they hatched a plot with him. A tribal meeting was called, and Tumaini stood on a small hill outside their grove as he addressed his people:

“Times are dark, and night only draws closer. Our land is ransacked by war of men, the herds growing smaller with each year. While the weather allows, we must migrate.” Soft chatter could be heard among the crowd as this had not happened in many years, but it seemed to be murmured agreement, albeit with regret. “I know this will not be easy, but years ago, that creature was born,” indicted Tumaini, his finger thrust towards the black-and-white menace. “As prophecy held, the coming of such a monster foretold the hard times which are upon us now. Bringing him with us would only curse our new home as well.” Embers burned in the crowd's voices. “Harakhty, you are exiled.” Silence took the crowd. “We leave with the dawn!”

Most of them anyway. Naeem began to shout in protest, but was blunted with the hilt of one of the sentry's spears; he'd joined the tribesguard last year, and their desertion or dissent with the high shaman was punishable by death. Only the high shaman could relieve them of duty, and Tumaini sought to use this leverage over his nephew to keep him away from dark gods' workings. Hasina saw this shallow fraud of justification for what it was and fumed. Though her body was frail, her mind was as swift as a lion. She rose her voice above the not-yet-raucous crowd.

“What of the rest of the prophecy, or have you forgotten?” She screamed. The rest of the council looked at her in surprise. “It does not end there. The stormchild will lead us to a land of peace and plenty. Are you so quick to disown your son?”

Mixed emotions took the crowed as the high shaman stared back at the old woman with daggers in his eyes. It took him a moment, but he found his response. “You know I am not a cruel man, Hasina, but I will not endanger our people. Of course I did not forget the prophecy's end.” Tumaini painstakingly turned towards a tearful Harakhty. “You … son … may return to us if you find such a land for the Suntooths. If not, you must live in trees apart, for your blight will taint us no longer.”

With that, the shaman stepped down, and tribesguards grabbed Harakhty to escort him away from the grove. Before they did so, Hasina convinced them to let her pack some things for the young man. Handing him a pack, she gave him a few words of advice. “I've taught you all I can child, though I tried to keep this quiet for as long as I could to keep the two of you safe. The tribesguards will surely hold Naeem at spearpoint until you are far gone from use.” She put her hand on Harakhty's face and brushed away some of his tears. “But there is hope. The land of Zahvroma is said to be an opportunity – it must be your opportunity. Find a way for us to live there safely and return. I'll miss you!” She gave him a long embrace. “Start your journey by heading to the great city. There, seek out a priest of Nethys and tell him of your birth and story. A quick study like you should be welcome there.” With that, the tribesguard whisked him away.

She was right. Though a bit of culture shock took him at first, Harakhty was in his element in the library at the temple. Though priests regarded his story with skepticism at first, the colors of his fur were impossible to deny and the Vanara did offer them knowledge of happenings out in the savannah – and knowledge given freely begged for knowledge given freely in return.

Harakhty nearly gave into despair in the first few nights, thinking he would never see Naeem again. The more he read though – the more it seemed a mere person could do. Magic was not a common factor in his tribe, but through study and prayer, he became able to wield some of it himself. Before too long, the church recognized him as a member, and he began to run errands in the town – errands of information discovery. Not only did he learn things for the church, but he accrued information about The Icathian Explorer's League for himself. It turned out despite his obviously alien appearance, accented common, and lack of experience with deep relationships with many people, the Vanara's native talents of the wilderness come in quite handy with finding people that didn't want to be found or staying hidden himself.

Try as he may though, he wondered if there was some special purpose Nethys had for him. Why curse him with such strained relations with his tribe? Why have him embark on this quest? Did the god of magic have a reason for taking Naeem away from him? He fondled his lion's tooth necklace his companion had given to him on the day he reached adulthood when he came to mind; it was the only memento he had. The charm gave him hope though.

