A Risky Recruitment Request - The Woodbridge Campaign Setting


Recruitment


I have a feeling that this will be a difficult request to fulfill!

At this game The Woodbrige Campaign

There are currently two separate groups of Player Characters engaged in minor expeditions (well, one expidition is underway, the other is about to start).

What I am looking to recruit are two new characters, one to join each group (and if successful this will finally fill the entire assortment of possible races that can be played in this campaign setting).

Two characters, Dieredon (an Elven Ranger) and Calex (a Human Mage) are about to meet the Keeper of the Grounds at Castletown, and when they do, as they explain the reason they have come to Castletown, I hope to have a Halfling join them for the return trip to Woodbridge

So I’m asking if there is a player interested in joining this game as a Halfling?

That’s the first recruitment I am seeking.

The second one is a bit different.

Alomar (a Maetaur Druid, Poseus, a Gymnaga Warrior/Ranger, and Phineas, a human cleric) are about to leave Woodbridge to journey to the Hill of the Cairns, where they hope to find and speak to a reclusive group of “Fairy-like” people known as “The Good-folk”.

In this setting these people are called “Lyphs” and they are a race of tiny humanoids that come in five slightly different sub-racial categories.

I would like to see if there is a player who would be interested in playing a Lyph character, and working with me to define the race using the Race–Builder guidelines.

Eventually these two groups will come together to form an adventuring party and undertake a monumental task.

Anyone out there interested in either of these two options?


Having read some of your work so far, I'm interested in taking up the halfling character. Can I get some more detail as to what you're looking for? Any classes, backstory, personality that would work well? It seems that you have a strong narrative in mind, and I'd hate to jank that up.


GM_Jacob wrote:
Having read some of your work so far, I'm interested in taking up the halfling character. Can I get some more detail as to what you're looking for? Any classes, backstory, personality that would work well? It seems that you have a strong narrative in mind, and I'd hate to jank that up.

I would like to give any player taking on the role of this Halfling as much freedom as possible, within this framework:

The people of Woodbridge have uncovered a murder

Woodbridge is a community of mostly indigenous people (the Urandomans, though that term is falling out of favor, and locals are beginning to think of themselves as “Aladoans” for some very good reasons) but includes a few settlers from a country that has recently “invaded” the land (these settlers are called “Aladoans” from a land called “Aladoa”)

There is some “problem” between the Elves and Halflings of Aladoa

(there are no Elves or Halflings native to Urandoma)

The local authority, the Lord of Castletown, Caliorus Anticus, is going to insist that a Halfling individual, someone who he has complete trust in, and someone who he believes will not let the “problem” between his people and the Elves influence his or her actions, travel with Dieredon and Calex back to Woodbridge to further the investigation.

Ideally this Halfling would be a “good” person, and could be an Inquisitor, Ranger, Magus, or Summoner (less likely the character would be a Rogue, Alchemist, or Fighter, and could not be a Druid, Oracle, or a Witch).

The player will be given all the information he or she needs to understand why the Halfling is being included in the investigation.
Most importantly, The Woodbridge Campaign was established with the idea that it would be a cooperative effort between all the participants to create the campaign setting as it is played and I hope that an interested player will be willing to participate in that effort. This means that much about the Halfling people of this setting could be developed by the player.


Right on. Halfling inquisitor on the way. He's serious to a fault (little man syndrome) and essentially equates law with good. He's a results kind of guy, so he'll do what it takes to make it happen.

I'm on my phone, so I'll give the full work up tonight. (I'm on EST time)


Well thank you! Looking forward to it.

Now, anyone interested in the second recruitment?


Here I am! (It's Jacob)

There isn't a lot of meat in the write up, so let me know where I should go from here. More background? Any research I need to do? Anything I should be reading about the campaign?