It also gave him resolve. Over the next few months, the once-quiet Harakhty become more outspoken, though terse. He honed his skills in self-defense he'd lacked aptitude with in his younger days, supplementing his training with the spellcraft and technology found in the city. He began taking initiative for arrangements within the church, slowly accruing wealth he would need to strike out with the explorer's league. Before much longer, the time had come, affection and destiny calling him out into the world once more...

I haven't finished the mechanics of his profile yet, and I'd like to see if the story meets with approval (meshing both with GM and players) before proceeding. Critiques are welcome!

Liberty's Edge

I've been wanting to join a homebrew game but this is the first one in a while to really pique my interest.

Where do the savage races stand in your world? I'm considering an orc or half-orc brawler.


GM Henry Fortuna wrote:
The Biggie: I want to be able to introduce themes that I usually can't with my usual gaming group. This is intended to be a mature game, dealing with things such as homsexuality, transgenders, torture and so on (in as tasteful a manner as possible). If you can't be (or pretend to be) open-minded about such subjects, please don't apply.

So what is Icathian society's stance on LGBT issues (and any other mature things you intend to deal with)?

RPG Superstar 2009 Top 16

So it occurs to me that since Black blade doesn't happen until level 3 this may not work the way I would've liked. What kind of rate of progression are you considering, assuming starting at level 1?


@Mark Thomas 66 - You could always say the blade was in a "dormant" state until you hit third level. That's when it awakens. Think of the RP you could write when it does. Just my two coppers.


I have updated Argyros with a basic background and crunch.

GM:

I would make my case for allowing traits.

In my case, traits allow me to expand the role of a fighter beyond simple combat by personalizing my skill selection.


Fallen_Mage wrote:
@Mark Thomas 66 - You could always say the blade was in a "dormant" state until you hit third level. That's when it awakens. Think of the RP you could write when it does. Just my two coppers.

This is what I have done and it has worked well.

I just roleplay my blade's appearance when I use my arcane pool to augment it.


GM:
I'm thinking of doing a Dhampir Fighter. If I write a good enough backstory, would you allow me to start the game with an Amulet of Channeled Life?


Swashbuckler

Would you be okay with this class?


In no particular order:

@Fallen_Mage:
Given the item's cost, I'm going to have to say no.

@Mark Thomas 66: I forgot to state that we're starting at level 1 in my attempt to get the relevant info out there. But I think having a dormant artifact suddenly "waking up" as you're exploring this strange land would be very interesting indeed.

@Bearded Ben: I have a hard time thinking of an answer that doesn't sound like an expression of my personal beliefs, but I guess the short answer would be: homosexuals, heterosexuals and bisexuals are treated equally in Cabernaum. The church of Shelyn campaigned for equal rights over the past decade and, given the fallout from the war and other tensions, the Icathian government consented (something about having better things to do than interfere with people's private lives). So LGBs are allowed to marry, own property and such. Since the city was not reduced to smoldering rubble, most people are tolerant about it. There are a few citizens who see it as wrong, much like real life. Transgenders are marginalized, mostly because they are rare in Icathia, but they are granted some basic rights.
As far as torture, murder, rape and other rights violations, the ideal for Cabernaum is to punish such things swiftly and justly. Even with savage races, it is viewed as better to give the benfit of the doubt to the victim. Though the courts often turn a blind eye to those who cannot control their "baser instincts".

@Feral: Savage races are fine by me, but are not considered citizens nor given any rights (but they cannot be owned as slaves). Reasonable folk give them the cold shoulder in hopes that they get the message and move on, but cold-blooded murder is not unheard of. Half-orcs are commonplace and have full rights as a citizen, though some folk may still give them the stink-eye.

@Argyros: Traits are fine for anybody who wants them as long as they aren't from the same trait group. If someone doesn't, that's fine too.