That looks good for a start. I'll post more tomorrow about things you would want to know and I have a request, could you put as much information as possible in the alias and not just a linktto the sheet? Some computers I use can not access mythweavers


dotting for interesting in the second recruitment. I have much the same question as Jacob, as far as general guidelines


I know this is sometimes questionable, but, GM willing, I'd like to add a riding dog. He wouldn't be involved in combat, I'd basically use him to offset my slow movement since I make my living chasing things. I'll deal with all the bookkeeping and encumbrance issues myself. Like I said, Doggie will be staying out of the way most of the time. I'll dismount for combat and all that jazz.


Gelis Fireheart - if you are interested, I'll post the basic description of the five Lyph types (Altilyph, Nuonalyph, Dakalyph, Sahalyph and Sakalyph)

I'm looking for someone to help me build them, using the Pathfinder race builder rules, and then play one of them as a part of the campaign, representing the Lyph people of the Woodbridge community.

Eli - a riding dog is acceptable, and I will give you some guidance about where your character starts, what he knows, and try to get you into the game as soon as possible. You can always spend as much time as you are willing, reading up on the Game thread and Discussion thread to get a better feel for the setting.


I am definitely interested. I'm unusually busy today, but I should be able to get a lot of work done on it tomorrow with you. Post the basics and I'll start brainstorming


Excellent. I moved all my stats to the alias page, as well.


Gelris - Here is a very long post about Lyphs, if it seems like too much information, I apologize.

He is an edited copy of the first post I made about the Lyphs

These are some of the base ideas we will be working from to create the new player character race

The following description is of the Lyphs of Urandoma, creatures of great beauty and mystery

these creatures should not be confused with Sprites as described in the Bestiary and are a different creature all together

In much the same way that the “Big Folk” are divided into separate humanoid races (Human, Dwarf, Elf, et. al.) the Lyphs of Urandoma are also divided into sub-races, two separate types, one of three races, and one of two.

The Common Lyph, or Good Folk, as they are called, are a tiny people resembling, for the most part, winged human and demi-human folk and are found throughout the land

The common Lyph is naturally one to one and a half feet in height, with pale to tanned skin, thick hair that can be straight or wavy with color being predominantly light brown, but blacks, reds and blondes, even platinum, are not uncommon. They have almond shaped eyes that are typically brown or blue, with dark black and green being extremely rare. They live in small isolated communities of five to twenty families with the leader of each community being referred to as the “queen”. Women dominate these communities and females are normally the protectors and hunters of a particular tribe, while male Lyphs usually act as religious leaders. Male Lyphs account for less than 30% of Lyph populations and occur in only one third of births on average. However, it is interesting to note that when Lyph twins are born the occurrence of male/male, as opposed to male/female or female/female, twins exceeds 75%. The male Lyph is known to be practical and very proficient at home crafts and manufacturing, and many disaffected male Lyph youth leave their communities rather than be arranged into a group marriage, a common Lyph practice.

A Lyph lives to be well over 60 in their native environments, but tends to live a shorter life in more densely populated areas.

There are 5 sub-types of this race (divided into two groups, the Insect winged Lyphs, and the avian wing Lyphs)

Whatever things are worked into the race description these are two things I want to make sure get included

Damage reduction;
When airborne a Lyph receives damage reduction to all physical slashing/piercing/bludgeoning attacks equal to their class level +1. This is due to the ability of the small creature to react suddenly when it detects even the slightest change in air pressure around it, and move with a blow robbing it of some of its power. They receive this damage reduction at all times while flying under their own power, not through magical means, and even when caught flat-footed.

Size control:
Once per day (24 hours) a Lyph may cast upon itself an Enlarge Person spell as if cast by a wizard of the same level as the Lyph’s hit die. This is a supernatural ability and its use is a standard action that does not provoke attacks of opportunity. The duration is as per the spell but can be dismissed by the Lyph at will. At the end of the effect’s duration the Lyph is fatigued for a period of time equal to 10 minutes, minus her constitution bonus in minutes. If dismissed before the natural end of the duration the fatigue effect is doubled. (Note that Lyphs do not perceive this ability to be a magical one, but instead a quiet ordinary and natural one, although it is magical in nature, and when Enlarged a Lyph will have a detectable magic aura).

Physical Description

Ibbenlyph types (insect wing types)

Altilyph are nine to fourteen inches in height. They have dark tan skin and tend to be thick but not obese. They tend to be found at higher elevations. They are farmers and herders of long haired rodents (similar to the guinea pig). They are shy and aloof. Their wings resemble beetle wings (some with hard shells). They resemble Dwarves in many ways.

Beetle type wings (Altilyph)
Fly Skill bonus +2. These wings can be completely concealed but when extended are highly susceptible to fire damage giving the fairy a –2 save vs. fire effects. An Altilyph can re-grow her wings and this typically takes three to five weeks.

Nuonalyph are eleven to nineteen inches in height. They are often described as gangly, and tend to have slender arms and legs. Their skin color is ruddy and can sometimes be as dark as an Altilyph. They have very fine hair, and also tend to have pronounced receding hairlines. They are the most gregarious of the fairy folk. Their wings resemble dragonfly wings. In appearance they resemble Alodoan Elves. Nuanolyphs are found in forests and grasslands near fresh, clear running water.

Dragonfly type wings (Nuonalyph)
Fly Skill bonus +3 (this Lyph can hover as a Move action sacrificing all forward movement, and if taking two move actions, can hover and change altitude by up to ten feet). These wings can be folded, but not concealed. They are only slightly susceptible to fire damage giving a –1 save vs. fire effects. A Nuonalyph’s wings take twice as long to grow back, if lost, than those of an Altilyph.

Dakalyph are ten to eighteen inches in height. They have fair to tawny skin color and among the winged fey folk they have the widest variety of wing shape/size/color. Dakalyphs are haughty and proud and tend to segregate themselves by wing size with those with the largest wings acting morally and intellectually superior to all other fairy folk. They are often the most seductive and alluring of the winged fairies, with only the Sakalyphs being markedly more attractive. Their wings resemble butterfly wings. There is a strong animosity between Sakalyphs and Dakalyphs. They resemble fair, somewhat “Elven” humans. Dakalyph can be found in nearly any location in Urandoma.

Butterfly or Moth type wings (Dakalyph)
Fly Skill Bonus +1. These wings cannot be folded, but are not more susceptible to fire than any other part of a Lyph anatomy. A Dakalyph’s wings will not grow back without the use of magical healing.

Sylyph types (avian wing types)

Sahilyph are seven to twelve inches in height and are the rarest of the winged fey folk. They are fair skinned and have very light colored hair (They are the only fey known to have naturally platinum blonde colored hair). Sahilyphs tend to be nocturnal and are rarely seen in the full light of day. It has been said that they are the most perfectly proportioned of the winged fairy folk. They are extremely suspicious of strangers, but not easily provoked to anger. Their wings resemble hummingbird wings. They resemble Aladoan Halflings. Sahilyphs can be found in deep forests or hilltop glades.

Humming bird type wings (Sahilyph)
Fly Skill bonus, +4. These wings can be folded, and are small enough to conceal under a cloak or shield. This Lyph can hover as a Move action, and if using two Move actions in one round, can hover and change elevation by 5 feet. A Sahilyph’s wings will not grow back if lost without the influence of very powerful healing magic.

Sakalyph are twelve to twenty inches in height. Rare Sakalyphs have been known to grow to almost thirty inches in height (along the far southern coast of Urandoma). They have tan to dark chocolate brown skin and dark hair. They are among the most beautiful of the humanoid creatures known. They are a curious and an easily agitated people and have even been described as barbaric by other Fey folk. They can be very dangerous opponents when angered as the wingspan/strength of an Enlarged Sakalyph is formidable indeed. They are strong flyers and are adept at spear fishing from great heights. They are usually found along the southwestern and southern coast of Urandoma.

Heron type wings (Sakalyph)
Fly Skill bonus +1. These are articulated wings and can be folded, but are too large to be concealed. These Lyphs tend to be considerably larger than other Lyphs. Some of these folk have been mistaken for heavenly avatars at great distances. These Lyphs tend to be the most aggressive in nature. A Sakalyph’s wings will not grow back if lost without the influence of very powerful healing magic.