@Stratos/Harakhty: Wow, that's a great backstory. *thumbs up*

So, as far as concrete characters go, I have:
Harakhty Suntooth - Vanaran Inquisitor
Argyros Amyntas (or is it Amyritas, like in your profile?) - Aasimar Fighter
Dr. Stephen Savage - Human Oracle (Too bad the first name wasn't Clark...I so wanted to call you "Doc Savage:The Archenemy of Evil")

Gonna hit the hay and check back later.


Or this one even?

Tome of Secrets Swashbuckler


@Pezmerga: There are some things about the class that feel unbalanced to me, so I'm going to say no.

Edit: The first one. I'll look over the second one when I get up.


@GM Henry: Heh. This would be more like Doc's weird cousin he doesn't like to mention that much. Or maybe ...hmmmm ...


As he meets with your approval, I will update Harakhty's mechanics in profile today. He will be more of a curious sleuth and explorer than a fighter, if other applicants are interested.

Again, feedback on the background is appreciated from all; I consider it the most important part of any character, and it is crucial to a party's members being able to work together.


The good doctor and Harakhty could be an interesting pair ...


From what I've read, their interests seem to be the same in discovering things, though Harakhty now has a lean towards knowledge between him and his goal; information regarding effects of Nethys, this new land of opportunity, and, most importantly, the location of Naeem will steer his interests the most.

I don't see a background for your Stephen though, so it's hard for me to say how she would mesh personality-wise.

Mechanically, they seem similar, though Harakhty does not care much for actual combat. When in it, he takes precautions to defend himself first, offense seconds. At least during hunts; he's rarely had any skirmishes with humanoids. Never has he killed one, either.


GM:
That's why I asked. Alright, in that case I'll make him a different class then.

Scarab Sages

GM Henry Fortuna wrote:
Argyros Amyntas (or is it Amyritas, like in your profile?) - Aasimar Fighter

I corrected the typo on my name. It is Amyntas.


From the journals of Dr. Stephen Savage:

"A new assignment, a new diversion. A new land! Sure, yes, the government wants us to move there, I mean, of course, we're f!**ed otherwise. Goddam war and goddam politics--same goddam thing, really, except one looks more impressive (blood, guts, mud, valor, cowardice)--the old homestead is looking poorly. So! An island! Safe! Fresh resources! Away from the sort of squabbling and pissing other nations hold so dearly and we pretend not to hold so dearly.

"Ah, but is it? If THEY, you know the ones, say it is, it probably isn't. Virgin land? Sounds like dangerous native wildlife if you ask me. F%@#ing jungle wizards, snake-men, plants that seduce young girls, you know, all that sort of explorey nonsense. The truth, it's in there. The truth, that slippery eel, that elusive lay, that invisible rule. Packed my case, only bringing booze on this one ...if I'm to smoke something I'll try what the natives prefer. Can't be any worse than that last bit of goblin dust that rat bastard editor gave me. I'll f#@!ing show that fascist son of a b*$$!! Goblin dust, he thinks I'm some goddam ratfolk shitf#~~? No! I am the pursuer of truth. MENTAL NOTE: PRETEND YOU DID NOT ALREADY RECEIVE AND THEN SPEND YOUR COMMISSION --MORE BOOZE WILL BE NECESSARY. Probably getting their by ship ...buggery, disease, nausea ...I f@+!ing hate boats. Told that dictator shit monkey to get me a teleport spell, can't believe he got so mad! Perhaps I did spend the money instead on a rather fine meal with that nymph (was she really a nymph? can I say I was raped then?) but that is not his concern! Getting me, the good Dr., to this Gods-forsaken shithole we're supposed to swallow like geographic panacea ...that's his concern.

"He's soured my mood again! Time to see what drugs I have left."


Aside from inventory, Harakhty should be set. Please give him a look-over to see if I missed something.


@Suntooth: While that may not have been a write-up I think it's a fair vision of who the Dr. is. Paranoid, mistrustful of authority, ever-curious, and more than a little hedonistic. In combat he'd likely be hiding behind his shield, cursing loudly in abyssal while shooting his crossbow.