This post appears in the discussion thread at the Woodbridge Campaign Game (on the first page)

Eli - In addition to this information I will tell you more about your personal involvement with Castletown’s problems in a private message

As a Halfling Player Character you will know the following information.

Halfings, as a race, were abducted in great numbers from their homelands over six hundred years ago by sea going Elven raiders from a country called Irishea. After four hundred years of bondage there was an uprising, initiated by a group of Halfling Wizards calling themselves the Liberators of the Garalee (though no Halfings who are in this area at this time can tell you exactly what that means, most understand that Garalee was the Halfling homeland). The uprising of Halfling slaves was brutal and short, and the Elves, unable to match the Halflings in Arcane Wizardry (even though they considered themselves masters of Arcane magic), were forced to grant freedom to all Halfling slaves. However, few Halflings were able to make the journey across the sea back to their homeland, and this naturally led to a dramatic change in the makeup of the country of Irishea.
One hundred years ago (after one hundred years of Halfling freedom) a mad queen of the Elven people (Queen Arosebelle) declared war against the Empire of Alodoa, a primarily Human Empire. The war was a disaster, and resulted in the Queen being dethroned by leaders of the Elven church, and capitulation to the Alodoan empire. Since Irishea became part of the Alodoan Empire conditions and opportunities for Halflings improved.

Fifteen years ago the Empire of Alodoa invaded the lands of a large island country known as Orimar (that is, this is what the land is called by Alodoans). The invasion was prompted by an attack on Alodoan shipping along the eastern Alodoan seaboard. Orimar lies to the south east of Alodoa, approximately two hundred nautical miles, and the increase in pirate raids on Alodoan ships forced the Empire’s hand. Fortunately a long protracted war was avoided when the Alodoan people learned that Orimar had no unified government and was, in fact, a land of many warring kingdoms beset with many internal struggles. Everywhere the armies of Alodoa landed warlords and petty kings of small tribes surrendered or fled in ships never to be seen again.

Initially not very many Halflings were part of the Alodoan invasion of Orimar, but once it became clear that the land was easily concurred and that the Empire of Alodoa had big plans for settling and farming of the fertile land, and when regular passage at no cost to anyone wanting to resettle to the new land, was available, Halflings took an interest in the land of Orimar. Initially this seem like a perfect opportunity to finally get some distance between the Elven people and the Halfling people, but strangely enough a large number of Elves also took an interest in Orimar.

Now it is no secret that there is a separatist movement among the Elven people that seeks to create a new homeland away from the country of Irishea (which was devastated by the war and subsequent natural disasters, the worst of which was a period of fifteen years when Irishea, which lies at the north along the coast of Alodoa, was subjected to several hurricanes). The idea that these Elves would think that they could just leave their own suffering populations and expect the Halfings to get the country back on track is offensive to most Halflings and most Alodoan Halflings will accuse any Elf they meet of being a separatist, even though the separatist movement is quiet small and only about one in ten elves actually supports the movement.

I edited out a section here about Halfling characters who live in Woodbridge, we had one such player, initially, be he dropped out of the game

Alodaon Halflings are arrogant, and confident. Most of them know some arcane magic (it is considered a sign of respect to the people who liberated the Halflings from slavery to at least try to learn some magic). And every Alodoan Halfling knows two O-level arcane spells and can cast them a number of times per day up to their Intelligence score (unless their Intelligence score is 10 or greater and then they can cast those spells as often as they want).

When dealing with Elves, Halflings show little if any respect, and often are dismissive of the problems Elves have. Halflings are mostly non religious, though they do have a Patron Goddess (Kiiroan Gehr, the Goddess of Halflings is a goddess of mysteries and Arcane Magic). Alodoan Halflings are easily enthralled by Maetaur and Gymnaga of the opposite sex.

New Information

The Halfling people who consider themselves truly part of the Aladoan Empire, and are not the kind of Halflings to seek separation from the Empire, have tended to adopt the religious behavior of the Alodoan Humans (who are religious, in general, but not as religious as the Elves). The Human Alodoan population has a history of adopting religious practices from different cultures and the official religion of Alodoa is a hodge-podge of beliefs and practices. There is even a rising following of humans who worship the Halfling Goddess Kiiroan, and see her as the ultimate symbol of intelligence and skill in the universe.

Most Halflings are not religious and a large percentage of them are dismissive of religious people as “unintelligent”.

It is not altogether strange, but it is certainly uncommon, that a Halfling would choose to be an Inquisitor, but this makes perfect sense in these times. Obviously the Alodoan Empire, alerted to the ongoing trouble in Castletown, has decided to send a person to Castletown who understands what it means to be a Halfling, and at the same times has a faith in his religion and is a trusted Alodoan citizen, in the hope that this individual can cut through the layers of deception and intrigue and sort out the source of this trouble, and put an end to it swiftly.


Holy information surge Batman!

Lol it's fine. I don't have time to read it tonight, I will tomorrow though. Probably have something intelligent to post on it by Sunday


Ok, so some of the first questions I have

1) The damage reduction aspect appears a little overpowered to me. They're already very difficult to hit due to being tiny, at low levels they would be completely invincible to martial classes. Perhaps instead they have some sort of chance to turn the blow into non-lethal? Or they can turn a percentage of the damage into nonlethal? Not sure how to handle it, but I know with that I could easily make a level 1 character with over 20 ac (not even in heavy armor) as well as damage reduction, being completely unable to be fought without magic.

2) So, I think a good place to start would be ability scores. Do you want them all to have separate ability score mods? I'm assuming you do because of their very different natures, so I'm going to go ahead and do that. Tell me if it's otherwise

Altilyph: -2 cha (aloof, shy, mostly work with animals)
+2 con (tough, thick, used to high elevations)

Nuonalyph: -2 con (gangly, need fresh water to thrive)
+2 cha (gregarious, many relations)

Dakalyph: +2 cha (beautiful wings, seductive)
-2 wis (believe physical appearance grants power, act superior)

Sahilyph: +2 wis (perceptive and suspicious)
-2 str (don't get much sunlight, fair)

Sakalyph: +2 str (strongest of the tiny folk)
-2 wis (barbaric, easily angered)

Just an idea, tell me your thoughts.

Ok, and random other things to note

1: Altilphy's get a bonus to handle animal

2: Dakalyph's DC for charm spells cast by them is increased by 1 due to their seductive nature

3: Sahilphy's have darkvision and light sensitivity due to being nocturnal

4: Sakalphy's can 1/day, while enlarged, create a buffeting gust of wind with their strong wings.

Again, random thoughts and ideas. This is just some basic functions I would get from your description, haven't thought about it in great detail yet, but I think it's a good place to start


I think I put my post in the wrong forum. I'll be playing the lyph character and Terquem asked me to level the race out using the advanced race guide creation rules. Please Critique. BTW these are +1 races.

Altilyph: Altilyph are nine to fourteen inches in height. They have dark tan skin and tend to be thick but not obese. They are found in high mountain/plateau regions. They are farmers and herders of long haired rodents (similar to the guinea pig). They are shy and aloof. Their wings resemble beetle wings (some with hard shells). They resemble Dwarves in many ways.

Tiny Fey
+2 Fly skill, always class skill
-2 str, +2 con, +2 wis
Speed: 20 ft, Fly 30 feet (poor)
Climb: Altilyph's can climb with ease at their speed and do not take a negative to their armor class when climbing. They also receive a +4 to their climb skill.
enlarge person 1/day
speak with animals 1/day
stone shape 1/week
Darkvision 60 ft
Lowlight vision
DR 5/Cold iron
Carapace: An Altilyph has a thick carapace on his back that shields his wings went not in use. This carapace acts as a natural shield at all times except against their vulnerability to fire. It provides them DR 5/fire
Fire Vulnerability: Altilyph are susceptible to damage from fire. They suffer a -2 on all saves vs. fire.
Dodge

Nuonalyph are eleven to nineteen inches in height. They are often described as gangly, and tend to have slender arms and legs. Their skin color is ruddy and can sometimes be as dark as an Altilyph. They have very fine hair, and also tend to have pronounced receding hairlines. They are the most gregarious of the fairy folk. Their wings resemble dragonfly wings. They resemble Alodoan Elves. Nuanolyphs are found in forests and grasslands near fresh, clear running water.