Dr. Stephen Savage wrote:
@Suntooth: While that may not have been a write-up I think it's a fair vision of who the Dr. is. Paranoid, mistrustful of authority, ever-curious, and more than a little hedonistic. In combat he'd likely be hiding behind his shield, cursing loudly in abyssal while shooting his crossbow.

Indeed. Though I did get Create Water, I don't have a Conjure Soap spell with which to wash out his mouth.

RPG Superstar 2009 Top 16

Ok I'll get underway on creating my Magus


@Pezmerga: No on the second one too. A full BAB and the potential for a 14-20 crit range with a rapier is unbalanced.


This interests me. At the moment, this character is still written up for Kingmaker, but I will re-read your world background & adjust as necessary, tomorrow.
As is likely obvious, she would be affiliated with the Green Circle.


Harakhty looks ready to go.

Since I didn't have the problem with recruitment that I was expecting, I'm going to give everyone tomorrow to finish submitting characters and I'll make a decision on Saturday.


Basics, will have background up later

Liberty's Edge

I'd like to apply with Skarr.

History:
The orc named Skarr has a past that's as ugly and dangerous as he is. He doesn't remember much about his childhood, except that he fought a lot and was always hungry, but he does vividly remember being approached by the grizzled Icathian captain that started his life in the military. The old solider explained the benefits of service to the crown and with nothing to really hold him back, Skarr signed on.

Military life proved perfect for Skarr. He chafed a bit at the regimented lifestyle but the opportunity to do violence freely and several square meals a day were a better deal than he'd had his whole life. He even got close with a few of the other soldiers, knowing friendship for the first time in his life.

Things changed when he was moved under the command of a Sergeant Eli Blackwater. Blackwater was the head of an Icathian Kill Squad that took it upon themselves to handle targets and jobs the main army and its leaders couldn't or wouldn't do. Skarr's size and ferocity made him a natural fit for the unit.

At first, the change was a welcome one. Skarr found himself among warriors that could keep up with him step for step and for the first time in his life he was surrounded by folks that didn't think a thing about his savage appearance, but quickly changed. The bloodshed became more frequent and often there was no glory in it. Many times his unit was tasked with killing women and children in their sleep or weakening enemy soldiers by poisoning their water supply. Worse though, was his new peers. They were deadly and able combatants but many of them enjoyed their bloody work too much - some seemed to get a sort of physical pleasure from it.

When the orders came down from on high that his unit was to be disbanded, Skarr happily parted without a second thought. Once again alone, the orc was suddenly faced with the things he'd done and the blood on his hands. He was tormented by nightmares and would spend days on end without sleep.

Finally, he came to a resolution that helped him find some peace at least temporarily. First, he would join the Icathian Royal Guard. They were little more than mercenaries but he saw in them a sort of honor he missed when he joined Blackwater's Kill Squad. Second, he would forsake all weapons made solely for war until the blood he saw on his own hands was forgiven.

Man lives freely only by his readiness to die, if need be, at the hands of his brother, never by killing him.

Appearance:
Although city born and bred, Skarr is physically a perfect physical specimen of orc-kind. He stands seven feet tall and tips the scales at four hundred pounds, most of which is hard muscle, bristling nerve, and fiery anger. His skin is a mossy green and dark coarse hair sprouts from his head and along his body. Scars and tattoos decorate his naked flesh.

Persona:
Skarr is a creature of instinct that leaves little to the imagination. He's quiet most of the time but can quickly switch to roaring laughter or dark melancholy. He has no problems speaking his mind when prompted.