Tiny fey
-2 str, +4 dex, +2 cha
+4 Fly skill, always class skill
enlarge person 1/day
control water 1/day
charm person 1/day
DR 5/Cold iron
Lowlight Vision
Dodge
Gregarious: When a Nuonalyph successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours. They also receive a +2 to diplomacy.
Speed: 20 ft (ground), 50 ft (good)

Dakalyph are ten to eighteen inches in height. They have fair to tawny skin color and among the winged fey folk they have the widest variety of wing shape/size/color. Dakalyphs are haughty and proud and tend to segregate themselves by wing size with those with the largest wings acting morally and intellectually superior to all other fairy folk. They are often the most seductive and alluring of the winged fairies, with only the Sakalyphs being markedly more attractive. Their wings resemble butterfly wings. There is a strong animosity between Sakalyphs and Dakalyphs. They resemble Fair, somewhat “Elven” humans. Dakalyph can be found in nearly any location in Urandoma.

Tiny fey
-4 str, +2 dex, +2 int, +2 wis, +2 cha
+2 Fly skill, always class skill
enlarge person 1/day
detect magic at will
hypnotism 1/day
silent image 1/day
DR 5/Cold iron
Lowlight Vision
Dodge
speed: 20 ft (ground), 40 ft fly (average)

Sahilyph are seven to twelve inches in height and are the rarest of the winged fey folk. They are fair skinned and have very light colored hair (They are the only fey known to have naturally platinum blonde colored hair). Sahilyphs tend to be nocturnal and are rarely seen in the full light of day. It has been said that they are the most perfectly proportioned of the winged fairy folk. They are extremely suspicious of strangers, but not easily provoked to anger. Their wings resemble hummingbird wings. They resemble Aladoan Halflings. Sahilyphs can be found in deep forests or hilltop glades.

Tiny fey
-2 str, +4 dex, +2 cha
+4 Fly skill, always class skill
Darkvision 60 ft
Lowlight vision
enlarge person 1/day
expeditious retreat 1/day
Speed: 20 ft (ground), 60 ft (perfect)
Move action to hover, no fly check, double move action to hover and change altitude 5 ft
DR 5/Cold iron
Dodge

Sakalyph (hawk) are twelve to twenty inches in height. Rare Sakalyphs have been known to grow to almost thirty inches in height (along the far southern coast of Urandoma). They have tan to dark chocolate brown skin and dark hair. They are among the most beautiful of the humanoid creatures known. They are a curious and an easily agitated people and have even been described as barbaric by other fey folk. They can be very dangerous opponents when angered as the wingspan/strength of an Enlarged Sakalyph is formidable indeed. They are strong flyers and are adept at spear fishing from great heights. They are usually found along the southwestern and southern coast of Urandoma.

Small fey
lowlight vision
+2 perception
+2 str, +2 dex, -2 int, +2 cha
speed: 20 ft (ground), 40 ft fly (average)
Aerial Dive (Ex): A Sakalyph specializes in fighting in the air and can dive at foes at incredible speeds. When diving a sakalyph moves at quadruple his fly speed with no penalties to his fly skill.
+4 Fly skill, always class skill
enlarge person 1/day
DR 5/Cold iron
Dodge
Easily Provoked: Sakalyph are among the most temperamental and savage of the fey races. When angered a sakalyph can enter a rage that is identical to a 1st level barbarian's rage ability. They can use this ability a number of rounds per day equal to their constitution modifier. After exiting a rage state a sakalyph is fatigued for 2x the number of rounds spent in rage. They cannot enter a rage state while fatigued.


this is all good stuff, sorry I haven't looked at it recently. Been having a tough couple of days, but I'll get back on track soon.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Any slots still open I don't mind playing a handling. :)

Or is it full now?

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