Build:
Skarr
City-Born Orc Wrestler 1
CN Medium Humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+2 Dex)
hp 19 (1d12+7)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +0, Will +2
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Offense
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Speed 20 ft.
Melee Dagger +5 (1d4+4/19-20/x2)
. . Unarmed strike +5 (1d3+4/x2)
. . Grapple Unarmed strike +5 (1d8+6/x2)
Special Attacks Bulldog
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Statistics
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Str 18, Dex 14, Con 16, Int 10, Wis 8, Cha 10
Base Atk +1; CMB +6 (+8 Grappling); CMD 17 (19 vs. Grapple)
Feats Endurance, Improved Grapple, Improved Unarmed Strike, Toughness +3
Traits Bred for War, Indomitable Will
Skills Acrobatics +2 (-2 jump), Intimidate +7, Perception +3, Swim +4 (+8 to resist nonlethal damage from exhaustion)
Languages Common, Orc
SQ
Other Gear Breastplate, Dagger, Backpack (empty), Rope, Waterskin, ?? GP
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Uncomfortable Strength (Ex) A wrestler’s unarmed strikes deal damage as per the monk class table. His bonus is a die size higher than the monk’s, but he applies his bonus damage only against a target he is grappling.
Crushing Grip (Ex) While using the damage option after maintaining a grapple, the wrestler deals damage 1.5x his Strength modifier damage as though he were using a two-handed weapon instead of just his Strength modifier. This also applies to wrestling techniques which use the wrestler’s unarmed damage.
Grappling Techniques (Ex)
Bulldog (Double): The wrestler may declare he is using this technique after successfully maintaining a grapple. The wrestler grabs ahold of the target’s head and jumps forward (though not far enough to actually change spaces), dragging his target to the ground. The wrestler deals his unarmed damage, and the target becomes pinned.


Sorry to only post now, my laptop (or rather the windows installation) broke down yesterday morning and it took some time to get it running again.
This also leads to the character being slightly rushed so far.

Sheet

backstory:

Harland is the youngest son of the minor noble house Hareshunt, though by now formerly noble would probably be a more fitting description.
While Harland himself was off to the academy for the last few years, being trained as a wizard and officer, his father committed himself ever deeper in the war. His house always was rather strongly associated with the Icathian military, the younger sons usually serving at least for a few years if not for all their life, this time they would pay a great cost for their loyalty. While the countries coffers drained ever faster the government asked for ever more help from the noble houses, draining their coffers too and forcing them to press money out of their subjects. Most nobles at some point just reduced payment, but Harlands father was devote. He forced every last penny out of his peasants and even send a good dozen soldiers, almost all he had, to support the war effort. Starvation and hardship took root in Harlands small hometown and one day not so long ago the people had enough.
They rioted, burned the small, mostly unprotected castle to the ground and killed every last Harehunt they could find, which was almost all of them.
When Harland returned home after his training, all he found were smoldering ruins and a town which, while the rage had waned, didn't want to hear anything about nobility anymore, now being proudly ruled by a Council of Citizen and all. All that remained of his nobility now was a worthless name and his fathers signet ring, saved and returned to him by the old miller, one of his fathers last loyal subjects.
With nowhere else to got Harland sought to continue his career as an officer, only to find that the Military had largely dissolved and need for penniless, inexperienced noble officers was at an all time low. But he also heard that the former Royal Guard turned mercenary after loosing their employer and he is thus now trying to swear allegiance to them.


Are Skarr's tattoos of anything in particular, Feral?


I'm interested in this, I will make a post tonight when I get back from work with a character.

Liberty's Edge

Being a city-born orc, Skarr is without a really good connection to his heritage. Beyond a couple tattoos indicating the units he served under in the military (including the infamous Kill Squad), his tattoos are largely formless designs intended to be decorative (and make himself more intimidating) rather than meaningful. He knows his people are known to have a rich tradition in connection to body art but he doesn't know much beyond that.


Let's see, I have:

Skarr - Orc Wrestler
Harakhty Suntooth - Vanara Inquisitor
Dr. Stephen Savage - Human Oracle
Harland Hareshunt - Human Wizard
Aurelea - Human Magus
Aka, the many-lived - Goblin Druid
Argyros Amyntas - Aasimar Fighter

And possible characters from Davachido and Fallen_Mage

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